Small fix for missing Stat text and Ability text.
Fix CTD when editing stats for Crusade, missing schema file.
Fix for version 2.5 opt-in (Base and Crusade)
Fixes 'cannot find file' when loading.
After recent update some core files names have changed.
Fixed missing stat text.Fixed race preclusions not filtering correctly.Fixed race trait prerequ's not filtering on race type.Fixed stat editor now selects correct XSD file.Fixed missing specialization techs. Thanks to Wider93 for spotting.Fixed precursor components appearing on multiple techs.Fixed race ability overlay not drawn after undo.Fixed duplicate mining resources on mods.Added Crusade unique stats to mouse over.Added missing abilities, Discreet, Experienced, Scavengers.Added add new ability and preclusion to edit tech.Added preclusion marker to tech (white dot)Added preclusion list to tech mouse over.
Should now display mods correctly. (Tested on Horemvores GST mod).
Nexus
http://www.nexusmods.com/galacticcivilizations3/mods/80/?
Uploaded new video, includes stat editor. version 0.1.6.7
24/Jan/17.
Small update available. Just bug fixes. 0.1.6.7.
N.B. This is the main executable only. You will need version 0.1.6.6 installed first.
Fixed CTD with missing text on mouse over.
Fixed Text description edit Undo not updating main window.
Added setup option to swap text editor parameters (some editors require filename before args.)
Added extra error trapping, debug logging.
Hot fix 0.1.6.6 Available on nexus.
Fixes - pasting duplicate tech not saving correctly.
Includes new app icon courtesy of Horemvore.
Latest Version 0.1.6.5.
Fixed: CTD when removing specialization if Draw Tech icons selected.Fixed Async busy CTD.Fixed Bug pasting tech to higher tech age.Fixed Paste tech not renaming all tech nodes.
Added workaround for misspelt 'GaurdianFighters' Stat.Added Scroll with arrow keys.Added Drag and drop support for moving Techs around. Added unsaved warnings.Added can view core files in editor (double click) with warning.
Improved XMl parsing. Takes longer on first load, all static XML files are parsed and cached. Selecting Tech Trees with stat icons enabled is now much faster, 10X faster on my PC.
Reworked Stat Editor.You can now add or remove stats. Select from drop down menus.
Video from version 0.1.6.2 N.B version 0.1.6.5 released with additional Stat editor features..
Version 0.1.5.0 Fixed: File watcher not updating after changing mod location. Special techs sometimes drawing in wrong colour. Added: Copy, Paste. Can copy and paste across different trees.Remove specialization techs. By group, category or all. Turn off file monitoring. Separate save states for modded, core trees. Remembers last used tree.
Version 0.1.5.0
30/11/2016
Hot Fix for 0.1.2.9 Fixes category button lock-out bug after editing.
Version 0.1.2.9
Fixed: Move Tech not adding all prerequ\options when moving to a specialization tech. Double click stat icon not going to correct xml line if similar named stat exists. Category buttons have correct names. Added: Stat mouse over *** Mod support for other languages. Doesn't presume English\Text folder. Tool still in English. Edit Mode to prevent unwanted edits if using as a viewer only. Drag and Drop support for moving Techs around, still needs work. Prompt to reload file if it has been externally modified by text editor. Prompt to copy xml file to mod folder when attempting to edit a core file. Rewrote logic for checking editing of core files.
Some minor UI Gfx tweaks.
***Not all stats are in the same order as in game.
Hovering over hull stats will display all the stats not just 2 as in game.
New images over at nexus.
As a Tech Tree Viewer, I think it is pretty much feature complete.
The Editing side still needs work, I plan to update the Stat Editor next release.
Version 0.1.2.6
Change log.
Reverted edit windows to be non UI blocking.
On first time use points to example mod, creates it if it doesn't exist.
Added:-
Checks to prevent certain functions while editing.
Specialization expander techs stay open after updating via edit.
Multi undo to text edit. To be consistent with other undo's.
More keyboard shortcuts.
Auto generated Generic name when adding new tech. Can be manually changed.
Checks for duplicate Generic name.
Tech selection mode. Toggle tech either coloured or grey. (in game researched not researched).
Save/Load tech selection state.
Shift Click tech to select, only useful on Specialization expander techs.
Ctrl click tech to toggle selection mode. (User requested feature)
Save (ctrl S) saves tech selection state as well as any edits to tree.
Fixed:-
Repeating 'cannot find file' on load.
Add new tech creating unnecessary nodes.
Move tech not updating all 'prerequ\option\' nodes.
Brief instructions for new features.Left click a tech to select it. Selected tech will flash.Right click and select and option or use short cut key
New options available are:-
Add new tech - creates a new tech based on the selected tech, you will be prompted for a new generic name for the tech or use the auto generated name. Checks are made to ensure the name is unique. Adds an entry to the relevant TechDefsText.xml file.
Delete Tech - Deletes the currently selected tech. All connected techs will be re-connected to the proceeding tech. Grouped Specialization techs will all be deleted unless you individually select them.
Undo- Each time you add, delete or move a tech, it will be added to the undo list. The number of undo's will be shown in brackets.
Short cut keys - Del key = Delete, CTRL - S = Save, CTRL -Z = Undo. F5 - reload tree from file.
CTRL - W = Edit stats, CTRL - E = Edit description, CTRL M = Move tech, CTRL T or CTRL Click = Toggle tech state.
Features in progress, not released.
Add stats to existing tech.
Remove stats from tech.
Select improvement, module etc from list and drag to tech tree to link it to a tech.
List improvement, modules etc. to see chained techs and highlight any orphaned techs.
Latest images taken from Horemvores excellent GST mod.
Updated mouse over, custom tool tip similar to in game with stat icons.
I wanted to say thanks for such a great modtool But I am a but confused about the crusade part. In crusade you cannot choose a specific techtree for your custom race but it is given to you based on your traits. Any advice how to work this one around? Maybe I should edit the techtree file in notepad so that the tech tree gets choosen if specific trait is picked?
Nvm this post, i figured it out Just had some bugs somehow. Now everything works but somehow all the items from upgrades have "statname_" before the real name. Even the standard bonuses. But i can live with it
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.
Hey, so I have a problem that I made another thread about, but nobody has helped me yet, but then I saw this and think I might be able to use this to help me.
I made a mod that edited ShipComponentDefs, but the changes I made don't appear in the tech tree tooltips for the items.
Would I be able to use this tool to change those tooltips to reflect my changes? Or possibly use this tool to change the file directly in such a way that the changes will be reflected in the in-game tooltips?
It is a tool primarily to edit techs and associated tech stats and text.
it should however display the same stat text for any module / weapon etc that appears in the in game tech tree.
You may have to edit the text associated with the ship component to reflect changes in the tool tip.
I am away from my desk, so I can’t fully check ATM.
ok, so I downloaded your tool and used it, and the tooltips are all correct in your tech tree viewer, they just haven't changed in the actual game. and specifically I am talking about stat changes in the tooltips, I didn't change any descriptions
A couple of questions,
Did you make a copy of the file and place it in your mod folder and nor mod the core file?
Are mods enabled in game (I feel stupid asking this)?
Any changes require a new game, changes won't affect existing games.
Apart from this I am at a loss, it works for me.
ok, I ended up just re-installing all my mods and that fixed it, no idea what the problem was, but at least it's working now, thanks though
Glad you got it working.
Been looking for something like this, will use shortly.
Not scanned the entire topic, too much so sorry if this has been asked but what are the chances that eventually, to change techs, we just need to edit the techs in the viewer without having to go back and form between the xml files?
Is that even possible?
Thanks.
Yes, you can do most basic editing directly in the tool.
See the videos on nexus.
You can create new techs, delete , edit etc. Directly in the editor.
More advanced modding requires direct xml editing.
Double clicking on a tech or stat will open the relevant xml file at the correct position for manual editing.
Thanks for the comment, just checked out the videos and they're pretty helpful.
Couple of other questions, though I dunno if some or not all of them should be asked in a new topic.
1. Can I assume that AI research is based on a hard coded script that tells them what to research?
From your video where you added Infiltration for example. If you were to give that tree to an AI I assume it would have no clue that a new research item was available and would probably skip it all together never ever trying to research it.
2. Is it actually possible to add larger hulls? Super massive for example?
Is that even within the scope of the game? I expect we would have to design new ship designs for all other alien races and then some more advanced stuff changing a lot more than just adding a research item.
In Gal Civ there are no AI scripts there only AI guidelines.
You can influence what the AI researches by giving it preferences ( AI weight) and/or giving a tech a TAG. (advanced)
If you introduce a new tech and give it the correct 'weights' the AI will research it if it 'feels' it needs it.
You can create a completely new and unique tech tree for the AI and it will use it.
As for new hull sizes, there are certain limits as to what you can and cannot do, these are determined by the Schema files which are the rules for each xml. New hull sizes AFAIK are not moddable.
You can modify existing, but not add new.
Ok, thanks for that
It's been long time since I played the game and removing specializations was always necessary for me. What happened to tech tree viewer, why it was discontinued?
The code base was difficult to maintain. So it is being recoded to be more portable so other editors can make use of it.
Other editors?
Yes, other editors.
Currently porting some of my old editors to the new system.
I have a custom race that I created the old fashioned way, and a custom tech tree for them with your tool. Which is awesome btw! For my race's tech tree, I made the specializations into one tech for each. I have noticed that in game, when trading with other cases, that they too have the same custom tech as my custom civ does. When I go back into the editor and view the other race's tech trees, they don't have them, and they shouldn't since I didn't make any changes to any other tech tree, just created a custom tree for my race. Any ideas as to how other civ's would have my race's specialization techs?
Add ability or preclusion causes the crash of the app
Does this also work for retribution.
No.
I will be releasing a new version soon
Please
i would like to keep this problem in mind
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