Latest Research Tree Data

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Latest Research Tree Data

Post by cruise »

What's the easiest way to get the latest research tree data file (prresearchnew.txt) - I found one link to it on the boards, but that only seems to contain up to tech 2 level - it's missing things like the wideband sensor, uplink or archangels.

The reason I want it is for this:

http://casual-tempest.net/projects/wz2100/ which I wrote after getting throughly fed up with trying to figure out exactly what I needed for getting a certain tech.

The code behind also supports totalling power and time requirements too, if I had an easy way of getting the info.

Hope it's useful, and hopefully it'll become more useful soon if I get my hands on more data...
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Re: Latest Research Tree Data

Post by Watermelon »

cruise wrote: What's the easiest way to get the latest research tree data file (prresearchnew.txt) - I found one link to it on the boards, but that only seems to contain up to tech 2 level - it's missing things like the wideband sensor, uplink or archangels.

The reason I want it is for this:

http://casual-tempest.net/projects/wz2100/ which I wrote after getting throughly fed up with trying to figure out exactly what I needed for getting a certain tech.

The code behind also supports totalling power and time requirements too, if I had an easy way of getting the info.

Hope it's useful, and hopefully it'll become more useful soon if I get my hands on more data...
hehe I think The Noid has a graph png(very big) generated from the research prerequisite txt files.

could be the prerequisitenew.txt I attached was wrong or it's the sp campaign's...

multiplayer's:

btw just let me know if you need that converter and its source
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Re: Latest Research Tree Data

Post by cruise »

Nope, don't need the convertor, that's where I got the idea for mine :D

I just need a version of that file that includes all the multiplayer tech like Uplink Center, Archangel missiles, etc. The one from noid's thread (where I got the data file I'm currently using) and the one in your post seem to have no mention of either of those techs (just did a quick check).

I haven't got to the end of the campaign so I don't know what tech is available there - it would make a lot of sense if the file I have is the single-player version.

Anyone have the multiplayer version? Or can tell me where it is in the game/svn repository (even if it's a different format, I can easily figure it out, I just need the data).

Thanks
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Re: Latest Research Tree Data

Post by Serman »

I think you'll find a link to it on the front page.
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Re: Latest Research Tree Data

Post by cruise »

Serman wrote: I think you'll find a link to it on the front page.
Well, kinda :P I grabbed the source download and search for any files called "research" in it :P
Pretty sure I've found the one I want now, and after poking the code around a bit to accept the new format, it works.

So, please, check out http://casual-tempest.net/projects/wz2100/ and have fun browsing the tech tree :P Any problems or suggestions, please let me know.
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Re: Latest Research Tree Data

Post by Troman »

Even if you already found the right version, it's the file in the "data\mp\stats\research\multiplayer" directory you want to have.
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Re: Latest Research Tree Data

Post by kage »

if you changed the format that warzone accepts, then keep in mind you'll probably also have to change the save related source to export and import the right data, otherwise warzone may break.
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Re: Latest Research Tree Data

Post by GiGaBaNE »

cruise wrote:
So, please, check out http://casual-tempest.net/projects/wz2100/ and have fun browsing the tech tree :P Any problems or suggestions, please let me know.
3 words my friend: navigation....fix it :P

may i suggest a left hand navigation window with at the very least a home button and maybe buttons to primary tech types e.g turret, chassis, building e.t.c
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Re: Latest Research Tree Data

Post by cruise »

Yeah, I know, it's pretty basic right now - I've added two orderings to the initial list: by name, or by "complexity", which is a rough estimate of how many other things you need to research to get it. I can't split them up by category since I don't have that information - the only info I have is the datafile for the research tree straight out of the code, and a mapping of internal IDs to the names you see in game.

I've also added a "back to index" link on the detail page to make it easier to flick back to the index.

Oh and both the index view order and the detail page display style should be remembered for your session, so if you prefer one over the other you won't have to keep resetting it as you navigate.
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Re: Latest Research Tree Data

Post by kage »

hmmmmm... all the data needed for a "complexity" field was there with the original format: why not just have warzone build and cache a complexity table when it loads a mod? however, if this is all concerning something not directly affecting the way warzone works, then i'm talking about the wrong thing.
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Re: Latest Research Tree Data

Post by cruise »

kage wrote: hmmmmm... all the data needed for a "complexity" field was there with the original format: why not just have warzone build and cache a complexity table when it loads a mod? however, if this is all concerning something not directly affecting the way warzone works, then i'm talking about the wrong thing.
Uh yeah - did you try the link I posted (repeatedly)? I'm making a web page that lets you browse the tech tree easily to see exactly what things you need to research to get a particular peice of tech in a simple way. I'm not touching the actual game in anyway...
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Re: Latest Research Tree Data

Post by GiGaBaNE »

im curious as to why you are doing something thats already a part of this site? wouldnt it be easier to develop the data for the missing items and submit it to the communal pot?
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Re: Latest Research Tree Data

Post by cruise »

I just found the existing tech tree hard to navigate, and didn't really give me the information I wanted in the detail I needed. I'm new back to the game after an absence of close to a decade, so my memory of the tech tree is kinda rusty :P
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Re: Latest Research Tree Data

Post by lav_coyote25 »

revised tech tree - old covering from 1.0 to 1.12 with graphics.

Revised tech tree from 1.0 to 1.12 without graphics.

it is always good to have the tech tree so well covered.... now - how did you do your tech tree...what apps used etc... :)
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Re: Latest Research Tree Data

Post by cruise »

Yup seen both those - I just found it hard to navigate and find the things I wanted easily. Maybe my brain just works differently to others (no surprise there :P). Also, some of the tech I couldn't find easily (upgrades and such were sometimes scattered about a bit or not mentioned). My version just lists eveything in the tech file (though does miss the command turrent, because it requires you to construct a building, like a few cyborg techs, and I don't read in that file, and it only has about 6 techs in anyway).

As for how I did it? Just basic PHP - one file contains a Research object definition and a function to load in the tech resource document. This is then included in the other files, which check to see if the tech tree is loaded or not, and if not load it and associate it with the session so it only has to be loaded once.

The Research object has a method for accessing the dependencies, and a rank function that finds the deepest tree amongst its children to give an approximate idea of how much research needs to be done to get a specific tech.

Nothing complicated, and only took me a few hours while bored at work :P I did it mainly for my use, but I figured it can't hurt to share in case someone else finds it useful.
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