MrKorx

MrKorx

Joined Member # 1424512
0 Posts 21 Replies 17,072 Reputation

Yes, thats what I mean, there are, to me, some similar properties/special flags in PI available, CanHaveAgents etc... why not a tag IsStarPort or IsUniversalTranslator autorestricted to 1, sort of IsUnique=auto(=1)? But this might be the biggest obstacle to overcome by code. BTW, what is the UpgradeShipTypes SpecialFlag for? Must testing...

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yes it is obvious, looking into the korx PI tells me that the persistent trade routes ability is set to 1. Guessing that 1 = true= 100% = to be set not per route. As for overriding the starport, no success yet, the default one still shows up, even after overriding the techtree.xml and assigning a required tech. I'll keep trying. Generally, a new tag would be nice, to set say the starport ability, or the event when researching xeno communiction or was it diplo translator, as well as the g

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@Zyxpsilon have you been able to fully override say the starport? I suspect this does not work, since the default Starport has no tech requirement. Solution would be, I think, to give the default a tech requirement, which is modding the default techtree. See my original posting on top.

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Thx for the feedback :) I'll eventually upload version 1.5 tonight, but first I got to go celebrating 2 nice things :D I' ve put HomePlanetQuality in ^^

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Then, you might call yourself "quantitymaster" ^^ BTW, still no success placing my "Fusion Pulse Drive" at the top, I need to restructure the tree for this to be happen :\

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I quote myself...[quote]Has anybody tried, if reordering the technodes in the xml affects the display?[/quote] I also want to be genius :D

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Yes ;) [link="http://www.i-mod-productions.com/downloads.php?do=file&id=68"]click[/link] I have been trying to switch "Fusion Pulse Drive" and "Interstellar Expansion", no success yet...

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Unfortunately, this does not work for more complex trees :( I tried it with my big unique tree. There must be somthing else...

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One thing I noticed, tech_id whitespaces definately "break" somehow the sorting, a given tech suddenly places itself at a different location ingame.

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@DivineWrath No, I'm not argueing against you, peace ;) It got late last night... and if I was a GC2 Dev, I would at least be critical, concerning a by length algorithm. Its maybe both? I just suspect the techtree doing some things by alphabetically ordering, connected with the tech_id, techrequirement and maybe category. Since DL came out, I always wondered, whats the thingy with the Xeno techs. They might got named, because of the beginning "X"? My theory....

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[img]http://galciv2ide.i-mod-productions.com/images/screenshots/GC2TA_Asa Of Yggdrasil.jpg[/img] See what I mean ^^ , since ordering alphabetically is the simplest solution in Visual Studio :P

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I'm not convinced, the ordering is by string length. It would narrow the choises of tech_id string--shortest first. Has anybody tried, if reordering the technodes in the xml affects the display?

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According to your screenshot, you misunderstood my point... the techs all BEGINN with "X" so my theoty is, a sorting by first letter--maybe, as I'm creating InvTactics at the moment, I'll try that later.

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I'll try it out with 2 sample Techs for my custom techtree... simply by assigning prefixes to the tech_id... My guess, its a alphabetical base sorting algorithm...eg... req.tech_id -- A_techx (or 1_techx) |---------------B_techy (or 2_techy) It might solve the problem, as I also wish to precisely "place" the techs

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A customized techtree is definately working... I've made a whole new unique race, almost totally using "selfmade" techs,PIs etc... If you are interrested, you can download the mod [link="http://www.i-mod-productions.com/downloads.php?do=file&id=68"]here[/link] It might answer you a lot of questions ;)

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Yes it is :P It was 25% copy&paste, 25% my new GalCiv2IDE version, 25% creativity and busy work in Visual Studio and lately the last 25% stardock editors ^^ which leads me to think, I'll (re)code a StarbaseModules editor... But the Techtree was not the only file, as you've might noticed. Especially Weapons&Defense shipcomponents drove me crazy :D

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Because techs get programmatically speaking overridden, but you always can visually see which tech is being used--default or custom. At the moment, I' doing the same, playing around with a custom techtree, but I've gone much further... See my post [link="https://forums.galciv2.com/310916"]here[/link]

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Version 1.9a is now available at i-mod (no approval time 4 me ;) ) or in the library v1.9b will activate the terraincolorschemes for asa at some time later. Goal is, make v1.9

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Kryo, if you are interrested, I already changed the bat script now fitting TA. Just say so ;) Edit: Here are the changes, so the mod will make use of improved rendered hulls... [U]Install for TA:[/U] 1. Download KHSM and extract it 2. Copy and paste the KHSM-DA Folder and [color="#FF0000"]rename[/color] it to [color="#2E8B57"][B]KHSM-TA[/B][/color] 3. inside the new folder, create a new text file and [color="#FF0000"]rename[/color] it to e

317 Replies 755,718 Views