XCOM 2
Tech Tree - Snapshot
28 Comments
Jognt 11 Feb, 2021 @ 6:33am 
Smart thinking! This sort of implementation is usually the best in terms of long-term compatibility! Too bad it's also the biggest **** to write all the processing to make it visually pleasing. ;)

I think it's telling that the other tech tree mods basically just show an image.
Alexander Logunov 16 Nov, 2020 @ 3:29am 
It was such a great idea and you did a lot of work, but it's sad to see such talented person haven't finishes his art
Sophist88 6 Jun, 2018 @ 8:42pm 
So... what's up with a WoTC update? This mod looks amazing!
LeaderEnemyBoss 7 Mar, 2017 @ 8:42am 
@robojumper ...heh ... tbh i didnt really took a close look at you screenshots until after I wrote my comment. I realize now that what i want to do is probably not as easily doable as I first thought, its probably better to make a visually pleasing non dynamic variant.
robojumper  [author] 7 Mar, 2017 @ 8:25am 
@LeaderEnemyBoss
I'm currently a bit busy with other stuff (UI Stuff too incidentally), so I'm afraid I can't help you with that soon.
(Also, why the heck did you ask in the comments of this of all mods when you want something visually pleasing, lol?)
LeaderEnemyBoss 7 Mar, 2017 @ 7:25am 
Hey robojumper. I am currently working on an Overhaul for LW2's psiop that will add new skills. In my research i found, that LW2 added many prerequisites to existing psi-abilities ( see here ) . This transforms the skill tree of LW2's PsiOp technically to something that is reminiscent of oldschool rpg skill trees. Now the skill tree display of psi ops in the Armory could use an overhaul imho. Would you be interested to design such a new rpg-style psi op skill tree, that dynamically aquires all present class abilities and their respective prerequisites and displays them in a visually pleasing manner? This could be part of my overhaul mod or its own thing. I can try it myself, however i am not too experienced with this kinda stuff, so I wanted to ask you first ;).
LightenedDark 3 Feb, 2017 @ 9:15pm 
This mod shares a name with AlexF's techtree, you can't enable one without the other...
Zyxpsilon 1 Feb, 2017 @ 5:36pm 
@AlexF..
TBH, this is a much more preferable system to handle dynamic Tree principles, IMO.
The trick though would be to provide a visually "appealing" structure that can supply complete info & details while keeping optimal "connections" to a minimum.

Honestly.. that's why i bothered tackling (or try) my own with LAByrinth and its concept of small Hexagons with intuitive symbols & numerical referencing.

Comes along LW2 and its vastly more complex "interactions". I will certainly be giving it the LABy treatment eventually... but after seeing this wild solution by RJ -- i also have to wonder where the most efficient ways are currently hiding. Ultimately, someone will probably have to settle for an hybrid solution that could satisfy our mutual quests for precision. Heck.. even Exodus has just finished *A* cool sheet of his own.
Quvano 1 Feb, 2017 @ 4:32pm 
Hey, I love the idea of a dynamic tech tree. Mine is hand crafted and turned into a texture, which means I can control the layout but it is obviously useless if mods change tech relations ships and values, plus the workload of actually crafting it. Also useless for LW2 obviously. If you think your's is comming along well, I won't bother create a LW2 version of mine.
Sevrin 19 Jan, 2017 @ 2:00am 
I like the idea and if it's as compatible as you say it's a good mod, but looking at that screenshot of the tech tree picture... it's a mess. You gotta clean it up, make it more orderly. One of the lines branches 8 times before it reaches its final destination and follows a path that goes all over the place.
LightenedDark 18 Jan, 2017 @ 2:28pm 
Okay. I'm subbing but I'll wait to test once the filter feature is implemented. By the way I test with 200+ mods, so if it works for me it will work for 99% of users.

Also, why the duplicate ID with this mod: http://steamproxy.net/sharedfiles/filedetails/?id=630693520 ? I could see someone like me wanting to use both. Can you rename yours to DynamicTechTree?
Bholder 18 Jan, 2017 @ 1:28pm 
Let's hope this will work with Long War 2!
Vanish 18 Jan, 2017 @ 1:27pm 
Nice idea, just that the actual tree is a little messy and bland, I would make a set design for the tree. Nice idea, nicely done!
robojumper  [author] 18 Jan, 2017 @ 1:14pm 
@LightenedDark
Not yet. And I'm busy atm which is why I just released the snapshot for now
LightenedDark 18 Jan, 2017 @ 1:04pm 
Thanks. Does it still show already researched entries? It would be handy to "filter" out that information.
robojumper  [author] 18 Jan, 2017 @ 12:48pm 
@LightenedDark
Whoops, yeah that's a bad misunderstanding. Editing the description to make it clearer.
LightenedDark 18 Jan, 2017 @ 12:46pm 
Wait. You're mod ignores already researched tech? Does it actually change the internal, behind the scenes tech tree or just make new/shorter pictures of the same tree?

I was turned off when you said "The tech tree is randomly generated, so every time you open it up, it will look different" because I thought your mod MIXES UP THE PREREQUISITES in order to make what techs are the starting or ending techs different between different game play-throughs.

Instead, it's possible you didn't mean what you said and you in fact don't actually change the tech tree. You just change the representation of the available tech tree. Am I right here? You have to remember that everyone else reading your description doesn't already know what your mod is supposed to do...
Dragon32 18 Jan, 2017 @ 6:10am 
Oh, I remember now. The main reason for posting about the package ID conflict with AlexF's mod is that one has to unsubscribe to his mod to subscribe to this one. It removes the ability to de-activate his one and activate this (or vice versa) in your mod launcher of choice.

Seems excessive.
Dragon32 18 Jan, 2017 @ 5:38am 
Yeah, get that. Still find AlexF's mod useful ( this autopsy unlocks that facility etc.)

Saw this as an adjunct to that rather than a replacement (based on what's included in the example image: only some research topics and their unlocks appear). Mainly aimed at folding in mod-added techs (like the additional weaponry tiers) from what I understand..?
robojumper  [author] 18 Jan, 2017 @ 1:40am 
@Awoo was a mistake
That's the exact point of it.
The Semen Arsonist 17 Jan, 2017 @ 10:15pm 
@Dragon32
From what I can tell AlexF's tech tree is just an image glued onto a window while this one looks like it actually looks into what research is availble and constructs the graph from that knowledge. I could be wrong on this though.
Ausaevus 15 Jan, 2017 @ 3:02am 
Very nice. Looking forward to when this will look good in the UI.
MantLemon 14 Jan, 2017 @ 7:15pm 
Ha! Now I know what the encyclopedia of lw 2 would be like! :dealwithit:
Zyxpsilon 14 Jan, 2017 @ 12:50pm 
@RoboJumper,
You'd be most welcomed to try a similar "HUD" system as what i offer within LAByrinth , btw.

The trick with that one is that the visual impact of tiny pre-colored hexagons (36x36 max) can easily flow in whatever (in your case, random) charts. I use symbolic types but it wouldn't take much to implement the LABy numeric referencing principles instead or as supplementary feature.

Eventually, you'd just need to hook various tooltips with ID strings & maybe, other info/details somewhere on your screen rather than overlapping text in the current strict-sized "buttons".

Dynamic processing is a great concept that i've already given up, sadly. Yet, here you are proving us it can be done -- rationally !! ;)
Dragon32 14 Jan, 2017 @ 7:18am 
This has the same package ID as AlexF's Tech Tree . Any chance this one could be changed?
Krylos 14 Jan, 2017 @ 4:05am 
Makes sense. That option sounds really nice
robojumper  [author] 14 Jan, 2017 @ 3:10am 
@Krylos
As I said, it's early in delevopment. Since the Algorithm has some random elements to it, the layout will be different BUT I can make it use the same seed, so the idea is that people reroll until they find a layout that is fine, and this layout will be fixed for the campaign.
Krylos 14 Jan, 2017 @ 2:56am 
This is an amazing addition considering the upcoming LW2 mod and all of the mods that will probably be based on that. There won't be a hard coded tech tree for every game version, so this would help immensely. Great work!

I haven't tried testing it out yet, but is it intentional that the tree is always generated randomly? Wouldn't it be better to have a fixed layout, no matter how little sense it makes, so that players know where to look each time they open the tree? But that is really my only issue here, fantastic job!