Here's the new program I'm working on. It's a Dynamic Tech Tree Generator.
Ever wanted to make your own tech tree?
Wanted to specify exactly what *you* want to see on it?
Wanted it to reflect the techs you've downloaded and techs you've created?
Well, soon you will be able to with my new proggy, the GalCiv Navigator. Expected features will include:
1) Tech definitions are read from your hard drive. Anything you add will be reflected in your generated tree.
2) Designate what dependents you'd like to show associated with the owning tech. Want to see Ships but not Invasion Tactics? No problem.
3) Print, Save, Save As Bitmap, Save As JPEG.
4) Much, much more!
Here's a screenie:
Link
Now the bad news. Do *not* expect the initially generated tech tree to be particularly elegant. You will have to devote some time to shifting boxes and arrows around to your liking. After rewriting my 'slotting' algorithm for the 5th time earlier today I give up on the darn thing. It's as good as it's going to get, and that ain't too good. Techs are sorted into tech levels, and I attempted to apply a pattern to the slotting, but there's just too many techs in the middle tech levels (3 to about 8) for me to be particularly happy with the results.
I've got probably about 1-2 more weeks of programming before it's ready for beta testing. Please post here if this program is something you'd be interested in. If there's not a lot of interest I'll just get it to the point where I can print a tech tree for my own use with it and then shelve it- I'd rather not spend a lot of time polishing it for a nonexistent audience.
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No one's interested in a dynamic Tech tree?
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Now that I saw the screen cap I can grasp how useful this would be! Definately for those of us that want to do full conversion mods which include new tech trees!
The only feature request I would ask is for some way to filter each "field" of technology such as viewing only those techs that fall under propulsion, etc.
This way you could view or print out 7 different tech trees that weren't so unweildy.
Not entirely sure how to accomplish it though since many techs have dependencies in other fields...
Hmmm... if you added the feature maybe you could have it generate small boxes that contained only "leads to tech xxx" and "requires tech xxx" and work them into the generated tech tree when filtering.
OR
You could just add lines to the existing boxes which could be toggled on or off like the other info which actually read -
Requires:
Leads To:
Here's a (poor quality) mock-up of what I'm going on about:
Link
Scroll down to Interstellar Refining and High Density Metals.
Personally I like the little boxes like I did for Interstellar refining.
Of course this is just mad ramblings without a bit of knowing how difficult it would be to implement so feel free to ignore!
Anyway back to the matter at hand - I definately would use your Tech Navigator!
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Good! Good! I've had an idea about the tech tree put on the back burner in my mind for awhile now, and this would be most excellent tool for utilitizing it. Great work! Looking forward to it!
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| Really appreciate what you've done for the community and over at Poly. |
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Thanks!
| As for 2 weeks? Better get crackin'. |
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You know it.
| Are you nuts??? When do you get to sleep, man??? |
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Actually, I'm wasted today. Played GalCiv til way past my bed time last night. But I tell you, those Yor had it coming...
Cool beans.
| It would get rid of the feeling of the unknown but , then again, after playing the game a handful of times you tend to learn the basic layout of things |
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True, this is a valid concern. I like the feeling of unknown when I've got the game well in hand, but as I ratchet up the difficulty level, the unknown can go take a flying leap- I've got the Drengin breathing down my neck *now* and if I don't get Dreadnoughts soon they'll be eating my skin.
| Definately for those of us that want to do full conversion mods which include new tech trees! |
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Aahhh, my target audience shows up. 
| The only feature request I would ask is for some way to filter each "field" of technology such as viewing only those techs that fall under propulsion, etc. ... |
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Let me ruminate on this. I'll have to modify the 'slotting' algorithm to support the full tree and this subset idea. I'd definitely do your 'little box' plan, if this proves possible.
| Great work! Looking forward to it! |
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OK, I'll proceed then. 
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| Let me ruminate on this. I'll have to modify the 'slotting' algorithm to support the full tree and this subset idea. I'd definitely do your 'little box' plan, if this proves possible. |
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Doht! Didn't realize it would make you go back to that again... sorry... see my technical ignorance is showing
Woot! Yea!!!
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| Didn't realize it would make you go back to that again... sorry... see my technical ignorance is showing |
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I wouldn't worry about it too much. After rewriting it 5 times, the 'plumbing' is sound, and I have the slotting code for one landscaped 8.5x11 sheet saved (current slotting is for 2 8.5x11 sheets side-by-side). I'll just have to modify it.
I think I'm going to try and kick out the first version without this, and then revisit it afterwards for the next version.
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