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.
Can you program it to put the two techs side-by side, but in angular boxes instead of rounded ones, with single-to-double dotted branched path going in and a double-to-single path going out. Like this:
Would that work, or would it take too much effort?
Its possible.
Literally, it was one line of code to get it to work on the master def.xml. To allow for the spurious minor tech at the beginning of the xml. This was causing a crash.
To do what you suggested, I would have to revisit the tree engine.
I am going to have to recode the stat icon logic anyway. The new xmls have a different data naming format. So many inconsistances.
Let me see what I can come up with.
Crusade Update available. See OP for details.
Question:I see now the Tech Editor has a DLC option.When I activate it I see a Master tech tree that I cannot clone or edit.What I should do with it?I only want to remove specializations and maybe edit standard tech trees. I have Crusade but before I play it for first time I want to be sure specializations are off.
At the moment it doesn't support mods or modding. I just did a quick 'dirty' update so you could view the Crusade Tree.
There are lots of minor bugs because of the way Crusade handles the tree that I want to fix. I will be updating ASAP and will re-enable modding.
Yeap I noticed not only tech tree but many other things changed, my custom faction is not compatible anymore, most likely many of my mods arghh...
Hi treborblue!
First of all, thanks for the great effort you put into the techviewer. Its a great tool and a great help for modding.
If I get it right, the techtree in crusade contains all techs available in the game, unlike in the old version, where every race had their own techtree xml file. So the main thing that changed is the extra prerequ line for RaceTrait for the additional techs, that are based on the ability and trait list. So I think, if you want to mod any tech in crusade, you need to create the techs in the MasterTechDefs.xml file (and in AbilityDefs.xml file, if you want to create unique techtrees). I'm not sure about the RaceTraitDefs.xml file. I will try this and see if it works.
Last but not least a humble request. Would it be possible to do a similar tool for Shipstyles and Blueprints? Something that could create and fill these xml files so we can have our own shipdesigns. That would be awesome! I don't like the Stardock version with these hidden files where you have to take their uniformed designs and shipstyles for all races. I prefer diversity and uniqueness.
I can't and won't play GC3 until you release an updated Tech Tree editor for Crusades. It's too complicated and time consuming to create new tech trees now. Horemvore suggested a way how to do it but it's too much work.https://forums.galciv3.com/483207/page/1/#3678561 I blame Stardock for this they made things too complicate for modders.Whenever you find out I will be thankful.
Thanks for the support.
I've been really busy this week at work, but should have some spare time Saturday to get an update out. I will try my best to get modding support back in even if the stats are not working correctly.
@Nimrod, you are correct that there are prerequisite tags that dictate which tech appears in which tech tree, but there also preclusion tags which disallow certain techs from certain trees.
This and more stats and flavour text has made my job a little more complicated.
All along I have planned to release a suit of tools for different tasks such as improvements, star base modules etc. Ship styles and Blue prints are something that I haven't delved into, but if there is enough interest ?
There are some very creative people that may not have the necessary skills or the will to modify xml directly, this is why I created the Tech Tree Editor.
Prior to Crusade, I could whip up a new tech tree in minutes. I want to be able to do this again. Rest assured I am on the case.
You can appened to both MasterTechTreeDefs.xml and AbilityDefs.xml, I have done so for GST. The game UI sorts it all in the ingame Tech Tree just fine, as long as your pre req's are good, if not this can cause some weird glitches
The Crusade systems is actually easier to work with, you just need to get your head around how stuff works together.
@treborblue - have you thought about importing the UI windows from the actuall game? They are all in xml.
I can attest to this, spent a fair amount of time at first (for the tech tree) trying to figure it out, but once I did it was so easy (I think my mind was insisting that it HAD to be more complicated than it is )
Delving into the citizen mechanic now, my Borg need some unique citizens to help assimilate the galaxy
Note in the 2.14 Opt-in Patch for better or worse. StarDock has started to delete the duplicate race techs and merge those races into the "standard" technology tree. the buildings will retain the custom race naming (although this currently causes issues as not all the "standard" buildings "disappear" for custom races).
Synesthetic Manufacturing and Research techs were removed and the improvements changed to refer to the "standard" equivalent technologies. Similarly, the Slaver (Zealots) Manufacturing, Research, and Morale (haven't finished checking economy, influence, trade tech changes) customized race techs were removed and the improvements changed to refer to the "standard" equivalent technologies. Same for the Certain (Altarian) Morale techs. I suspect they will continue to eliminate duplicate race techs, although the unique custom techs for buildings no one else gets will likely remain. Currently Xeno Entertainment is still "duplicated" for Amphibious and Devout races but it also enables a Citizen so either that ability gets duplicated and Xeno Entertainment "disappeared" for them or more merging needs to happen for those custom race's Morale techs.
Horemvore is right it is very easy to have the Master Tech Tree generation crash if you leave references to deleted techs and especially deleted specialization techs. I have seen it show a technology connected in two places when I was moving techs around (although that was many changes ago and I don't remember the details of what I did not just to create a new branch but duplicate branches)
And now I've completely lost my interest to play GC3. I haven't played for long time it seems I'll have to wait even longer until things with Crusades worked out and able to remove specializations with no updates that will crash the game.I will check back in summer maybe...
Small update. Version 0.1.7.5
https://drive.google.com/open?id=0ByP98bukmWCxLVZGUGMyX0o1UkE this is just the exe. You still need the full version, see OP.
Fixed bug introduced in last build.
Fixed Some Techs drawn in wrong Tech Age.
Race Ability window shows abilities in alphabetical order. Reloads last saved.
Added check for Crusade DLC
This one just for you alphaprior. Added partial mod support. (No append mod support ATM)
Can clone Master Tree for editing, specializations can be removed, techs re-arranged etc. (stat editor still needs updating). Not tested thoroughly.
Please report any bugs.
I am trying to use this tool to remove specializations from the master tech tree in crusades; however, the tool keeps giving me errors.
If I am using it for the crusade expac, should I set the path to the base game or the crusade DLC folder?
When I do the base game, I can't check the box for crusade, if I do the crusade directory it gives me an error about a path.
I am getting the message "Couldn't find file my steam path\EXP2_Crusade\Icons\Stats\GC3_S_Component_Icon.png" and "Cannot find folder" \EXP2_Crusade\data\core"
I have used your tool before and it is awesome. I hope you can get it fixed soon. Keep up the good work!
If my log file would help please let me know. I can upload it to my google drive and upload a link.
The path should be set exactly as it was before, pointing at your Galciv3 directory.
..\SteamGames\Steam\SteamApps\common\Galactic Civilizations III\
If this is set correctly, on load it checks for,
..\DLC\EXP2_Crusade\
Just check your paths again and report back.
I got it working thank you for your reply.
I appreciate your help and the hard work you put into the tool. Good Job!
Update available 0.1.7.6
See OP for details
Question1: I see the game keeps the old tech trees are they still used?When I want to set a requirement for an improvement for Terrans should I refer to MasterEnvironmentalResequencing or TerranEnvironmentalResequencing?Question2: When I filter by ability I still see the same tree only for certain race, so if I make changes in the MasterTree e.g. the cost of a tech or the order in the tree, the changes are lmited to that race or the applied to entire MasterTree?
I'm not really a modder but,
1. The old tech trees are for the base game.
2. There is only one tech tree now. Master Tree. If you change a tech that does not require a race ability, it will affect all races that are eligible to research that tech.
If you wan it to be race specific. i.e. the Terrans you will have to make a tech that requires the abilities specific to the Terrans.
Full modding support is not in the tool yet but it will be soon.
Abilities then... it's a new I don't know, I will have a look.
Here's my question can I pull one, or some of the old techs by copying to the dlc master tree.
No they will be missing some data.
Question2: When I filter by ability I still see the same tree only for certain race, so if I make changes in the MasterTree e.g. the cost of a tech or the order in the tree, the changes are lmited to that race or the applied to entire MasterTree?
Q1: The old tech trees are in the game for those who do not have crusade. They need the old filestructure. Maybe the files will be removed in the crusade version. We have lots of files duplicated and right now its a big mess. I think stardock will fix this with a patch soon. So if you use Crusade, forget about the old trees. You need only the the MasterTree. IF you want to have Race Specific Tech, means unique to just one race, you need to create the Ability, for example "Terran" in the AbilityDefs.xml and you have to create the new techs in the master tree with the addition
<Prerequ> <Techs> <Option>TechTree</Option> </Techs> <RaceTrait> <Option>Terran</Option> </RaceTrait> <TechAge> <Option>AgeOfAscension</Option> </TechAge> </Prerequ>
Q2: Techs are not anymore connected to a specific race. In crusade, races have specific abilities and this creates a different tech tree. Means if two races share the same abilities, they have the same tech tree. So every change in the MasterTree on a tech, will affect any race, who is able to use that specific tech. To make things a bit more comlicated, you can also mark some techs to be unusable for some races with certain abilities.
<Preclusions> <RaceTrait> <Option>SyntheticLife</Option> <Option>SiliconBasedLife</Option> </RaceTrait> </Preclusions>
would mean, this tech wont be available for races with the ability Sinthetic Life and Silicon based Life.
Hope this helps a bit.
I plan to enable full tech tree mod support soon, so those who don't want to mess with xml can still create their own trees.
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