Closed Naprogramuji closed 4 years ago
1. It is not possible to use "requiredTech" for building from core files withou placing it into Techs.json file in mod. Again.
Yes you can - provide the cost
property explicitly and it won't need to access the tech at ruleset load time
Tree should be generated dynamically
I estimate 3 to 5 man-days for someone with really good skills... Maybe if you googled algorithms one could plagiarize - didn't that non-sid-meyer civ clone, CTP, get open-sourced or leaked?
CTP2 sources if anyone wants to have a go. I'm 33% sure it had a tech tree like that... Still got the CD of the original... Lawyers!
Sorry I didn't merge my comments, you probably got 3 mails instead of one.
It's not technical problem mainly. I did this kind of dynymic tree stuff for my clients. I can help with it too in my free time. I was add brewery as prerequisite tech for philosophy and looks fine right now. I think this task is not priority right now.
brewery as prerequisite tech for philosophy
Haha! No beer - no philosophical thoughts! True story, bro! 🍺
;) "Na zdraví" 🍺
Ribbon should expand automatically as well depending on count of icons, padding above tech name.
And search input should be nice.
I'll add another stuff for my mod and will start on this task after finishing it. Or someone can start it first and I can pull requests to his branch.
Ok. Trying doing some stuff on it.
Better padding. Longer tech names (mainly in translations or names with diacritic) are not glued to the right or top edge. 4th icon has bigger padding too right now.
There are a bunch of things here About button length, JackRainy dealt with that I managed to mod a tech quite simply, I see that there could be a demand for forgoing bringing in the 'column' wrapper but I think it works well as-is - you can just have the column wrapper and in it only the tech you want to add/edit To be totally honest, I think that building a dynamic tree will lead to a worse tech tree, from an aesthetic point of view. There is a lot of deliberation in placing the current techs exactly where they are. But if you want to have a shot at it, go ahead! About "you can't reference original techs from mods" - this is a GOOD POINT, and I'll try to deal with that
I was able to add new tech using mod support but have some ideas for improvement of it: