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.
If you add the missing lines, and entries, you can. Below I marked the lines you need to add in RED.
<Tech> <InternalName>MasterResourceExploitationTech</InternalName> <GenericName>ResourceExploitationTech</GenericName> <DisplayName>MasterResourceExploitationTech_Name</DisplayName> <TechTree>Master_Tree</TechTree> <ShortDescription>MasterResourceExploitationTech_ShortDec</ShortDescription> <Description>MasterResourceExploitationTech_Dec</Description> <FlavorName>ResourceExploitationTech_FlavorText_DisplayName</FlavorName> <FlavorShortDescription>ResourceExploitationTech_FlavorText_ShortDescription</FlavorShortDescription> <FlavorDescription>ResourceExploitationTech_FlavorText_Description</FlavorDescription> <ColorDef>TechYellow</ColorDef> <Icon>GC3_Production_Tech_Icon.png</Icon> <Bink>GC3_lndustrail_Temp.bk2</Bink> <ResearchCost>24</ResearchCost> <TechPoints>1</TechPoints> <Tags>Growth</Tags> <Tags>Critical</Tags> <AICategoryWeight> <Military>25</Military> <Growth>25</Growth> <Tech>25</Tech> <Diplomacy>25</Diplomacy> <Expansion>25</Expansion> <Wealth>25</Wealth> <Influence>25</Influence> <Fortification>25</Fortification> </AICategoryWeight> <Prerequ> <Techs> <Option>ColonizationTech</Option> </Techs> <TechAge> <Option>AgeOfExpansion</Option> </TechAge> </Prerequ> </Tech>
this is for thechs available for all races.
if you want to use the tech for a specific ability, you need to add the lines:
<Prerequ> <Techs> <Option>TechTree</Option> </Techs> <RaceTrait> <Option>AmphibiousAbility</Option> </RaceTrait> <TechAge> <Option>AgeOfAscension</Option> </TechAge> </Prerequ>
And if you want to prohibit the use for a specific tech for specific abilities add the lines:
<Prerequ> <Techs> <Option>TechTree</Option> </Techs> <RaceTrait> <Option>AmphibiousAbility</Option> </RaceTrait> <TechAge> <Option>AgeOfAscension</Option> </TechAge> </Prerequ> <Preclusions> <RaceTrait> <Option>SyntheticLife</Option> <Option>SiliconBasedLife</Option> </RaceTrait> </Preclusions>
Hope this works.
I have asked this question before but I will ask again,
1) Would you prefer small regular updates (bug fixes small improvements), or do you want fewer updates with new features along with the bug fixes?
2) Would you like to have a drop down where you can select races (this will include any races added via a mod) similar to Galciv3? (ATM you can only select abilities to filter) Not sure on this one.
I have an internal build that displays modded trees correctly. (Thanks to Horemvore in help tracking this down)
Still to do:-
Fix modded stats - some stats duplicated
Add missing stats- citizens, planetary projects
Add Crusade options to stat editor.
Feature I have planned for the tech tree editor that I want for myself.
Search and Highlight. (more options than in-game search)
You can search by tech, stat, improvement, adjacency and anything else that would be useful.
i.e. you could type in Administrators and it would highlight all the techs that affect administrators,
or you type moves and it would highlight all the techs that affect movement.
or search by adjacency bonus etc.
I will then I plan to add viewer/editor for improvements, star base modules etc.
This tool is for you, help me shape it.
I personaly prefer fewer updates with new features. I think that this makes more sense and gives you time without stressing you too much.
For the second question, I don't know what inpact races have on the techtree. For crusade I don't see any reason for race selection. Just correct me if I'm wrong, still not enough time to dig myself into the xml files.
If you decide to do an editor for races and ships/shipstyles, I would be glad to help out with what I can. The ingame race editor is great but I think there are more possibilities if you edit the xml files.
I haven't delved into Ships and ships styles, I'm more interested in tech tree's and the things that affect it. Improvements, modules etc.
As for the race selection if you mods like Horemvore GST you woild be able to select the
Race and see its techs tree rather than select abilities.
Ok, thats sounds like a great idea.
On 1. Your preference
On 2. I like drop downs
Seems to have problems when I deal with the "MasterDimensionalFazingFocus" Specialization Tech.
I dont really care whether the update is big or small or contains new features, as long as it works with the current version of the game. Fast updates after patches would be nice, everything else is secondary in my opinion.
From your own suggestions the search feature sounds best to me. A race drop down is of minor importance, since the ability selection is all I need atm.
I have another suggestion: Can you pls show the level boni, that all the buildings GET from adjacencies as well? And maybe add the <Prerequ> info from race traits.
So that you can actually see all the info from the ImprovementDefs just by hovering over the buildings in the viewer.
Thank you for your work!
Should work with all future patches, the viewer is dynamic. Parses all the xml's each time it runs.
It should already show the adjacency bonus of improvements. The race trait prerequ is on my list.
@Wider93
Can you be more specific. Not sure what you mean.
I'll just state my circumstance.
1. I'm using Crusader version. Cloned the techtree and using edit mode.
2. Usually when clicking a specialization tech, the 2-or-3 new sub-tech icons appear on top of the icon. This is not true for the Dimensional Defense Focus Tech(internally MasterDimensionalFazingFocus) in warfare techtree. When I click it, nothing but black disk appears at the 'link' between it and its prereq tech(Dimensional Phasing). If I remove that specialization, the viewer crashes.
@Wider93, ok I will take a look. Thanks for reporting.
Edit: Found the bug, this will be fixed in the next release.
Hi treboreblue,while using your tool, I encountered a small bug. When I put the <Preclusions> option to a tech in the Master Tree, the tool gets confused. It brakes the line to the other techs. The techs are still in the tech tree but without connection. This happens when I use the filter for the Ability option. Seem to be some trouble with the logic of removing techs for certain traits.
I have an internal build that fixes this issue and other bugs. Will be releasing it soon.
New version 0.1.8.0
Let me know of any bugs etc.
Working on Search and Highlight and UI updates for next release.
Fewer bigger updates sound better. Tech tree editor sounds good. Can we have the modded trees. Drop down with the base races sound good. You should have the modded trees there. I'm not creative, or do I really spend the time to mod. Can we have a kiddy of new techs just to add. There are some ideas in two and three base. I would like to see a more diversive techs on abilities it'sjust to much work to do. Oh yeah this is probably the most used tool for galactic civilizations 3 three for me. I need a list of sugestive techs to add to trees.
after selecting "crusade" in the dlc menu, the tool says that the "StatText_Crusade.xml" cannot be found.
Should there be such a file? I checked the game files via Steam multiple times, but it didnt dowload that file. There is only a "StatText.xml" in the folder, where the tool searches for the "StatText_Crusade.xml".
It looks like a name change has taken place during a recent update. Can anyone confirm this?
I will issue a hot fix ASAP.
Edit: Hot Fix up on Nexus.
Thank you, it works now.
Can this tool be adapted for GC2? The link for the tool for the viewer for the previous edition of the game is broken. I'm not happy with the current version of GCIII, but it's still fun to mod GC2. The old I-Mod Tech Tree Viewer really helped you edit your tech trees. I'll worry about modding GCIII if and when Stardock makes it something I find enjoyable.
Sorry no, it would require a lot of re-coding, probably.
Galactic civilizations has a scenario editor if you have the ultimate edition one of the things it does is list your techs.
August 15 was the last time I downloaded the tech tree viewer is that the latest.
0.1.8.1 is the latest released version.
The latest opt-in update 2.5 has changed a few core files that the tech tree viewer requires.
Any one using it with the opt-in will experience missing file errors. I will release a fix after 2.5 goes live.
Update for version 2.5 opt-in (Base and Crusade)
Edit: Now uploaded to Nexus
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