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.
Great, I would like a different icon though. How do I do that. This has been very useful.
It's been a while since I have worked on the tool.
I am now back from holiday and work should be returning to normal, so I can resume working on it.
The tool was originally just supposed to be a tech viewer, but I added editing to it because I thought it would be useful. This turned out to be a lot more complicated then I had bargained for, due to the way the xml's interact with each other.
So I have a few questions:
Does anyone find the editing side of the tool useful.
What features would you like to be implemented.
Or, do you just use it to view the tech trees.
Is this the area I should concentrate on.
Thanks.
I use the Tech editor extensively, it's great to be able to see the Tech Tree visually as I create it. I would love to be able to add and delete techs. Being able to edit the Tech names and descriptions would be a nice bonus aswell.
Thanks, glad you like it.
You should be able to edit tech descriptions, rename techs and move them around with the current build.
Right click on the tech and select the menu option.
Deleting should be easy enough.
Adding a tech is a little more difficult.
I have only played around with existing techs.
What are the steps you would take to add a new tech manualy.
Which xml's would you edit other than the *techdefs.xml to get the finished tech.
Selecting edit description causes ctd for me.
As to adding a tech, I normally copy a similar or previous tech and edit it as needed, with notepad++. I only edit the (race)techdef file, as I don't use specializations.
Not sure how you could do new techs, perhaps you can find a way to copy a selected tech, it then places it as the next tech to the copied one. Then the person can move and edit it as they see fit.
Can you post the logs after the CTD they may show the error.
After looking at the logs. I figured it out, I never created the new string in techdeftext.xml. Just assumed it did that automatically.
Probably should have looked at it awhile ago :/
Ok I created a new tech tree without changing anything. It seems to work except in order to edit tech you need to set this up which could be a problem if you didn't download notepad++, not because it's a good program, but; because, you might not be able to find the editor. Now it would be better to set this to notepad default, or offer your own editor by default having an option to change this in the menu. This way I can edit without setting this up.
What tech tree does it give me by default I would like to have an option to pick this. Don't get me wrong I like to be able to not have to write my own tech tree. Modifying is easier.
What would be nice if instead of using an editor which is fine if you don't want to do the work would be just having a list of techs. Which I can choose to select a tech, and then choose from a list of all the abilities I could modify from. Preferably just checking which ones I want. Now there should be a limit on how many I could check, so it doesn't become overpowered. If you don't have this there should probably be tips at the top of the page, or ia information page suggesting on how to do this when you select this option.
Now there should be an advanced option to tweak this.
Now lets you have a list of techs for each tree giving you an option to add,or remove techs. You should have a list of all the techs to choose from to add techs.
Now it would also be nice to have a branch editor.
This is just wishful thinking. Instead of having a html for editing it would be easier to have a list. Don't get me wrong I like the mod.
Delete a tech tree would be nice. As a menu option.
Would like to have an option to view not just the description, but also units, abilities, and what that does.
I have custom Tech trees created manually. I can view them with this tool and edit them, but, it does not display custom Components, Modules or Improvements. In the tool tip that pops up when you hover over a tech it is blank. Just a heads up
@ ladyarcueid,
glad you figured it out, will have to add error checking for this.
"Add new tech" will add the entries in the relevant xml's. When I can figure out a nice GUI approach.
@admiral , some nice ideas, most are on my TODO list.
You can choose your own text editor in file paths. Notepad is really not cut out for xml editing
You can select the tech tree you want to clone. Or create a new one based on the tech tree selected.
@Horemvore,
Do you have a mod that displays this issue.
Downloading your latest Star Trek mod to try.
Edit: Tool tip seem to be working with Star Trek mod, am I missing something
Look at weapons. Beams/Torpedos/Cutting beams for the Borg.
Got it, this will be fixed in the next release.
Any other bugs, let me know.
Confused I clicked on the tech tree viewer. Usually that gives me an option of tech trees. Your mod gives me no more tech trees, not even the original Altarians. I've been using notepad++. I redownloaded program still not working. What happened. How do I fix it.
Check your paths are pointing to the correct locations.
You should, at the very least see all the original techs trees.
Sorry I forgot after a hour, and a half I fixed it. It was difficult, but you were right. Stupid SSD! half hearted ficisious.
Updated OP with new version.
This was actually a bug. Has been fixed in 0.1.0.8.
Downloaded the viewer.
I modified the ./config/Settings.xml to point to my install locations.
I also modified the location of my mods folder,
When I run it, I can view existing tech trees.
But when I go Mods -> clone a tech tree it tells me to "check paths or create a mod folder".
I have tried pointing to the base mods folder, as well as created a sub mods folder to place tech trees in. but still giving me warning (and not duplicating tree).
Thanks
Ok, i'll check it out.
Np, one thing I will note is I did not install steam in default location, my steam install is under c:/games/steam/
Though user info is in default location.
I couldn't use the new version it just wouldn't play, so I loaded the old version.
The install folder shouldn't matter.
I have tested this and it works.
I will be adding full instructions when all features are implemented.
Here are some brief instructions to get you started.
On first run you should set file paths. - if you don't have any mods already installed, leave the paths at default, otherwise point at the base of the mod folder.
To create a new tech tree.
Click Mods, create mod folder. Then click make new folder and type the folder name. Click ok.
Click mods, clone tech tree for editing.
Click tech tree and uncheck default tech trees only.
You should now have the newly cloned tree in the list highlighted in green. (green - can edit, red - cannot edit)
Same process applies to create new tech tree.
I will release a new version shortly that fixes a few bugs that crept into the last update.
New Version 0.1.2.4 uploaded to Nexus mods.
See OP for changes.
Awesome update, cant wait to start working on tech tree again.
This is pretty amazing.
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