The PlacementLimit can be set >1 as well. This works out in coming v1.5 :)
MrKorx
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...
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
Is the PersistenTradeRoutes ability set on a per route base or is it a logical value true 1/false 0?
@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.
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 ^^
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 :\
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
TA Custom Race Mod 1.4 uploaded, pending approval. Thanks, for the 'quickie' :)
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...
Unfortunately, this does not work for more complex trees :( I tried it with my big unique tree. There must be somthing else...
One thing I noticed, tech_id whitespaces definately "break" somehow the sorting, a given tech suddenly places itself at a different location ingame.
Are you talking about new official editors for DA? My guess, that won't happen.
@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....
[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
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?
The Catagory-Tag might also be involved.
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.
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
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 ;)
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
I've uploaded the mod to the library as well... pending approval ;)
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]
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
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