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.
New version 0.1.5.0 uploaded. See OP
Added video links.
I seem to be getting a bug where the technology is added and is visible in game, but cannot be researched.
This is with 0.1.5.0. The technology copies and the prerequisites are fine, but the screen is blank for the research.
Example output (this tech tree is called "Elves"):
<Tech> <InternalName>IridiumMarketingTech</InternalName> <GenericName>MarketingTech</GenericName> <DisplayName>IridiumMarketingTech_Name</DisplayName> <TechTree>Elves_Tree</TechTree> <ShortDescription>IridiumMarketingTech_ShortDec</ShortDescription> <Description>IridiumMarketingTech_Dec</Description> <ColorDef>TechCyan</ColorDef> <Icon>GC3_Planetary_Defense_Icon.png</Icon> <Bink>GC3_Planetary_Defense_Temp.bk2</Bink> <ResearchCost>29</ResearchCost> <TechPoints>1</TechPoints> <AICategoryWeight> <Military>6</Military> <Growth>14</Growth> <Tech>8</Tech> <Diplomacy>16</Diplomacy> <Expansion>10</Expansion> <Wealth>18</Wealth> <Influence>20</Influence> <Fortification>12</Fortification> </AICategoryWeight> <Prerequ> <Techs> <Option>CommunicationsTech</Option> </Techs> <TechAge> <Option>AgeOfExpansion</Option> </TechAge> </Prerequ> </Tech>
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?
Yep. It cannot be researched in game.
Changing
<InternalName>IridiumMarketingTech</InternalName>
to
<InternalName>ElvesMarketingTech</InternalName>
fixes it.
This only happens when you copy paste a race (Ex: Iridium) to a custom tech tree.
Another problem, when options are a prerequisite, it doesn't copy properly. You have to manually enter all 3 options.
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 up GCIII, selected Elves tree as my custom tree. Both new techs are available to research.
Both when researched give the appropriate access to building etc.
Can you elaborate?
At present you can't copy or paste Specialization techs.
Hope this helps.
New version available 0.1.6.5
Main additions:
drag and drop support for moving techs around - see extended tutorial video in OP.
Stat editor update. Can add or remove stats. Drop down menus.
See OP for full details.
Want a new icon?
Second that.
Yes please!
Right click the image above and save as (its an ico file)
Have just uploaded a hot fix. Separate download. just the executable.
Fixes pasting duplicate Tech not saving correctly.
Have already done so.
Hot fix above includes the new icon.
Thanks.
Edit.
Have had to upload new version with fix.
Hot fix had missing icons. No idea what happened.
When I click on Specialisation tech editor crashes. Same with tech icons. No error code appears.
I use Windows 10 x64 (6GB DDR2 an Xeon L5430). Last version of your tech editor. Language of system and game is cyrillic (Ukrainian/Russian). Please help, editing techs in text editor is toooo time consuming. Thanks
You know what would be more amazing? Paul Boyer keeping his promise and releasing GalCiv 3 editor tools.
@treborblue, please add Sublime Text alongside Notepad++ for opening tech with editor, all you need to do is add:
<chosen sublime executable> <filename>:<line number>:<column number>
Keep up the good work.
The system language shouldn't matter.
Does this happen with default trees or when you are viewing a custom tree.
Does the crash happen when you hover over a tech or when you click it.
Can you post the logs.
With default trees
Crash when it is over Xenobyology and some other techs, over tech icons, and when click on specialisation techs.
I'll post any log you say. How can I take it?
In the folder where the tech tree editor is there should be a log folder.
Paste the logs from the last entry of Startup to the end.
Just checked with Sublime, it appears the ': <line number>' must be after the filename not before, as with Notepad++.
I will add an option to reverse the parameters.
@Ant1Her0
Just checked the logs you sent me.
It looks like you have some custom files in your Mods\ExampleMod\Game\ folder.
Turn of mods and see if it happens again. (click View - Default Tech Trees Only). This will only load core files.
If it crashes with custom trees. were they created with this tool.
If not they may be missing some files.
The editor assumes certain files will be available.
My Borg Tech Tree crashes the Editor
Its a missing text bug.
e.g. Xeno Mysticisym is looking for BorgAlcove_Name
I re-coded the stat parsing to speed it up and forgot to return the stat_Name if it can't find the string.
It's fixed now.
I'll upload a fixed exe soon.
My bad, missign text file, sorted it now works fine
Updated exe on nexus. 0.1.6.7.
I have just uploaded the main exe. You will need version 0.1.6.6 first.
Unzip and copy to the Tech Tree Viewer folder, overwrite the main exe.
Fixed CTD with missing Text.
Fixed Edit descriptions Undo not updating main window.
Added reverse parameters - (some text editors need Args after file name)
Added More error trapping.
Let me know how you get on with this version.
Still should have caught the error, my bad.
See above post. Will return the stat_Name if it can't find the text.
Added new video shows updated Stat Editor. see OP
Add and delete stats from drop down menus.
Gee, I know this feelinng all too well.
You might consider what Gauntlet did, and provide an avenue for players to slip you some money on the side. This tool is so useful it should be part of the game, and I would be happy to donate a little coffee money to keep you productive!
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