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.
Thanks for the offer, but I prefer something a little stronger.
I am almost finished with features for this part of the tool. I did plan on adding other tools for Improvements, Modules etc. but I am a little reluctant to commit to any new features until I know what Stardock have in mind regarding mod tools.
Motivation will be needed when Crusades is released, Tech Tree Editor won't be compatible (probably).
Agreed... I have delayed ALL mods, including one I've been working on since Spring, so that I don't waste effort before Crusade changes everything.
Beer money is just as easy to pass along. My concern is keeping you working and happy. There are several 'core mods' for GC3, and yours is one of them. I want to do some new tech trees after Crusade, and I will need your work!
WHOA! Any and all would be very very nice! The most needed one is a shipset maker, but hopefully we will get that in Crusade. A planet design tool (both planet def and art def) would help me out quite a bit, but I think I'm the only person right now actively trying to expand the diversity of planet types. Maybe some of the other modders would be interested in expanding their work if they had such a tool.
Your icon on the editor is not letting me run it. Can you make it work again.
Are you saying the latest version doesn't work?
Try re-downloading.
I've tried redownloading it several times. The problem may be when I set the editor for notepad++, but it tells me its an icon problem. It's the only version you have up on nexus.
How do I find an editor that works for free.
Notepad++ is free and works with the tool.
Does Notepad++ work if you double click the .exe and use it normally?
If so, then make sure you are pointing the Tech Tree tool to the correct file.
Browse to where you have installed it and select the .exe
It should look something like this.
C:\Program Files (x86)\Notepad++\notepad++.exe
I did that it still didn't work
edit finally got it to work thanks.
I thought that you said that the star trek tech trees weren't compatible with the editor.
I don't remember saying this.
As long as the trees are 'built' correctly, all tech trees including custom tech trees made by modders, should display in the viewer.
I downloaded last version today and once I try to create a new mod folder it crashes.
Did you get any error message?
Can you post the logs. (Help / view logs)
No I didn't see any error message it just shut down. But I moved all other mods in another location and tried again. I was able to create mod folder, clone most tech trees and remove specializations.
So most likely some mod was causing an error to program.
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?
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 in the OP).
I was editing terran tech tree, but it was a graphical glitch where several tech were sitting alone with no connection. Once I restarted the program everything appears normal again.
The tech tree needs to be upgraded for crusade.
Just got my hands on Crusade.
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 civ builder.
Any suggestions to a preferred approach?
I wonder if there is some way to show all techs at once. I know that would be difficult, but it would make modding easier. Each tech could be labelled by the attributes that make it show up on the tree. Or something like that...
That would help modding. It also might make life hell for you, and/ or be impossible to read.
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.
That is awesome! This will really help me out a lot. The new tech system has played right into my hands (bwahahahahaha), and your little program is my key to setting up the new colonization techs I need!
Thank you again. I tried to give you more karma, but the karma system is broken. I owe you. Enjoy your holiday, and don't spend too much time coding!
Find a post thats not in the thread you gave karma too, it will let you then
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 Colonization Tech gives you all the above plus,
Planetary Mainframe, Planetary Extractor, Work Camp and Research Chamber. 11 items.
Do you still want to be able to see the whole tree as this may be misleading?
You know. . .if those unique stuff that tie to specific trait has description said that it come from that trait, it would be less headache. Like Work Camp is only available Slavers trait and it is replace Factory, if it's description said so that it is "Unique to Slavers trait. Replace Factory." then it would be more clear and less confusion. SD needs to polish tooltips and description all across the game.
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.
What we need is a crusade viewer where it shows the techs by the ability instead of race name.
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