Aurora 4x
C# Aurora => General Discussion => Topic started by: db48x on April 26, 2020, 09:04:57 PM
-
I made a simple graph of the technologies and their dependencies. This is purely an automatic conversion; I'm sure a hand-drawn graph could be a lot more readable. Anyone have any suggestions?
(http://db48x.net/temp/Aurora 1.80 Tech Tree.svg)
-
Thank you for this.
-
You're welcome.
I've made a different version, this time going back to leaving out the categories. I'm not sure which I prefer; what do you all think?
(http://db48x.net/temp/Aurora 1.80 Tech Tree (uncategorized).svg)
-
This is great, and could prove to be very useful, but in it's current form is extremely difficult to navigate through, as you have to scroll all the way to the bottom to be able to scroll left, or right. It would be amazing if this could somehow be integrated into the game with scroll bars to navigate through.
-
I really like your second version, a very interesting classification of technologies.
-
It's nice but maybe some of the techs could be separated to a different image to make viewing it a bit more user friendly?
Like separate Ground force tech to own tree?
Maybe add a image just to show tech which you begin with and on tech trees only show the starting tech that has an actual children?
-
Like what makes it in Distant worlds? With perhaps, color codes of progressions, in the technological branch?
In order to effectively differentiate the search classes? As Doren says, less bushy?
-
Showing only nodes that have a prerequisite or are a prerequisite is a good idea; it does limit the clutter a bit. It was a bit annoying to implement though:
(http://db48x.net/temp/Aurora 1.80 Tech Tree (simplified).svg)
I wish I could get the key to move to the top, that's really bugging me.
I've played Distant Worlds, but when you mentioned its tech tree I couldn't recall it; I had to go look for pictures. Using different colors for the tech categories might be a really good way to go.
-
Do you already have an idea of its structure? I mean that, you could make sub-branches (if possible of course). A main branch? For example: infantry, and in sub-branch, all its technologies? Who belong to him? Light infantry, elite, etc ... But with color codes?
When do you think ?
Of course it is easy for me to say, than to do. :)
Still, create, a tree with so many technologies, I take my hat off to you.
-
What does secret tech mean? What are the prerequisites to finding them?
-
Well, here it is with each node colored by category:
(http://db48x.net/temp/Aurora 1.80 Tech Tree (categorized).svg)
It's much more readily apparent that most techs are assigned to the 'General Sciences' category rather than a more specific one. I wonder if this is even displayed anywhere in the game; it may just be a remnant left over from an earlier point in the game's development.
-
What does secret tech mean? What are the prerequisites to finding them?
That would be a spoiler. Suffice it to say that if you wish to spoil the secret, you can do so by searching for the correct terms in the correct locations, or you can discover the information through exploration of the game itself.
I probably should filter them out, along with some techs that are only used by certain spoilery things in the game, and that you can't even research.
-
What does secret tech mean? What are the prerequisites to finding them?
That would be a spoiler. Suffice it to say that if you wish to spoil the secret, you can do so by searching for the correct terms in the correct locations, or you can discover the information through exploration of the game itself.
I probably should filter them out, along with some techs that are only used by certain spoilery things in the game, and that you can't even research.
Ah. Ok then. I had never heard of them before. Thats all. Time for secret/lore hunting. Something i love to do.
-
Well, here it is with each node colored by category:
(http://db48x.net/temp/Aurora 1.80 Tech Tree (categorized).svg)
It's much more readily apparent that most techs are assigned to the 'General Sciences' category rather than a more specific one. I wonder if this is even displayed anywhere in the game; it may just be a remnant left over from an earlier point in the game's development.
Very good work. Do you think it is possible to make a color difference for each technology? Civil, Military, etc ...?
-
Very good work. Do you think it is possible to make a color difference for each technology? Civil, Military, etc ...?
Not automatically; that information doesn't seem to be stored in the database. Either that or I completely misunderstand the database schema; that doesn't even seem very unlikely.
-
In fact I was misunderstanding the schema. skoormit was able to supply the insight I needed to make this much nicer graph:
(http://db48x.net/temp/Aurora 1.80 Tech Tree (by field).svg)
It turns out that the database classifies techs into Categories, Fields, and Types, all at the same time. I suspect that this has evolved over Aurora's lifetime; the result is a bit confusing.
I think the next step will be to filter out the unreachable techs used by the spoilers, as well as the secret techs. Then the layout could be better, probably in a lot of ways. All of that can wait for another day, but if anyone has any more ideas please keep posting them.
-
In fact I was misunderstanding the schema. skoormit was able to supply the insight I needed to make this much nicer graph:
(http://db48x.net/temp/Aurora 1.80 Tech Tree (by field).svg)
It turns out that the database classifies techs into Categories, Fields, and Types, all at the same time. I suspect that this has evolved over Aurora's lifetime; the result is a bit confusing.
I think the next step will be to filter out the unreachable techs used by the spoilers, as well as the secret techs. Then the layout could be better, probably in a lot of ways. All of that can wait for another day, but if anyone has any more ideas please keep posting them.
Classifying techs by color gives a dimension of another level.
Good work. :)
-
Pretty nice work. But would it be possible to filter out all of the technologies that are automatically awarded at game start (conventional or TN), like beam fire control technologies or reduced missile launcher size?
-
Pretty nice work. But would it be possible to filter out all of the technologies that are automatically awarded at game start (conventional or TN), like beam fire control technologies or reduced missile launcher size?
None of those are awarded at (a conventional) game start.
-
Pretty nice work. But would it be possible to filter out all of the technologies that are automatically awarded at game start (conventional or TN), like beam fire control technologies or reduced missile launcher size?
When writing software, all things are possible (leaving aside all discussion of Gödel for the moment). Sometimes things which are possible are too expensive or laborious to actually implement, other times it's just not a good idea. In this case I think it would make the graph much too simple if I did that; there would be no giant bottleneck at the Trans-Newtonian tech.
-
Well, I think this is as good as it will get without manually moving nodes around. I would prefer if the key were at the top-left corner, and if the nodes dependent on Trans-Newtonian tech were sorted vertically by field, so that all the techs are near techs that are related.
(http://db48x.net/Aurora/Aurora 1.9.3 Tech Tree (by field).svg)
-
Well, I think this is as good as it will get without manually moving nodes around. I would prefer if the key were at the top-left corner, and if the nodes dependent on Trans-Newtonian tech were sorted vertically by field, so that all the techs are near techs that are related.
(http://db48x.net/Aurora/Aurora 1.9.3 Tech Tree (by field).svg)
This is very nice but it's quite big, is there any chance of having 1 tech area per graph?
-
This is very nice but it's quite big, is there any chance of having 1 tech area per graph?
I don't think that would improve it any. The tech tree is much too simple to really need a reference like this anyway; the only tech with "complicated" dependencies are the engines, and that's just because each engine tech needs a reactor tech as well.