[quote who="2StepsForward" reply="17" id="3702873"] The viewer works very well as a viewer. I would like to edit improvementdefs the way you set up the GalCiv3 Tech Tree Editor. The file path dialog includes a path to notepad++, but does not open it. The viewer menu Edit-Find does not work, "Find" is greyed out. [/quote] Not all features are implemented yet. I will be adding the following shortly; Validate against tech tree, Filter flat/% , filt
treborblue
[quote who="rexkelley" reply="15" id="3702810"] Very nice viewer! What is needed to make the editor open? [/quote] Does it not work for you? It requires; Dot Net 4.6.1 Galciv III installed. Unzip the folder keeping all files together, Run the .exe
[quote who="pshaw" reply="38" id="3702468"] We updated the opt-in with a fix for this. Thanks for the report. [/quote] Its still not fixed fully, see the prerequ for the first xeno lab upgrade 'XenoResearchLaboratory' XenoIndustrializationTech &
Updated. See OP.
I'm not seeing that in my xml. [code="xml"] VigilantStarbase BasicStarbaseName HitPointsCap Starbase Flat 50 BeamWeapon Starbase Flat 1 BeamAttack Starbase Flat 1 MissileWeapon Starbase Flat 1 [/code] etc.
[quote who="Publius of NV" reply="9" id="3700236"] Downloaded your fixed version, works fine for me. From your comment about performance I was expecting to wait, but it only took a second or two to draw the window. Perfectly acceptable for me. Using your viewer it's really easy to review the improvements and note things like the "Recruit Celebrity" project actually produces a diplomat. [e digicons]o_O[/e] [/quote]
Anyone else having issues with show all? Anything in the logs?
Sorry Guys I had an absolute reference set in a XAML file I used while developing. Took ages to find, because it worked on all my PC's. I have uploaded a fixed version. On the upside I have added lots of debugging just in case. Not happy with the performance takes a while to draw the layout. Let me know how it performs.
@Mortil Logs not helpful. Do you get any error message popup?
Do you get any error messages when trying to run. when you run for the first time you should get a pop up asking for the paths. if you have the steam version, it should populate the Galciv path automatically. can you post the logs?
Discontinued / Superseded Update: 31/01/2018 Added missing DLC . Added Prerequisites and Preclusions . N.B. Some improvements have prerequisites/preclusions that are only set on the tech, so will not be filtered correctly ATM. Added Filter by Type and by Race/Ability . Added Validate improvement . Attempts to check improvement for errors, missing components etc. H
Try something like this, Internal Name of Improvement Edited as per schema.
[quote who="zuPloed" reply="121" id="3696532"] But the devs are entirely oblivious of this point for all I can tell and the reality is, that the best research planet is now one with tons of cities instead of tons of research improvements, which would be the intuitive choice for a reasearch focused planet. [/quote] I have thrown my '2 cents' in about this issue before. Tie population to production buildings **, this is key! - problem solved. <
Yea, in crusade there is only one tree. You can select the filter by trait window and show the whole tree. You add techs as you would under the base game, but you can add race traits and/or preclusions to the tech to have it only selectable by races that have the correct traits. I have an unreleased version that fixes some minor bugs. That may be related to the "statname_" bug you are seeing.
[quote who="DivineWrath" reply="194" id="3692752"] Quoting Frogboy, reply 191 Now, personally, I wish we had refined goods. That would solve a lot of problems and it is something the engine can do but it's too big a game change. IMO, that's what cities should require. I.e. resource A + B used by building C to c
If there was such a mechanic to allow tall to compete with wide, what would stop you from going tall and wide? If resources were the limiting factor, you could always get more resources later. Edit At sometime during the game you will conquer other planets and end up wide anyway.
To play the base game just add -DisableDLC "Crusade" to your shortcut.
Sorry for the late reply, been pre occupied. All good suggestions. I will be revisiting it shortly.
[quote who="Frogboy" reply="131" id="3691680"] Broadly speaking, the goal is for a planet to remain within a certain, manageble level of development. If a planet starts at N production, we don't want it to go beyond 3N by end of the game. 3N is a huge jump. But we have frequently seen cases where people are getting 100N or 200N. [/quote] While I agree there needs to limits as to what is acceptable in terms of output, not everyone
What if each building that gave a flat + to raw had a max raw output. Colony max output 5, so a pop of 5 would yield 5 in each category, manufacturing, science, wealth etc. Increasing the pop would give nothing extra. Each manufacturing building would add to the max manufacturing output, Each research building adds to the max research output etc. Building a factory without the pop would only give you the % bonus. To get the best results y
[quote who="zuPloed" reply="109" id="3691556"] But at this point I am not opposed to rethinking it's role entirely either. For example improvements requiring population to function [/quote] I like this idea. A capital provides 5 pop, 5 research 5 wealth, 5 manufacturing etc. because its special. A base factory requires 1 pop to get 1 raw production in manufacturing, ditto basic research, wealth etc. They still have a % adjacency bonus.<br
Didn't moral in Galciv 2 also affect research and construction, you need at least 80% moral to function normally?
As tid242 says, Crusade selects certain Techs based on the race abilities and race type Base game still uses different Tech trees for different races (bug has now been fixed). If you want to view all the Trees and abilities from Base and Crusade, check out my Tech Tree viewer tool https://forums.galciv3.com/477456/page/1/ <img src="https://staticdelivery.nexusmods.com/mods/965/images/thumbnails/8
[quote who="trims2u" reply="8" id="3689343"] Duh, yeah Durantium Refinery, not Manufactory. That said, which tech unlocks it? I don't see it in the tech tree anywhere (Terran), and I have sufficient Durantium that I'd think it should show up in my available improvements list... Nevermind. I looked at the ImprovementsDefs.xml file. The TDA, DR, and Prometheon Reserve all are unlocked by Orbital Manufacturing. However, I don't
Update for version 2.5 opt-in (Base and Crusade) Edit: Now uploaded to Nexus