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Broken_Erika is offline Broken_Erika
Prince
shoving your soul into a jar of mayonaise
Oct 2004
time: 00:16
  Old Post 28-12-2004 05:42 Visit Broken_Erika's homepage!
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Non graphic File Editing Support Apolyton, buy Call to Power 2

Use this thread to discuss rules.txt and labels.txt editing,.
And it would be handy to have tech trees with different techs
for 4 of 5 civs that people could just download and modify to fit the needs of the scenario that they are working on. I for one am useless at creating tech trees, and having generic tech trees that people could use would definately cut down scenario development time.


And i need a tech tree for my ww2 1950 scenario, all my attempts are garbage.

edit i'll post my tech tree attempt soon

Last edited by Broken_Erika on 28-12-2004 at 05:50

Harry Tuttle is offline Harry Tuttle

Prince
of the Hoople Heads
Mar 2003
time: 00:16
  Old Post 28-12-2004 05:59
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My suggestion for an all around template would be to use the Scenario League's Design Tips ( http://sleague.apolyton.net/Guides/tips_main.shtml ) and make a basic rules.txt file up that identifies which units and techs are wholly editable.

As any veteran scenario maker knows the Civ2 engine is a fickle lady and does not work perfectly well when certain rules are changed.

In fact, I think the best way to tackle this would be to create 2 rules.txt files. One of the files would be the original rules.txt file with red lettering next to each tech, unit, etc... that identifies what the lines are used for. The other file would be a completely "zeroed out" rules.txt with all of the fully editable techs, units, etc... lettered and numbered like so:

Tech 1
Tech 2
Guerilla Warfare
Tech 4
...

This would be especially helpful when dealing with the techs. When a scenario uses the event.txt file the tech names are not used. Instead the line number of the techs column is used.

Also, even though each tech is given an abbreviation for identification this quickly becomes confusing.

This is a good idea. I've been meaning to make a set of null files for a while now, but since my scenarios take forever to finish I've never done it. All in all it would be a great resource and time saver.

Harry Tuttle is offline Harry Tuttle

Prince
of the Hoople Heads
Mar 2003
time: 00:16
  Old Post 28-12-2004 06:01
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Erika, in order to get my tech trees to work properly the first time I have taken to using Excel to line the techs up. The drawing option is an excellent tool for creating flowcharts.

N35t0r is offline N35t0r
King
( o Y o )
Jan 2000
time: 02:16
  Old Post 28-12-2004 06:02
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The best way to design a tech-tree is to draw it down on paper... Take into account that a tech might have up to 2 prequisites, and also that there are many techs that have secondary effects. (related to the city and people graphics, happyness improvements, and some other stuff...) There's a full list in the SLeague site, IIRC.

Broken_Erika is offline Broken_Erika
Prince
shoving your soul into a jar of mayonaise
Oct 2004
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  Old Post 28-12-2004 06:43 Visit Broken_Erika's homepage!
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Avatar Enlargement: We've got the solution

my tech tree attempt had 5 civ specific tech lines (5x12 i think) and 1 generic tech line that affected buildings and all
of the civ specific techs

Broken_Erika is offline Broken_Erika
Prince
shoving your soul into a jar of mayonaise
Oct 2004
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  Old Post 28-12-2004 22:58 Visit Broken_Erika's homepage!
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Here is my attempt, i know, it's crude,

Attachment: tech tree.txt
This has been downloaded 12 time(s).

Broken_Erika is offline Broken_Erika
Prince
shoving your soul into a jar of mayonaise
Oct 2004
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  Old Post 31-12-2004 21:17 Visit Broken_Erika's homepage!
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i may use this tech tree for a ww1 mod which i appear to be making now, ack, help needed,

Broken_Erika is offline Broken_Erika
Prince
shoving your soul into a jar of mayonaise
Oct 2004
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  Old Post 02-01-2005 01:06 Visit Broken_Erika's homepage!
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My Alikamatsu mod will use the standard civ2 tech tree with
a few modifications here and there and all of the techs renamed, beacause it's easier that way and it also suits the mod fine beacause there are no Civ-Specific Techs,
And beacuse i'm lazy that way

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