Still not sure what you are doing. I have just tried the following. Created a custom tree based on the Drengin, called it Elves. (Select Mods, create new tree) Selected Iridium tree, copied Marketing Tech, selected Elves tree, pasted onto Intimidation (first tech in influence) Saved tree. Selected Snathi tree, copied Recovery Tech, Selected Elves, Pasted onto Engineering (first tech in engineering) Saved tree. Exit editor. Fired u
treborblue
Is this a tree created with the editor ? Can you explain in more detail what the issue is. The tech in question can be seen in game but cannot be researched?
[quote who="UnleashedElf" reply="2" id="3662742"] I'm thinking about trying to create a custom tech tree. [/quote] This may be of use, Tech Tree editor tool https://forums.galciv3.com/477456/page/1/
New version 0.1.5.0 uploaded. See OP Added video links.
My tech tree editor is due for another release shortly. It has the remove 'specialization' feature in this version, as discussed in PM. One click and they are gone. You will still have to change descriptions, costs etc, but it will certainly help automate a lot of the process.
[quote who="BuckGodot" reply="32" id="3660092"] This might be because one of their techs (along with the Peacekeepers) was duplicated. Namely PilgrimageTech is there THREE separate times: [/quote] Yep that will do it. Its not causing a crash in the tree viewer, just thought I would point it out as logical errors in the xml are easy to spot! by the way, when you look at the XML's do you see Blonde, Brunette?
[quote who="BuckGodot" reply="27" id="3659969"] Might be missing something here, but it looks like the Drengin DO NOT have the prerequisite techs Industrial Mastery 1 or Industrial Mastery 2 to allow them to get the capstone tech Manufacturing Stimulus. It is however in their tech tree. But it is pointing to non-existent (for them) techs. [/quote] Can concur. Using my Tech Tree Viewer to view the Drengin tr
[quote who="General Pants" reply="73" id="3659528"] First, this program is excellent, and I very much appreciate your efforts! Thank you for this amazing tool! Thanks. Second, to answer your earlier question, I would prefer fewer, bigger updates, but Syrkres makes a convincing case for more smaller ones. I'll gladly take whatever you can do. [/quote] I really want to move the tool forward with new features I have planned but I have a list of minor b
[quote who="General Pants" reply="73" id="3659528"] Third, load times have increased significantly since the last version I had (not sure which it was, sorry). Tech trees used to just pop up really quickly, now they takes longer to process and there is a loading bar. I understand this must have been necessary to make the program work; unfortunately it takes away one of my favorite uses of the viewer, which is to 'rapidly' switch between tech trees so I can tell the differen
New version 0.1.2.9 available. See OP.
[quote who="Frogboy" reply="19" id="3658968"] For instance, I've spent 3 hours today trying to make that twirling galaxy animation go smoothly when loading up a game. Because of the way it's implemented, it's really really hard to make that smooth (I thought I could just throw it in a thread, I was wrong). But it bugs me a lot that it isn't smooth when loading. But someone else would say, "Meh." [/quote] I feel your frustration,
Updated OP with new version 0.1.2.6. Any suggestions or bugs, let me know.
I haven't been able to update this tool as often as I would like, only a few hours each Saturday. So, I have a question for people that use this tool. Do you prefer regular small updates or wait a little longer and have a larger update. Version 0.1.2.6 is ready for those that want it. Change log. Reverted edit windows to be non UI blocking. On first time use points to example mod,
[quote who="Yabouc" reply="66" id="3656237"] Hi ! I have tried your editing tool on a mod of mine and I must say you're doing a good job. Some work remains to do, so carry on ! I'd like to mention a problem I ran into and I guess you might want to do something about it. On opening my tech tree (for the first time), your editor showed an error message about not finding the Text folder and then opening the path window to presumably have me correct o
That's a relief. Thanks
Check your version, help, about. Should be 0.1.2.4. That screenshot looks like an older version.
[quote who="Horemvore" reply="59" id="3654926"] Quoting treborblue, reply 57 Can you be more specific with the save crash. What steps do you take to make it happen. I cannot reproduce it. I Click Edit. Change research cost. Click save, twice. <div
[quote who="Horemvore" reply="56" id="3654907"] If I accidently click save twice while editing a tech the client crashes. Also if I select Edit Description on a cutom tech tree (made with xml by hand) it also crashes. Apart from that keep up the good work! [/quote] Can you be more specific with the save crash. What steps do you take to make it happen. I cannot reproduce it. Which custom tree causes the crash when clicking edit descriptio
[quote who="Syrkres" reply="53" id="3654787"] Ok, downloaded latest client, unzipped to my "working utils" directory. C:\games\Steam-SDK\Galatic-Civ\Tech Tree Veiwer I then checked paths->edit and it looks like they are pointing to the proper directories. c:\games\steam\SteamApps\common\Galactic Civilizations III // Where game is installed C:\Users\vlos\Documents\My Games\GalCiv3\Mods  
[quote who="Horemvore" reply="51" id="3654373"] Quoting mormegil, reply 50 This is pretty amazing. Could not agree more [e digicons]:)[/e] [/quote] You are too kind. Now I must find time to finish it!
New Version 0.1.2.4 uploaded to Nexus mods. See OP for changes.
[quote who="Syrkres" reply="43" id="3652134"] But when I go Mods -> clone a tech tree it tells me to "check paths or create a mod folder". [/quote] [quote who="Syrkres" reply="45" id="3652577"] Np, one thing I will note is I did not install steam in default location, my steam install is under c:/games/steam/ [/quote] The install folder shouldn't matter. I have tested this and it works. I will be adding full instructions
Ok, i'll check it out.
[quote who="Publius of NV" reply="20" id="3650574"] There is a tech tree viewer available as a mod. While it doesn't have full editing capability yet, it works great as a viewer, and has potential to be an editor. [/quote] Its not strictly a mod, just a stand alone tool for viewing tech trees. Editing is coming soon ™.
[quote who="ladyarcueid" reply="32" id="3648158"] After looking at the logs. I figured it out, I never created the new string in techdeftext.xml. Just assumed it did that automatically. Probably should have looked at it awhile ago :/ [/quote] This was actually a bug. Has been fixed in 0.1.0.8.