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				July 8th, 2002, 08:55 PM
			
			
			
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				 SE4TTV :  Version 1.1 available 
 get it here, (minimally) tested with SE4 Gold, v1.67http://www.xs4all.nl/~munishm/se4stuff/se4ttv_v1.zip
screenshot 
Lot's of things to tell, first, Tech Tree Viewer is waaay to long, so it's called TTV  from now on, or Lemmy's TTV , in case another one is made by someon else        
Next, uhm, it's faaaar from finished, to sum it up, 
Current features: Upcoming features:Allows (not so) easy change of mod dirs by editing se4tv.iniShows the tech tree in a graphical way (a la civ III)
 Known issue(s):In Facility.txt, at the facility Space Port there is this line (line 429 IIRC):Changing mods without having to exit the program. Tech/component/facility/intel/vehicle icons will be added to the techbutton, or techwindowTech research costs to be included in techwindowWhatever else that comes to mind       
 Ability 2 Type      := None
 delete it, as far as i know, this *should* cause no problems with savegames, cos it says there is only 1 ability, no need to mention that ability 2 is None. (duh)
 If you want to be sure, copy the data dir to another location, and delete the line in there, then make sure se4tv.ini points to that dir.
 So far, that's all i found.
 How to run it?double click on run.bat
   You should have java installed, but that is included on the cd, in the file called PlayByWeb_RealTimeClient.zip, unzip and run j2re-1_4_0-beta3-win.exe to install the Java Runtime Environment.
 Note: haven't actually tested it with that JRE Version, but it should work.
 
 In case anyone is interested in the source code, go here:
 http://www.xs4all.nl/~munishm/se4stuff/se4ttv_v1src.zip
 it is poorly documented for now, so enter at your own risk
   If you do enter (you brave soul), the interesting/special part (how to place the buttons) is in techviewer\TreePanel.java
 Please don't copy any code without me knowing about it.
 
 EDIT: changed title....
 
 [ August 23, 2002, 16:02: Message edited by: Lemmy ]
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				July 8th, 2002, 09:21 PM
			
			
			
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				 Re: SE4TTV :  Version 1.1 available 
 in awe of my superb program the posting rates drop to an all time low...or maybe because of the sloooooow load time...   
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				July 8th, 2002, 09:22 PM
			
			
			
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				 Re: SE4TTV :  Version 1.1 available 
 in awe of my superb program the posting rates drop to an all time low...or maybe because of the sloooooow load time...   
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				July 9th, 2002, 09:02 PM
			
			
			
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				 Re: SE4TTV :  Version 1.1 available 
 Suggestions, eh? Well, I didn't actually download your program, but just from looking at the screenshot I can see something it could use... You know how each level of the same tech has its own box? Well, that's going to make the whole tech tree take up a LOT of space! (Imagine the Propulsion tree... shudder!) What I'm suggesting is condensing all the nodes that don't have something branching from them. So instead of this:
 Prop I -> Prop II -> Prop III -> Prop IV -> Prop V
 
 By the way, what happens when a tech has 2 or more prerequisites? Do you actually have wild lines going all over the place, or does it just branch from the first one?
 
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				July 9th, 2002, 09:05 PM
			
			
			
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				 Re: SE4TTV :  Version 1.1 available 
 Gaah, I accidentally hit send too soon.     
OK, what I meant to say is, instead of this
 
Prop I -> Prop II -> Prop III -> Prop IV -> Prop V ... 
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,|--> HEF Weapons
 
you have this
 
Prop I-IV -> Prop V -> Prop VI -> Prop VII ... 
,,,,,,,,|--> HEF Weapons
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				July 9th, 2002, 10:13 PM
			
			
			
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				 Re: SE4TTV :  Version 1.1 available 
 
	running wild....for now, and it branches from the first one.Quote: 
	
		| By the way, what happens when a tech has 2 or more prerequisites? Do you actually have wild lines going all over the place, or does it just branch from the first one? |  If there then comes a tech which also leads the a tech already "added" to the tree, a line will be drawn between those two techs also, no matter their placement.
 Good point btw, i forgot about that one.
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				July 9th, 2002, 10:20 PM
			
			
			
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				 Re: SE4TTV :  Version 1.1 available 
 
	hmm, yes, but then when you would click on the Prop I-IV button, the popup window with the listing of the component would contain too much information, about all those 4 techs.Quote: 
	
		| OK, what I meant to say is, instead of this 
 Prop I -> Prop II -> Prop III -> Prop IV -> Prop V ...
 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,|--> HEF Weapons
 
 you have this
 
 Prop I-IV -> Prop V -> Prop VI -> Prop VII ...
 ,,,,,,,,|--> HEF Weapons
 |  I thought about it when i started, but it would overcomplicate things because then one button should be able to refer to multiple techlevels instead of just one.
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				July 10th, 2002, 01:15 AM
			
			
			
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				 Re: SE4TTV :  Version 1.1 available 
 one thing i forgot to mention, you should edit se4tv.ini, and change the MostRecentlyUsedDir entry to your se4 data dir, or mod data dir. 
any suggestions are welcome btw   
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				July 12th, 2002, 03:29 AM
			
			
			
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				 Re: SE4TTV :  Version 1.1 available 
 This is so cool, i printed the tech tree that was in a txt file by somone, and now i can see it "a la civ2"
 great work can't wait for more improvements
 
 [ July 12, 2002, 02:29: Message edited by: Skulky ]
 
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				July 12th, 2002, 07:44 AM
			
			
			
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				 Re: SE4TTV :  Version 1.1 available 
 This utility now forces me to actually work on my mod.  I'm not sure if I should thank you, or get mad at you. ;-)
 Great work!  Always good to have utilities like this one.  It especially helps me with my AI-writing -- I can get a tech tree and then write down the order that the AI would pursue it in, and convert that into the appropriate research format.
 
 Thanks bunches. =)
 (That's the good thanks, not the sarcastic thanks, mind you. ;-) )
 
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