February 15, 2002, 07:18
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#1
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Prince
Local Time: 08:37
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Christchurch, New Zealand
Posts: 952
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Science Advisor Screen: Standard game vs Scenarios
I've noticed an odd difference on the science advisors screen between playing a standard game and playing a scenario.
The standard game has these wonderful new very strong graphic arrows to link the techs together which looks great, implemented in the new patch I think.
When you play a scenario, however, even after saving it with the new (correct) editor, it has the old dull-looking links on the science advisor screen. I even tried moving the scenario out of the scenario folder into the main directory to see if that would make a difference. I also created a new scenario from scratch. But no, same old dull tech links.
While we're at it, there's a problem I noticed that still persists in the new patch. If, during a game, you choose the new game option and choose a scenario to play, the little icons that normally appear in the tech boxes on the science advisor screen disappear. Has anyone else noticed this or is there a solution I don't know about?
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Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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February 15, 2002, 07:23
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#2
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King
Local Time: 15:37
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 1,267
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I'm not sure.
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"Entia non sunt multiplicanda praeter necessitatum." — William of Ockham
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February 15, 2002, 13:04
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#3
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King
Local Time: 21:37
Local Date: October 31, 2010
Join Date: Sep 2000
Posts: 1,131
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Maybe it's Firaxis' latest attempt to dissaude potential scenario makers by stunning them with the standard game graphics.
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February 15, 2002, 13:15
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#4
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Firaxis Games
Local Time: 15:37
Local Date: October 31, 2010
Join Date: Mar 2000
Location: The Metropolis known as Hunt Valley
Posts: 612
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If the game thinks it's using default rules, it uses the predrawn science advisor background for each era (which already have the arrows drawn in). If it's a mod, it dynamically generates connecting lines because the game doesn't have any good and/or efficient way to know if the mod has any altered tech tree data.
Hopefully at some point modders will be able to do their own science advisor backgrounds and package them with their mods to circumvent this, but for now it's the dynamically drawn line thing
Dan
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Dan Magaha
Firaxis Games, Inc.
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February 23, 2002, 05:01
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#5
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Prince
Local Time: 08:37
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Christchurch, New Zealand
Posts: 952
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Scenario option for predrawn background
Dan,
What about an option in the scenario editor, just like the No Map option, which we can check, something like Use predrawn science advisor background. It would default to be switched on for each new scenario and would switch off when we started changing the tech tree or we could manually switch it off ourselves.
Also, when we use a mod could the program quickly check the tech tree to see if any of the prerequisites have been changed or the tech boxes moved and if not, then use the predrawn background. It wouldn't matter if we'd changed units etc, only if we'd actually changed a tech prerequisite or box position somewhere.
__________________
Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
Last edited by The Rusty Gamer; February 23, 2002 at 10:03.
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February 23, 2002, 05:14
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#6
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Warlord
Local Time: 21:37
Local Date: October 31, 2010
Join Date: May 2001
Location: Stockholm, Sweden
Posts: 261
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Thanks Dan!
I've been wondering how the arrows were made.
CivilizationIII\Art\Advisors\science_ancient.pcx
Now I'll get to work connecting the dots with my own mod :-)
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February 23, 2002, 06:16
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#7
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Warlord
Local Time: 21:37
Local Date: October 31, 2010
Join Date: May 2001
Location: Stockholm, Sweden
Posts: 261
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I edited out the unrelated techs.
Check it out, it's easy to make arrows : )
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February 23, 2002, 06:54
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#8
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Prince
Local Time: 15:37
Local Date: October 31, 2010
Join Date: Oct 2001
Location: People's Republic of the East Village
Posts: 603
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Better yet, how about the ability to tell the game to draw dynamic links when it thinks it is using the default rules? The arrows look pretty, but every time I have tried to modify those files, the files come out ten times the size they were and civ3 just shows a black background (I'm converting them from pcx to bmp, editing in paint, then going bmp to pcx - if anyone has a better way that does not involve expensive software, let me know). Anyway, I'd like to radically alter the modern tech tree, but want to maintain the visual links between techs, even if they are the less pretty (but utilitarian) dynamic lines.
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- "A picture may be worth a thousand words, but it still ain't a part number." - Ron Reynolds
- I went to Zanarkand, and all I got was this lousy aeon!
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February 23, 2002, 07:14
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#9
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Warlord
Local Time: 21:37
Local Date: October 31, 2010
Join Date: May 2001
Location: Stockholm, Sweden
Posts: 261
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Converting pcx files to something else and back again is just asking for things to go wrong 
Download paintshop pro from www.jasc.com that's what I'm using and as u can see from the screenshot (and my mod, if u want) it is working out great for all things Civ.
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