Modding the events, anomalies, etc.

I have been poking around these files (.EVENT, .ANOMALY, etc.) and have a bunch of ideas, but am held back by the lack of a guide. Is there a guide somewhere that explains the parameters of the events, etc? I would love to share some with you all...


M
420 views 9 replies
Reply #1 Top
Sorry to bump this, but I would like to roll up my sleeves and get working. No one has anything to share on this subject?

M

~SDC~
Reply #2 Top
It's being worked on, from what I understand.

Most of the data files should be self-explanitory, but a few do get confusing.

~SDC~
Reply #3 Top
Let me give an example:

//------------------------------------------------------------------------
EVENT WaterAliens
//------------------------------------------------------------------------
[snip]
EventType 0

[snip]
GoodAttribute 8
NeutralAttribute 8
EvilAttribute 8

GoodValue 0
NeutralValue -20
EvilValue 20

GoodPopChange 10
NeutralPopChange 0
EvilPopChange 0

MoralityWeight 4
Probability 100

DescStr01 0
DescStr02 0
DescStr03 0
DescStr04 0

GoodOptStr01 11
GoodOptStr02 0

NeutralOptStr01 10
NeutralOptStr02 0

EvilOptStr01 9
EvilOptStr02 0

ENDEVENT

We need a guide to these numbers. I figured out EU2's scripting system in about an hour, but there were mechanisms in the game to allow us to test them more or less immediately. We do not have this option with GalCiv. So I can do the empirical approach, but never see my modified files.

I implore you at Stardock to share this information with us! Even a simple text file listing parameters would be ample.

Of course, you guys have supported us greatly, so don't consider this a flame, but a suggestion: this is the next step for many of us in enjoying the game.

M

~SDC~
Reply #4 Top
'EventType 0'

This is whether it's a colonization event or a mid-game event.

'GoodAttribute 8
NeutralAttribute 8
EvilAttribute 8'

The ability affected. I don;t have these mapped out yet, but most of them are already used by existing events, so it shouldn't take too long to hunt them down.

'GoodValue 0
NeutralValue -20
EvilValue 20'

How much the abilitys above are affected by.

'GoodPopChange 10
NeutralPopChange 0
EvilPopChange 0'

As stated. Population change caused by the event decisions.

'MoralityWeight 4
Probability 100'

How heavily the event affects your morality and how often it appears. I believe the MoralityWeight is flat percent for the more significant of the two options. I don't know how the probablility is figured, but it's probably a ratio of all the events probabilities.

'DescStr01 0
DescStr02 0
DescStr03 0
DescStr04 0'

Pointers to strings used in the description, like your name, or your empire name, in the order they appear. I don't know what these pointers are, off-hand.

'GoodOptStr01 11
GoodOptStr02 0

NeutralOptStr01 10
NeutralOptStr02 0

EvilOptStr01 9
EvilOptStr02 0'

Pointers to the strings in English.str of each of the modifiers. Most of them should match the listings above for the abilities, I think.

~SDC~
Reply #5 Top
''GoodValue 0
NeutralValue -20
EvilValue 20'

How much the abilitys above are affected by.'

Just to correct myself, this is the maximum the abilities are affected by.


~SDC~
Reply #6 Top
Thanks Arcturus:

So with EventType, it's 0 or 1? (two options?)

The bit with the strings is really helpful! Thanks for the pointer there.

M
Reply #8 Top
Of course. The events/anomalies/ships/star names etc etc are all in the data folder.

M

~SDC~
Reply #9 Top
'Thanks Arcturus:

So with EventType, it's 0 or 1? (two options?)'

I'm not sure. I think that was the case, but it may have a scale of some sort now given the note in 1.01a that 'some events occure later.'

'So is it possible to Skew/Cheat by making events/anomolies in you Favor?'

Yes and no. Any changes you make apply to the AI as well, and the stated plan is that any modified files that haven't been approved by Stardock will eventually make scores sent in to the Metaverse with them invalid.

~SDC~