Updated OP with new version.
treborblue
Check your paths are pointing to the correct locations. You should, at the very least see all the original techs trees.
[quote who="Horemvore" reply="36" id="3648247"] Quoting treborblue, reply 35 Edit: Tool tip seem to be working with Star Trek mod, am I missing something Look at weapons. Beams/Torpedos/Cutting beams for the Borg. [/quote] Got it, this will be fixed in the next release
@ ladyarcueid, glad you figured it out, will have to add error checking for this. "Add new tech" will add the entries in the relevant xml's. When I can figure out a nice GUI approach. @admiral , some nice ideas, most are on my TODO list. You can choose your own text editor in file paths. Notepad is really not cut out for xml editing You can select the tech tree you want to clone. Or create a new one based on the tech tree select
Can you post the logs after the CTD they may show the error.
Thanks, glad you like it. You should be able to edit tech descriptions, rename techs and move them around with the current build. Right click on the tech and select the menu option. Deleting should be easy enough. Adding a tech is a little more difficult. I have only played around with existing techs. What are the steps you would take to add a new tech manualy. Which xml's would you
It's been a while since I have worked on the tool. I am now back from holiday and work should be returning to normal, so I can resume working on it. The tool was originally just supposed to be a tech viewer, but I added editing to it because I thought it would be useful. This turned out to be a lot more complicated then I had bargained for, due to the way the xml's interact with each other. So I have a few questions:
Sorry, not had chance for a while. Job got me working all hours. Will be back on it soon TM.
[quote who="Nadeshiko1107" reply="7" id="3642318"] Does the tool search for *** and multiply it by x times? If so it should work on future patches even if they change tech tree, right? [/quote] This is correct. Works on any standard or modded tree that has techdefs.xml in the file name. May not work on appended mods, that use a different file naming convention.
New update. 0.1.0.4 Major new features in update: Supports append mode. Create new tech tree - copies and renames internal names ready for customising. Creates Text and Specialization xmls also. Edit tech - mostly working. Not all elements are data bound for easy selection yet. Open text editor and jump to tech - requires notepad++. Lots of small fixes.
Thanks, you have given me a lot to go on. [quote who="Tetrasodium" reply="5" id="3641587"] I'd suggest taking the easy route and make the user save the individual file components (techdefs, techdefstext, & umm.. the specialization one). [/quote] I do this when asking the user to save a cloned tree, I automatically clone the other 2 connected files and rename them according the core file naming convention. It all falls a
[quote who="Horemvore" reply="19" id="3641584"] I get CTD when trying to examing custom tech trees from my Star Trek mod. [/quote] Which version are you running. 0.0.9.9 should catch this error. Check the log files. Edit: look for WARN in the logs. It assumes file naming conventions, ST_FED_TechDefs.xml it is looking for ST_FED_TechDefsText.xml, but is named ST_FEDTechDefsText.xml in your mod. My fault not your
Thanks Horemvore. Looks like I will have to re-code my xml parser.
The tutorials don't answer my question. It just tells you how to make it happen not why it happens. I am trying to emulate the way the engine recognises which unique file belongs to which internal file, so my tech tree viewer can handle appended files.
More specifically, what information in the 'appended' XML is used by the game engine to associate it to the core XML.
Alpha 0.0.9.9. Added partial editing - more soon. see OP for link.
Does any one know what all of the elements do specifially, or point me in the right direction. I want to update my tech tree editor with tool tips before the next release. Thanks.
What do the TAGS element in the techdefs.xml do Do they have any bearing on the tech in question, Can they be omitted, when creating a custom tree.? Hulls NonMilitary BiggerHulls etc.
Just uploaded the latest version to nexus mods. http://www.nexusmods.com/galacticcivilizations3/mods/80/? Editing working to a degree but not released yet. Not happy with the UI. (Not having fun with WPF, still learning.) Alpha 0.0.9.8 Lots of bug fixing, code clean up. Fixed Custom tech trees not showing in list. Added clone tree for edit
New version available Alpha 0.0.9.5 See OP for link and changelog. Planned to release this earlier but had a minor setback. Had to re-write the tree logic after trying BuckGodot's generalized tree mod with the tool. It didn't display correctly, overlapping techs everywhere. On the positive side, now the tree logic is done in 2 passes instead of 6. Its as close to the in-game trees as I think I can get.
I see. I hope to have basic editing available soon. Working on bug fixing and error trapping ATM
Editing is not ready yet with this tool, still in alpha. BuckGodot already has a mod to change tech specializations to normal techs is that's what you are trying to do. https://forums.galciv3.com/471498
[quote who="mortili" reply="8" id="3638735"] search for MovesCap in *TechDefs [/quote] Damn. Easy when you know where to look. I thought it was in a separate file. I wonder if there are any other stats like this I may have overlooked.
New Alpha version available. See OP for link. I am struggling with some information. Each tech has a generic name which is referenced in other xml's, to link stats with techs amongst other things. When you mouse over techs in the game e.g. Altarian Interstellarl Travel, you get a stat 'Moves +1' I can find all of the other stats Hyperdrive, life support etc, but I can't find this one. Curre
I my soon to be released beta tech viewer, you will be able to see the trees for all factions displayed as in-game trees. You can then click on individual techs and edit the relevant xml nodes directly. Change its prerequisite, change tech age etc. and see the results realtime.