Editing xml's can be quite tedious at the best of times. Most people don't want to delve into walls of text to alter their game experience. I take my hat off to dedicated people who take the time to mod the xml's for the benefit of others. I am currently working on a tech tree viewer / editor tool which replicates the in game visual tree. It will allow you to click on a tech in any tree and modify its values directly.
treborblue
[quote who="rynebrandon" reply="5" id="3638150"] Thank you for your responsiveness and such a great tool. I've spent hours manually doing what this does. It's awesome. Thank you so much. [/quote] Much appreciated. Thanks
I know this is an old post but it remains relevant today. Has anyone made a mod allowing for ALL the factions to start at a later Age, i.e. Age of War, Ascension, etc.? If such a mod exists please post here! Probably not exactly what you're looking for, but worth a look. A tool to modify tech costs with the option to zero costs based on tech age, essentially gifting all techs in the age to the AI. <a href="https://f
It should, in theory, work for any tech tree. All you need to do is change the path to point at the folder with the modded trees. It searches recursively for all *TechDefs.xml. I think this is case sensitive. Hit the check techs button to see a list of trees it has found. If you want to merge existing trees with custom trees, you will have to do this manually at present. I hadn't planned on developing this tool any further alth
Updated OP with fixed download link.
Updated OP with link to latest version. Link removed new update pending.
Not sure what you mean. Displaying the tech xml as a tree is quite easy. Displaying it like the in game tree is proving difficult. I don't know SD's algorithm. I can only guess by observation. There are a lot of inconsistencies in the trees which I have had to over come. Just when I think I have cracked it, some alien tree won't play ball. I have new logic which seems much better. I will release after test
I have decided to release an Alpha version. (Don't tell me how ugly it looks, I already know. Will move to WPF later) Edit: Link removed, added to OP. Added connecting lines and colour. Tech descriptions are still their generic names. No edit yet. Known issues: Some tech trees don't display all the techs in the correct position. Some techs may appear behind other techs. I am worki
I have a very basic Tech tree viewer almost ready for testing. One small bug to fix after work. It's not pretty, there are no lines connecting the techs, they are colourless, the tech descriptions are the generic names and you can't edit them. ATM. It's taken longer than I thought just to get the techs to display similar to the in game techs trees. Some techs are listed higher or lower, but in the correct order, than the real trees
This tool was requested so I thought I would share it. It doesn't do much apart from allow you to change the tech costs of all trees by x amount is seconds. You can also specify tech cost increase by Tech age. You can also use it to mod other peoples mods, so if you have a favourite mod but want the tech costs changed for a longer (or shorter) game, just run this tool. As long as the tech trees don't get a major overall it
@ androshalforc Updated the Mod tool as requested. Prompts to overwrite existing mod folder and remembers last location. http://www.nexusmods.com/galacticcivilizations3/mods/73/? Added
Version 0.1.8.4
[quote who="androshalforc" reply="7" id="3633339"] Don't rush to much I'm probably going to build a new map this weekend and see if a new patch comes up before I get to try it out [/quote] Sent you a PM with a download link. Hopefully self explanatory how to use. Should be version independent, unless the tech trees change drastically
[quote who="androshalforc" reply="5" id="3633332"] That's pretty much what I'm after [/quote] Ok, leave it with me. I have no projects on the go ATM. I'll PM you when I have something
I'm not a Modder and some xml's can be quite complex, but looking at what you want to do, it wouldn't be too complicated to code a basic tool. If you want I'll have a go over the weekend. 'Copy existing tech trees into a mod folder and modify tech costs with your choice of multiplier' Is this all I need to do?
A lot of work indeed. There are 3349 entries in 10 tech trees. Now if some kind soul would code a tech cost increase tool, changing the values would be quick. You could even have different multipliers for different tech ages.
Don't spend precious dev time on putting the wheel back! Spend it on refining what we have now.
Happened to me too. Terrans at war with the Drengin. Terrans beg me to help out. Which I do. I assemble my invasion fleet. Take one planet, then the Drengin to surrender to the Terrans, who's ass they were kicking!
[quote who="joeball123" reply="120" id="3548394"] Quoting treborblue, reply 118 You could have a fleet module that would stack sensors, this would make more sense. Why does stacking fleet sensors make sense to you when
IMO sensors should not stack. Only one per hull. Beef them up to compensate and/or have a large sensor array that takes up more space. Each sensor tech would increase the range dramatically up to a pre set limit. Not including bonuses. Sensors for star bases should have more range than the ship equivalent. You could have a fleet module that would stack sensors, this would make more sense.
I like the ability to give global orders to ships, but it needs expanding to custom planet governors. eg. This planet (production wheel setting) is an 'xyz' world Then when we colonise a new planet, I designate this planet a science world or a balanced world or a manufacturing world etc. Then we could do:- All planets designated as science switch to manufacturing or A
See my thoughts on this from another thread, reply 16 https://forums.galciv3.com/464961/page/1/#3547062
[quote who="Nathan E" reply="17" id="3547055"] Does anyone find this tedious planetary build up micro management fun? Are you going to want to keep doing all of this, on really large maps, with hundreds of planets? How are you going to complete multiplayer games with this required time sink? [/quote] I dislike this level of micromanagement. But, I also dislike a specialised world losing potentially two thirds of its production. So I am compelled t
At present the planetary projects are pretty useless. 5% boost if selected. What I find I am constantly doing is manually moving the econ slider to 100% of whichever the planet specialises in to stop the idle planet reminder. If its a manufacturing world, I move the slider over to 100% manufacturing and 100% military to feed the shipyard. This is fine until I need to upgrade or build another improvement. I then have to move the sliders back to allo
Maybe they could make it a race trait, like in MoO2.