Custom Race modding

The following scenario raises a question:
I want to create a Planetimprovement and its necessary Tech for a CustomRace.
Basically I want to create a race highly specialized on Biology/environmental control, colonization etc...
I don't want to know, how in xml terms, it can be done, rather where in to write the data.
Will the game recognize, say an as internal tagged Custom_TechTree?
My guess is no, since no CustomRace_TechTree.xml exists.
I would love to be able to create a completely unique TechTree and PIs for the CutomRace.
Do I miss something, or is it simply not be possible, since the customtechtree is base on a main races one.
As I understand it, modding the assigned techtree, would also alter the "parents" one?
10,580 views 12 replies
Reply #1 Top
I don't know if it'll work or not, but I suppose you could just change the
Reply #2 Top
Yes, it works that way.
The game recognizes a say Arnor_TechTree.xml being internally tagged "Arnor_TechTree".
This is what I needed, and it shows up when assigning a techtree :) Nice!
Reply #3 Top
And i thought this was about using the 'impossible tech' workaround, wrong.
What you really want is TA's tree features and its structural approach, right?
Sic, i too needed some sort of control over a few areas of the 'standard' research_grid (For DA purposes, that is) to insert some Apocalypse concepts straight in between Discovery_Sphere & Techno_Victory... and soon, realized the slots only required tags & preqs to be usable.
Trick was to balance it all out. Lotsa testing yet to do, but i'm slowly getting fair enough results.
If only i had access to the TA editing tools when i planned these alterations, it coulda been a LOT easier.
Bof, it's real fun to fiddle with these issues anyway; in X-Worlds players will get... 4 new Capital buildings, about 40+ new technos, plenty of extra Trade-Goods, a whole bunch of X-Com specific weaponry pathways, possibly three all new pseudo-indirect Victory conditions, etc, etc.

:)
Reply #4 Top
Wait until TA has been released, and I'll release my new tools ;)
Reply #5 Top
My Arnor-CustomRace plays quite well with its unique techtree and buildings. Some more balancing, some new starbase modules to add and I may upload it.
I'm setting up some ethical aligned techs at the moment--its pure fun, thanks stardock :)
Reply #6 Top
I'm looking for some people who would like to test my cutom race with its unique techtree, PlanetImprovements and starbasemodules for balancing purposes and suggestions.
Reply #7 Top
I'm looking for some people who would like to test my cutom race with its unique techtree, PlanetImprovements and starbasemodules for balancing purposes and suggestions.
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As soon as it's on the library i will give it try... assuming it's for DA?
If it is, I can see what you've done, and do tech trees for my starwars/bsg/stargate personal mod.
Reply #8 Top
As soon as it's on the library i will give it try... assuming it's for DA?
End of quote

No its purely designed for TA, I'm sorry. However, I want some people testing before uploading it to library.

Reply #9 Top
That's a shame.
I have no way of buying TA, so I guess i'll have to miss out.
Still, it looks good.
Reply #10 Top
This is sorta on topic. Does anyone know what sort of customizations will be metaverse compatible?
Reply #11 Top
Presumably not many, certainly not custom tech trees. Custom races made in-game should be fine though, as per DA.
Reply #12 Top
I'd like to alter the home star system of my custom races. I get bored with them all starting with Sol's layout. Anyone know how to change it? Is it Metaverse safe? Could you substitute another base race's system instead? Would that be?