Total Conversion tryouts.

...and related weird effects.

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)

b) 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!
:)



6,037 views 9 replies
Reply #1 Top
Oh, and to make this a bit simpler... here's two excerpts from the current xml file which i'm having trouble with;

First, the Marvels Minor which is supposed to become a true Major - as it is appearing right now in the file;

Code: xml
  1. <Race Name="Yor">
  2. <RaceID>18</RaceID>
  3. <DisplayName>Yor</DisplayName>
  4. <Alignment>25</Alignment>
  5. <Description>We, the Robots!</Description>
  6. <Homestar>Icos</Homestar>
  7. <Homeworld>Iconia</Homeworld>
  8. <RaceLeader>N-1</RaceLeader>
  9. <ShortEmpireName>Yor</ShortEmpireName>
  10. <AIPersonality>7</AIPersonality>
  11. <LeaderGender>0</LeaderGender>
  12. <Portrait>Gfx\Race\RaceImage05.png</Portrait>
  13. <Logo>Gfx\Race\RaceLogo05.png</Logo>
  14. <DefaultTradePortrait>Gfx\Race\Trade_Race5_Neutral.png</DefaultTradePortrait>
  15. <RaceColor>153, 0, 204</RaceColor>
  16. <ShadowColor>48, 9, 49</ShadowColor>
  17. <UndefendedStarColor>192, 64, 192</UndefendedStarColor>
  18. <DefendedStarColor>255, 128, 255</DefendedStarColor>
  19. <SectorColor>153, 0, 204</SectorColor>
  20. <BaseColor>64, 0, 64</BaseColor>
  21. <TrimColor>255, 130, 255</TrimColor>
  22. <EngineColor>0, 255, 0</EngineColor>
  23. <InterfaceColor>153, 0, 204</InterfaceColor>
  24. <ShipStyle>Yor Collective Style</ShipStyle>
  25. <ModuleStyle>2</ModuleStyle>
  26. <ECONOMICS>75</ECONOMICS>
  27. <MORALE>0</MORALE>
  28. <WEAPONS>0</WEAPONS>
  29. <DEFENSE>0</DEFENSE>
  30. <SPEED>0</SPEED>
  31. <POPULATIONGROWTH>0</POPULATIONGROWTH>
  32. <SOCIALPRODUCTION>20</SOCIALPRODUCTION>
  33. <MILITARYPRODUCTION>20</MILITARYPRODUCTION>
  34. <RESEARCH>0</RESEARCH>
  35. <INFLUENCE>0</INFLUENCE>
  36. <TRADE>0</TRADE>
  37. <DIPLOMACY>0</DIPLOMACY>
  38. <HITPOINTS>0</HITPOINTS>
  39. <REPAIR>0</REPAIR>
  40. <SENSORS>0</SENSORS>
  41. <ESPIONAGE>0</ESPIONAGE>
  42. <SOLDIERING>30</SOLDIERING>
  43. <INTERESTRATES>0</INTERESTRATES>
  44. <PLANETQUALITY>0</PLANETQUALITY>
  45. <TRADEROUTES>0</TRADEROUTES>
  46. <CRIME>0</CRIME>
  47. <CABINET>0</CABINET>
  48. <RANGE>0</RANGE>
  49. <LUCK>0</LUCK>
  50. <COURAGE>0</COURAGE>
  51. <CREATIVITY>0</CREATIVITY>
  52. <GOVERNMENT>0</GOVERNMENT>
  53. <LOYALTY>100</LOYALTY>
  54. <LOGISTICS>4</LOGISTICS>
  55. <MINIATURIZATION>20</MINIATURIZATION>
  56. <CustomizationPoints>0</CustomizationPoints>
  57. <CivType>3</CivType>
  58. <Tech>Root</Tech>
  59. </Race>


And secondly, the new Yor as Minor;

Code: xml
  1. <Race Name="Yor">
  2. <RaceID>18</RaceID>
  3. <DisplayName>Yor</DisplayName>
  4. <Alignment>25</Alignment>
  5. <Description>We, the Robots!</Description>
  6. <Homestar>Icos</Homestar>
  7. <Homeworld>Iconia</Homeworld>
  8. <RaceLeader>N-1</RaceLeader>
  9. <ShortEmpireName>Yor</ShortEmpireName>
  10. <AIPersonality>7</AIPersonality>
  11. <LeaderGender>0</LeaderGender>
  12. <Portrait>Gfx\Race\RaceImage05.png</Portrait>
  13. <Logo>Gfx\Race\RaceLogo05.png</Logo>
  14. <DefaultTradePortrait>Gfx\Race\Trade_Race5_Neutral.png</DefaultTradePortrait>
  15. <RaceColor>153, 0, 204</RaceColor>
  16. <ShadowColor>48, 9, 49</ShadowColor>
  17. <UndefendedStarColor>192, 64, 192</UndefendedStarColor>
  18. <DefendedStarColor>255, 128, 255</DefendedStarColor>
  19. <SectorColor>153, 0, 204</SectorColor>
  20. <BaseColor>64, 0, 64</BaseColor>
  21. <TrimColor>255, 130, 255</TrimColor>
  22. <EngineColor>0, 255, 0</EngineColor>
  23. <InterfaceColor>153, 0, 204</InterfaceColor>
  24. <ShipStyle>Yor Collective Style</ShipStyle>
  25. <ModuleStyle>2</ModuleStyle>
  26. <ECONOMICS>75</ECONOMICS>
  27. <MORALE>0</MORALE>
  28. <WEAPONS>0</WEAPONS>
  29. <DEFENSE>0</DEFENSE>
  30. <SPEED>0</SPEED>
  31. <POPULATIONGROWTH>0</POPULATIONGROWTH>
  32. <SOCIALPRODUCTION>20</SOCIALPRODUCTION>
  33. <MILITARYPRODUCTION>20</MILITARYPRODUCTION>
  34. <RESEARCH>0</RESEARCH>
  35. <INFLUENCE>0</INFLUENCE>
  36. <TRADE>0</TRADE>
  37. <DIPLOMACY>0</DIPLOMACY>
  38. <HITPOINTS>0</HITPOINTS>
  39. <REPAIR>0</REPAIR>
  40. <SENSORS>0</SENSORS>
  41. <ESPIONAGE>0</ESPIONAGE>
  42. <SOLDIERING>30</SOLDIERING>
  43. <INTERESTRATES>0</INTERESTRATES>
  44. <PLANETQUALITY>0</PLANETQUALITY>
  45. <TRADEROUTES>0</TRADEROUTES>
  46. <CRIME>0</CRIME>
  47. <CABINET>0</CABINET>
  48. <RANGE>0</RANGE>
  49. <LUCK>0</LUCK>
  50. <COURAGE>0</COURAGE>
  51. <CREATIVITY>0</CREATIVITY>
  52. <GOVERNMENT>0</GOVERNMENT>
  53. <LOYALTY>100</LOYALTY>
  54. <LOGISTICS>4</LOGISTICS>
  55. <MINIATURIZATION>20</MINIATURIZATION>
  56. <CustomizationPoints>0</CustomizationPoints>
  57. <CivType>3</CivType>
  58. <Tech>Root</Tech>
  59. </Race>



Is there something obvious i am missing or should do?
Reply #2 Top
oops.. correction to the Marvels section --

Code: xml
  1. <Race Name="Marvels">
  2. <RaceID>6</RaceID>
  3. <DisplayName>Marvels</DisplayName>
  4. <Description>Shoot!</Description>
  5. <Alignment>40</Alignment>
  6. <Homeworld>Mars</Homeworld>
  7. <Homestar>Sunny</Homestar>
  8. <RaceLeader>Marvin</RaceLeader>
  9. <ShortEmpireName>Marvels</ShortEmpireName>
  10. <AIPersonality>5</AIPersonality>
  11. <LeaderGender>1</LeaderGender>
  12. <DialogueTag>Human</DialogueTag>
  13. <Portrait>Gfx\Race\Marvin.png</Portrait>
  14. <Logo>Gfx\Race\Logos\Marvin_Logo.png</Logo>
  15. <SmallLogo>Gfx\Race\Logos\Marvin_Logo.png</SmallLogo>
  16. <DefaultTradePortrait>Gfx\Race\Trades\Marvin_Trade.png</DefaultTradePortrait>
  17. <DefaultTradeMovie>Marvin_neutral.bik</DefaultTradeMovie>
  18. <FriendlyTradeMovie>Marvin_happy.bik</FriendlyTradeMovie>
  19. <UnfriendlyTradeMovie>Marvin_angry.bik</UnfriendlyTradeMovie>
  20. <UnitedPlanetsMovie>Marvin_Small.bik</UnitedPlanetsMovie>
  21. <RobotMovie>NewsRobot_Alien</RobotMovie>
  22. <RobotImage>gfx\Message_Alien</RobotImage>
  23. <RaceMusic>Race06</RaceMusic>
  24. <RaceColor>64,128,64</RaceColor>
  25. <ShadowColor>128,128,128</ShadowColor>
  26. <UndefendedStarColor>96,128,96</UndefendedStarColor>
  27. <DefendedStarColor>96,160,96</DefendedStarColor>
  28. <SectorColor>0,0,0</SectorColor>
  29. <BaseColor>96,128,96</BaseColor>
  30. <TrimColor>96,160,96</TrimColor>
  31. <EngineColor>32,192,32</EngineColor>
  32. <InterfaceColor>64,128,64</InterfaceColor>
  33. <ShipStyle>Dominion of Korx Style</ShipStyle>
  34. <ModuleStyle>0</ModuleStyle>
  35. <AIAbilities>50</AIAbilities>
  36. <Aggression>45</Aggression>
  37. <FinancialResources>100</FinancialResources>
  38. <CPUUsage>0</CPUUsage>
  39. <AbilitiesDescription>+++ of Everything</AbilitiesDescription>
  40. <SuperAbility>9</SuperAbility>
  41. <ResearchAdvantage>Economics</ResearchAdvantage>
  42. <PoliticalParty>9</PoliticalParty>
  43. <ECONOMICS>75</ECONOMICS>
  44. <WEAPONS>0</WEAPONS>
  45. <DEFENSE>10</DEFENSE>
  46. <SPEED>0</SPEED>
  47. <MORALE>0</MORALE>
  48. <POPULATIONGROWTH>0</POPULATIONGROWTH>
  49. <SOCIALPRODUCTION>10</SOCIALPRODUCTION>
  50. <MILITARYPRODUCTION>0</MILITARYPRODUCTION>
  51. <RESEARCH>25</RESEARCH>
  52. <INFLUENCE>0</INFLUENCE>
  53. <TRADE>0</TRADE>
  54. <DIPLOMACY>0</DIPLOMACY>
  55. <HITPOINTS>0</HITPOINTS>
  56. <REPAIR>0</REPAIR>
  57. <SENSORS>0</SENSORS>
  58. <ESPIONAGE>0</ESPIONAGE>
  59. <SOLDIERING>0</SOLDIERING>
  60. <INTERESTRATES>0</INTERESTRATES>
  61. <PLANETQUALITY>0</PLANETQUALITY>
  62. <TRADEROUTES>0</TRADEROUTES>
  63. <CRIME>0</CRIME>
  64. <CABINET>0</CABINET>
  65. <RANGE>0</RANGE>
  66. <LUCK>0</LUCK>
  67. <COURAGE>0</COURAGE>
  68. <CREATIVITY>0</CREATIVITY>
  69. <GOVERNMENT>0</GOVERNMENT>
  70. <LOYALTY>0</LOYALTY>
  71. <LOGISTICS>6</LOGISTICS>
  72. <MINIATURIZATION>0</MINIATURIZATION>
  73. <CustomizationPoints>0</CustomizationPoints>
  74. <CivType>4</CivType>
  75. <Tech>Root</Tech>
  76. </Race>
Reply #3 Top
Don't know if this could help You... and please forgive my german english...

as long as the new RaceConfig.xml is placed in the mods folder, it should work, my own one do it.

Please do not put the new raceconfig.xml directly in the root of DA or TA.
That will not working proper, otherwise you may not have to change Race Name, DisplayName, RaceLeader, ShortEmpireName, maybe also Homeworld and Homestar in your new xml, the Devs may know that better than I. You can only change these manual
at the begin of a new game as normaly, but not setting as default new names.

I guess the only proper and the easier way, is the mods directory, than it should be no problem to change these tag entries.

I running into similar problems as you, as I translated DA and TA into german, always, if I made changes in the RaceConfig.xml of the root directories, at the tags Race Name, DisplayName, RaceLeader, ShortEmpireName,
the game started with a hotchpotch, and the default race names, and also some strange issues (for example the starting race was automatically a custom one, but I cant made changes). So I let these tags as they were, and made a new raceconfig with changes in these tag areas, for the mod folder. That works until now.

Because I had a mod with some major races, different from the original Gal Civ II, and e.g. the Torians as Minor Race, I had to place this mod inclusiv own RaceConfig.xml into the Mods directory, then it works.

Only deleting the old raceconfig.xmls in My games didn't help. Nethertheless it's obligatory.

So I wish You good luck.

Now, I must go back to my own game PC, hunting down my special 'Out of Memory' problem. I believe I am on a good way, my Shipcomponents xml is far too big. And especially the releated textures in my gfx/models mod folder had often 1000x1000 pixels, so the game starts in first round with a consumption of 1,5 GB RAM instead of an unmoded galciv 2 TA game with
0,7 GB RAM.
Reply #4 Top
Thks, as it happens the location of my RaceConfig.xml is indeed in the MOD\DATA\... root folder and not replacing the default listed into DarkAvatar\DATA\ENGLISH\...

You may be right about the tags though, as i suspect the LeaderNames are the same & the game engine refuses to pick the modded values to replace the defaults.

I'm gonna try editing all Minor Races (with earlier DA-Majors such as the Yor #18 above) key call lines to be actually all different from the true RC.xml file.

Again, thank you for the hints since i really didn't figure those could be the real cause - they may just be what prevents this mod from working as it should.

I'll keep you posted if i can resolve this issue.
;)
Reply #5 Top
Well, it allllmmmost worked as i expected!

Your suggestion(s) gave me the opportunity to somehow re-think that concept and indirectly forced me into even more testing stuff.
Which was a very good thing since i figured out many other ways to handle these multiple tricky RaceConfig files.

I discovered the basic in-code function that prevented the earlier third tryout and it's indeed caused by conflicting names, IDs and other values. The programmers really had it nailed when it comes to give us a sturdy and stable code... while numerous 'intelligent' properties perform smoothly. It was a simple matter of understanding the reasons why this or that was as it must.

Even better, the alternate processings now are much more efficient and a lot easier to implement by players.
Thanks again, you've been a great help!
;)
Reply #6 Top
Zyx where exactly are you putting the RaceConfig.xml and are you having any luck with it yet also do you need a Beta Tester ???


Nasty
Reply #7 Top
@Nasty,

The multiple RaceConfig.xml files are always copied (or moved from a temporary folder) straight into this structure (which may somehow differ from what other people have);

(F:\Galciv2\DarkAvatar\Mods\X-Worlds\Data\..!here!..)

Since, the activate mod option must be ticked for anything to operate, i doubt the above location has anything to do with some tricky new RC.xml not being able to load up as they should.

I will upload version 05-F (sometimes next week or maybe a bit later) where the new installation process is thoroughly explained by the usual readmes.txt files. I guess, i would have all the BeTa-Testers i can get -- if, of course, anyone should be nice enough to issue proper FeedBack comments in the X-Worlds thread. ;)

Majoring the Minors is at the early concept stage and i ran into some obstacles, true.
Knowing i must use any custom #12 races straight off the C:\My.. folder (as long as the local paths are respected in those saved extra opponent slots, btw), the setup screens should initialize the main RC file(s) properly, but they don't.

Bof, eventually - this stuff can be figured out - through extensive testing and variable editing of key values in the guilty files.

More about this will be in 05-F. Patience. I am getting there.

;)
Reply #8 Top
the reason I was asking was I added to the Asteroid Mining. I had to actually edit the main AsteroidFieldMiningBaseModules.xml in DA to get it to work,..it to work other wise. I can put the extra Module and Tech in TA and it works,..I need to check it again to make sure it still works after the release of TA.........Checking I`ll get back with you on that.

( ON your Conversion,.... I wonder if some of the files need to be put in DL ???)::NOTSURE:

I guess, i would have all the BeTa-Testers
End of quote

Actully I need to back down the amont of time on puter again :( Health issues!! (I hate when that happens !!!)


Nasty
Reply #9 Top
What i haven't tried yet is to create a whole new set of MINORS (to become Majors) by renaming the Races_ID themselves and other stuff like leader names, etc.

Then, reset everything to a clean-fresh RC.xml keeping the usual other Minors, re-loading in a game to save the necessary 12 *.customracexml files individually and re-edit the results to tag each with #12 to allow any as selectable opponents.
Which is exactly how the other RC's were made up.

I really do suspect a direct conflict between, say.. the DUCKS (still minored) and the DUCKS (newly majored) which would need to become the MIGHTYDUCKS.customracexml for it to load as intended.

Sorry about your Health issues, get well soon - since, we all need you in good shape!
;)