At the moment it doesn't support mods or modding. I just did a quick 'dirty' update so you could view the Crusade Tree. There are lots of minor bugs because of the way Crusade handles the tree that I want to fix. I will be updating ASAP and will re-enable modding.
treborblue
Far too organised for my liking.;) I just make things up as I go along.
Crusade Update available. See OP for details.
I understand Crusade has a completly different tech tree. My tech tree veiwer tool was working on the base game before the update to Crusade. I now have it working on Crusade, but not all the techs in the base game are displaying correctly. Just wondered if there are any changes to base trees that I need to be aware of. Haven't touched any code for base game. Anyone else that uses tech tree viewer can still display t
Did the base game files get changed during the last Crusade update? (TechDefs, TechDefText) My Tech Tree Viewer can't find the text for certain techs. I'm pretty sure it worked before the last beta opt-in. Thanks.
[quote who="FreedomFighterEx" reply="5" id="3676856"] Wondering if it is possible to make two tech line that mutually exclusive? Would take another twist that if you take line A then the entire line B that offered difference thing will be lock up. [/quote] In theory you can do this by using the specialization techs. One branch would have spec1 as its prerequisite, branch 2 would have spec2 etc.
Its possible. Literally, it was one line of code to get it to work on the master def.xml. To allow for the spurious minor tech at the beginning of the xml. This was causing a crash. To do what you suggested, I would have to revisit the tree engine. I am going to have to recode the stat icon logic anyway. The new xmls have a different data naming format. So many inconsistances. Let me see what I can come up with.
If you have multiple prerequisites the game engine will duplicate the tech tree at each prerequ tech. At least it did in the origonal. The only valid multiple prerequisites are specilization techs.
There is also another problem, some techs replace others. Propagation replaces Colonial Settlements, but in the viewer it sits on its own with no connected techs, again misleading. I am going to have to put in filtering before I release the next version. More work, so I may not have an update as soon as I thought, sorry.
I have it now displaying all the Master techs, but there is a snag. Because there is no filtering by faction abilities, stat icons from all the abilities show on each tech giving the impression that you will get all the 'unlocks' if you research it. i.e. In game the Terrans Colonization tech gives you, Computer Core, Deep Core Mine, Central Bank, Star Port, Space Elevator, Data Centre and Colony Module. 7 items. With no filtering the tree viewer says&nb
I already have it displaying the whole master tech xml, almost. According to the xml there are more techs than the tree viewer is displaying. I am off on holiday tomorrow but i'm gonna sneak my laptop with me. The girlfriend will kill me if she finds out. Its not good enough to play games, but should be ok for coding. I'll have an update soon.
@LunarMongoose. yeah, probably not my best explanation. Tired and frustrated. @FreedomFighterEx. I plan on adding a drop down Ability selector so you can see what different techs you get. But initially, I would still like to select the default Factions from a list. I can use the aforementioned FactionDefs.xml and 'hard code' the Squirrels.
Does anyone know which file dictates the default faction starting abilities. i.e. Altarian start with Ancient and Certain. I thought it was the FactionDefs.xml, but editing has no effect. In fact you can delete it and it still works. I don't want to change it, I just need to know which file to parse for my Tech Tree Viewer. Edit: Ok it seems the FactionDefs.xml is responsible for the default abilities with the following cav
I was joking, I am still learning Crusade. I always played on genius or above, but I have had to drop down to normal. Still working out the best way to use citizens. AI needs to detect aggressive players and adapt accordingly.
Please no more AI improvements, I'm getting my butt kicked as it is. Are the missing Spark of life improvements on the radar to be added.
I plan to update my tech tree viewer to be Crusade compatible in the near future. Need to stop playing for more than 5 mins first.
Just got my hands on Crusade. [e digicons]|-)[/e] Crusade generates the trees totally different now. Going to take some time to figure out how this is going to work. Displaying the default factions shouldn't be too difficult, but I need to decode the custom faction files to be able to display custom faction trees, if that's what you want. May go the route of dynamically generating trees based on selecting abilities, similar to the c
Thanks, [quote who="John_Cowski" reply="7" id="3673683"] What did you program that in and how long did it take you? [/quote] Code C#, WPF, IDE VS 2015 Started last May, mainly coded weekends, on and off. Have no idea how long it actually took. [quote who="John_Cowski" reply="7" id="3673683"] I'm still trying to figure out how to loop through the XML file based on the lead elements [/quote] I use LIN
@John_Cowski I am the author of the tech tree editor. While I haven't updated it for a while, I haven't stopped developing for it, waiting for Crusades [e digicons]:grin:[/e] so I can make it compatible. I also have plans for other editors using a similar UI , improvements, star base modules etc. Was hoping for some word from Stardock on whether they are going to ship any editors soon. (don't want to spend time developing if Stardock are going to release the
[quote who="MortisBlack" reply="20" id="3671441"] i have looked at the files for modding and quite frankly i have no clue how modders actually know what to change to get their desired effect as its mostly gibberish to me so i can only guess how much effort is required to actually make the mods we use...most i have been able to achieve is changing the odd race logo and quality of the odd planet(just to see if could)... [/quote] This is why I created the Tech Tr
[quote who="alphaprior" reply="113" id="3670561"] Now I've noticed something else, after removing specializations some techs are orphaned they are not connected to previous techs. Will they still work in game? [/quote] Which tech tree is affected. If its the Brainy'ak tree, this tree is already screwed in the base game. If you want to move tech's just drag and drop it to re-connect to the required tech. (See the first video i
[quote who="alphaprior" reply="111" id="3670485"] I downloaded last version today and once I try to create a new mod folder it crashes. [/quote] Did you get any error message? Can you post the logs. (Help / view logs)
I really disliked the spy system in gal civ 2. 1 spy did a 'flat' this or that. Create 1 spy to counter their spy, both spies die etc. Not very immersive. Would be better if spies had a % chance, to infiltrate, get caught, steal tech, counter etc. Gain experience over time or through tech. Certain races would be better than others. I really hope the spy system isn't as 1 dimension as it sounds. &n
Ok, I'll recheck my code.
At what point did it crash, any error message? Tested on win 7 and 10, steam install.