Total Conversion tryouts.
...and related weird effects.
from
GalCiv2 Forums
Right now, i'm fiddling with X-Worlds installation structure to adapt everything at "Total Conversion" principles.
- UFOD, TFTD, APOC (plus some mixing versions) dedicated and different RaceConfig.xml files which can be moved out of a temp folder to replace a continually single valid file in the usual DATA\root location. No problem there, thorough verifications for typos, proper tag lines -- everything loads up fine and works as it should.
BUT...
There's one tricky attempt that i'm having trouble with: Majoring the Minors!
The feature would be a fairly simple thing;
a) Take all the XW Minors and transfer them to be proper Majors with a few editing of key lines (CivType 3 to 4, Movies call added, AI values stuff, etc)
Take all DA_Defaults Majors and drop them down as Minors! By using
slots 13 to 20 and 27 to 30 while editing key items also to validate
how they should react.
Only problem is... The new Majors from 0 to 9 do not register correctly within game (strangely, 10 & 11 -- KO&KR replacers -- DO show up as they should); they're all given the default Custom portrait & Logo and their RaceLeader name slot remains blank and their sector coloring values seem to be coming from DL defaults, etc!! Duh-
What's wrong?
Or is this kind of modding really impossible to do?
I don't know what (why or even how) screws up the proper loading of values in such a tricky context.
A key element to this kinda feature is that my usual Minors get to have Black as sector color which makes them tougher to discover or follow through progressive influence (An extra challenge, in fact). As they turn to be Majors for this Total-Conversion tryout, the concept of *blackness* must remain for it to do what i intend or prefer to have.
Help!

- UFOD, TFTD, APOC (plus some mixing versions) dedicated and different RaceConfig.xml files which can be moved out of a temp folder to replace a continually single valid file in the usual DATA\root location. No problem there, thorough verifications for typos, proper tag lines -- everything loads up fine and works as it should.
BUT...
There's one tricky attempt that i'm having trouble with: Majoring the Minors!
The feature would be a fairly simple thing;
a) Take all the XW Minors and transfer them to be proper Majors with a few editing of key lines (CivType 3 to 4, Movies call added, AI values stuff, etc)
Only problem is... The new Majors from 0 to 9 do not register correctly within game (strangely, 10 & 11 -- KO&KR replacers -- DO show up as they should); they're all given the default Custom portrait & Logo and their RaceLeader name slot remains blank and their sector coloring values seem to be coming from DL defaults, etc!! Duh-
What's wrong?
Or is this kind of modding really impossible to do?
I don't know what (why or even how) screws up the proper loading of values in such a tricky context.
A key element to this kinda feature is that my usual Minors get to have Black as sector color which makes them tougher to discover or follow through progressive influence (An extra challenge, in fact). As they turn to be Majors for this Total-Conversion tryout, the concept of *blackness* must remain for it to do what i intend or prefer to have.
Help!