XCOM 2
Tech Tree
Quvano  [developer] 21 Jan, 2017 @ 1:53am
Not doing LW2 (at least by myself).
Guys, I'm just letting you know that I won't be creating a Tech Tree version for LW2. As cool as it would be, it would take way more time than I have. I will be adding the last DLC to it eventually.

If someone wants to take on the task of making a separate LW2 version, they are welcome to use mine as a starting point. I can assist with a primer on the basics of the mod's design. I'll say right off that the biggest change, other than the very long time in data research and designing the tree itself, will be incorporating 2 image/resource files instead of the sole one the mod uses as there won't be enough room for all the new stuff in one 2048x2048 texture. Coordinating multiple stacked textures through the scroll window shouldn't be horrible but it will take a bit of work.

Obviously I recommend that you are already familiar with the dev environment as well as the built-in unreal UDK, at least enough so you know how to load images and cook textures in it. Also, the tree itself was built using Google Slides but I'm sure you can port it into Office Powerpoint if you prefer.

Feel free to message me if you are interested.

Alex

P.S. Since the bulk of the work will be the data-mining and construction of the tree itself, I may be convinced to collaborate :). I mean that if someone was willing to do that work, I would be willing to port in the tree image texture(s) into a new version of the mod. So I would do the coding and mod building while another person is responsible for the Tech Tree flow chart itself.
Last edited by Quvano; 23 Jan, 2017 @ 10:14pm
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Showing 1-10 of 10 comments
Janse 28 Jan, 2017 @ 2:42pm 
I'm a programmer, but never used Unreal or something like that. Don't know exaclty how it works, but if is similar other tools I work, I can help with that.
Buuuuuut, since you said the bigger problem is the construction of the tree, maybe you will do the mod more quickly because of this: https://i.imgur.com/DdAxu1R.jpg
Quvano  [developer] 28 Jan, 2017 @ 4:40pm 
If that is the complete LW2 tree, that would be helpful. What is the source, is that from the devs?
My Profile 29 Jan, 2017 @ 4:52am 
The source is https://www.reddit.com/r/Xcom/comments/5pmjbe/lw2_spoiler_tech_tree/
from xwynns who is one of LW2's balance testers
Quvano  [developer] 30 Jan, 2017 @ 3:33am 
That's fairly official then.
Janse 30 Jan, 2017 @ 5:30am 
Yeah.. It's a start. I didn't finish the game, but I believe I found one mistake in this list in the early game; I'm not sure.
My Profile 1 Feb, 2017 @ 5:39am 
I have found the mistake in xwynns' tech tree that I think Janse is talking about.
Magnetic Weaponry is shown as only needing Modular Weapons and ADVENT Officer Autopsy.
But, it but also needs Hybrid Materials.
[Screenshot link] https://www.dropbox.com/s/8iripu8jg5mb2jq/Hybrid%20for%20Mag.png?dl=0
Last edited by My Profile; 2 Feb, 2017 @ 6:35am
Quvano  [developer] 2 Feb, 2017 @ 7:41pm 
That one is really nice.
My Profile 2 Feb, 2017 @ 8:52pm 
Also, here is a link to my question about Mag weapons and the answer that exodusinfinite (the newest Tech Tree's creator) gives confirming that his version is correct (and that xwynns' is incorrect).
https://www.reddit.com/r/Xcom/comments/5rezme/a_comprehensive_xcom_2_long_war_tech_tree/dd8ay53/
Last edited by My Profile; 2 Feb, 2017 @ 8:54pm
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