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.
Could not agree more
You are too kind.
Now I must find time to finish it!
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 // Where mods resides
C:\Utils\UltraEdit\uedit32.exe
Though I still get an error "Check paths or create a mod folder" when I try to clone a tech tree to edit.
Do I need to create "myOwnMod" folder under the .\Mods\ path (./Mods/myOwnMod) and then have the path point to that?
You need to click on "mods / create mod folder" first if you don't have one already. When the dialog pops up, click 'make new folder' and name it.
The tool will create all the necessary folders and update the paths to point at it.
If you do already have a mod folder, point the paths at it.
i.e.
C:\Users\vlos\Documents\My Games\GalCiv3\Mods\MyTestMod\
The mod folder must have the correct folder structure to work.
If you are unsure, use the built in create mod folder function.
Hope this helps.
I will try to make it more clear in future updates.
Thanks - yes that seemed to work.
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!
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 description? I have your GST mod is it one of those?
I plan to do some coding tomorrow so I will look at these issues.
Also if you have any suggestions or features you would like, just ask.
a Feature that would be cool is to "check mark" techs in a tree.
This would be used during game play as you learn/trade for techs you can check things off, so when a faction offers a tech you can check to see if you have it (on another monitor).
This could be just an in-memory settting/select. - wouldn't need it persisted.
I Click Edit. Change research cost. Click save, twice.
It works fine with the vanilla Tech Trees. Yes they are from my Trek mod. And every one will crash the client if I go to Edit Description.
Also iI have notepad++ set up as my editor, if that make a difference.
It works fine with the vanilla Tech Trees. Yes they are from my Trek mod. And every one will crash the client if I go to Edit Description.Also iI have notepad++ set up as my editor, if that make a difference.
This is weird. I have tried all of the custom trees in your mod, I cannot reproduce either issue.
What version are you using? Did this happen in prior versions?
Do you get an error message when it crashes, if so can you post the error.
Latest version, did not try prio to you last release. No message, Error box is:- "GalCiv3 Xml Mod has stopped working".
Windows 7 btw.
Check your version, help, about.
Should be 0.1.2.4.
That screenshot looks like an older version.
So it is. I asumed extracting to the same folder would over write. Did not check tbh. You changed the name of the exe so it did not.
Works fine btw
That's a relief. Thanks
Yah, sorry about that
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 one of the paths. Since all my paths were OK I did not change anything then closed the window. After that, the same error message occured and the path window opened again : I then had to use the Windows task manager to end the program. The fact is I had a Text folder but under and "English" folder ! You know that Stardock is going to support other languages than English (or is already doing so) for Galciv3, do you ? So I'd suggest your program should support that too. So, please, at least support the "English\Text" folder structure.
Thank you and carry on !
The repeating 'cannot find file' bug has been fixed in the next release.
As to the file structure for mods, I am only following the folders structure that Stardock has provided.
According to the 'example mod' folder that gets installed there is no specific language folder.
However, I will make the necessary changes.
If you have any other suggestion or requests please ask.
Anything reasonable will be considered.
Thanks.
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.
Ctrl click tech to toggle selection mode.
Updates look good.
As software developer I would say more are moving to more "smaller" updates in the agile environment. Less things can go wrong. The turn around on bugs is often quicker.
Updated OP with new version 0.1.2.6.
Any suggestions or bugs, let me know.
I do have to say I really like the new Toggle Tech which allows me to track which tech's I've researched.
Helps so much with Unsolicited trades!
Also ability to "zoom" out to see entire tech tree (again a feature which should/needs to be in game)
New version 0.1.2.9 available.
See OP.
First, this program is excellent, and I very much appreciate your efforts! Thank you for this amazing tool!
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.
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 differences between them.
If you are taking requests, in the future it would be wonderful if you could add a second window. That way we could directly compare without flipping between trees, and we could also have another tech tree open to compare to as we work.
I changed the default option when first loading to display tech stat icons. This is what takes the time to process.
Just untick the option and you will have fast loading back. (View\draw tech icons)
You can have multiple versions of the tool running, each with its own tech tree.
NB. Just uploaded a hot fix for a edit bug locking out some buttons. 0.1.3.0.
I really want to move the tool forward with new features I have planned but I have a list of minor bugs, small features I have to finish first.
Every time I test it, I keep adding to the list. 'This prompt is annoying', 'this should do this automatically' etc.
The list is getting shorter though!
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