XML Modding Question Tech Tree

Ket

Composite Of A Composite
Joined
Jul 26, 2006
Messages
900
Location
Austin, TX
I am starting to make changes to the tech tree and it seems that the system does not pull the lines and arrows from the XML or if it does I am doing something horribly wrong.

What is the best practice or method for modding the tech tree so it still looks good, right now some of my tech's are isolated and do not show the proper progression.

Also has anyone written anything on the X/Y co-ord system that it uses to place the tech "cards"...

Hints and Links would be appreciated.
 
I've redone the tech tree a few times.
The key is to use Excel or something (even graph paper) and mark out the position of each tech square, using the iGridX and iGridY positions in the XML file. Go through the XML file and make this graph first. Then you can change it around.
If you want to move the techs, you have to be careful about two things:
1. Where the arrows are coming from (the OrPreReqs techs listed). You have to make room for them on the chart so they don't look funky. Things will get really messed up if you move a tech to a position on the chart to the left of its OrPreReqs tech.
2. You need to leave one empty "block" between vertically adjacent techs (by not putting two techs directly adjacent using iGridY).
The arrows are drawn for you, and they will look OK if you position the techs carefully.
 
I have had much the same problem as you, Ket. If you work out a quick and easy solution, I would LOVE to know it :)!

Aussie_Lurker
 
The techchooser is a funny old beast. IIRC you're alright if you make sure a tech's prequesite always comes before it in the tech entries.
 
I've been thinking, perhaps something could be done in the SDK, a little function that runs after loading the Techs from XML and reassigns all the XY cordinates (perhaps even changing the order of the Techs if thats important) in shuch a way as for them to come out in a nice mannor on the Tree regardless of what ever initial cordinates they have. Then you could start throwing whole Techs in (with ModSwitcher ofcorse) and realy play around without all the hastle of a fully reworked Tech tree.

TGA: I think this might be because of the mannor of XML loading, Techs are one of the few entities in the game which refere to entities of the same type, normaly every other entity like a Building or an Improvment can call up the already completed and index infoclasses to translate the strings into Indexs. But Techs need to do this before the TechInfo is finished so a more complex process is used, one of the results from what I have heard is that a comment node in Techs.xml unlike other files will crash the loading. It shouldn't interfere with my little idea though as it would execute after all loading and index is completed.
 
Thanks guys, I got the darn thing to look VERY nice and there was no simple solution short of Excel.

Considering I run about 16 more Tech's than Vanilla in the Composite and the path's have changed to make certain tech's more important (Like FLIGHT) there was no easy way to do it.
 
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