MrKorx

MrKorx

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

Hi @ all, I have written a program, which I called GC2IDE(Integrated Development Environment) which at the moment contains a Scenario-/CampaignEditor. However, I plan to release the Mapeditor part within hopefully the next days. It is available here . Further it is planned to integrate a modsupport(Tech/Improvements-editor) addressing users not familiar with xml, so user will have a "all in one" tool. Due to being a one man team, it'll

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Well, thats also a good question My guess would be no, you can't put just the altered part of english.str into mod\Data-dir, since I think the file gets only once read into a fileobject on start of the game, which might not be the case for xml. I tink it's due to the nature of the string file. But one could just try it out <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" border=0 alig

19 Replies 14,898 Views

@General Pants I saw your mod in the library, and noticed you do not use the modsfolder. It works as well, if you put the two files into a modfolder\Data directory. You would have to reinstall the mod, since experience shows, that any update replaced the files. You don't have to care when using the modsfolder

19 Replies 14,898 Views

If you like join I-Mod-Production.com ; the php system is a bit faster in updating threadshistory that this one Since we obviously live in different timezones 3:20 here at the moment... spending long nights on coding ...

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@GeneralPlants I've just uploaded an uptodate version of the mod for DL/DA(unfortunately last update wasn't an update Ive uploaded a wrong zip then I've read your comment in the library and then this one--bad timing, please feel free to contribute your work to the comunity. Think of your work as continuation of mine, since I also added all the Abilities for testin purpose but didn't upload it, cause

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The first part looks fine though, as I said, you must Add strings at the right place in ENGLISH.STR --[TABLEALIAS AbilityOptions] --in order to show up, then and ONLY then it should appear ingame. eg.: [AX_Option0Text] Mostly Faithful [AX_Option0Bonus] 10 [AX_Option0Cost] 1 [AX_Option1Text] Devoted [AX_Option1Bonus] 20 [AX_Option1Cost] 2 where X in AX is the AbilityID which refers to [AbilityIndex] in abilitybonuses.xml Concern

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That is wright, however you cannot add custom abilities, only change the present ones. You have to: -create 2 folders, in your case C:\Program Files\Stardock\TotalGaming\GalCiv2\DarkAvatar\Mods\ (skip if it exists) C:\Program Files\Stardock\TotalGaming\GalCiv2\DarkAvatar\Mods\Your_ModName start game and set under options your modsfolder, then you may have to restart the game all subfolders will be created then -alter/add choises in abilitybonuses.xml as you wish

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Count me in, i know nothing about modeling ships, but i am getting to know my way around the XML files That I could easily do for you. After I read through the thread, i thought why not simply making a PI--a Stargate-- which has the same property as the starport, you start with at least one. One could limit it 1/race or so. Even in Sg universe not every planet has got a gate. my €0.02 <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" bor

116 Replies 63,191 Views

As I understand you, you need to have a look into english.str as well, besides abilitybonus.xml. There you'll find the localized strings for the bonuses, look for [TABLEALIAS AbilityOptions]. After you changed them for your needs, it schould appear ingame. Consider both files as a pair. Hope that helps you. If you want, download my AbilityBonus Mod from the library and look into it, if you still have trouble. You do not need to delete any file, if I got you right

17 Replies 9,228 Views

Coming in June... GalCiv2 IDE II Info <img style="vertical-align: text-top;" src="http://galciv2ide.i-mod-productions.com/images/screenshots/galciv2ideII/public_beta_soon2.png" alt="" width="600" height="400" /

155 Replies 118,319 Views

Sorry for the delay of posting, I've been away due to a marriage. I'll upload a first beta of the Scenario/CampaignEditor on I-ModProductions at the end of the week(after i sorted out some univerity stuff) I hope.

26 Replies 19,585 Views

The Group tag is new in DA and , however it is freely namable and just puts on techbranch into one box with the proper count of techsections within the branch. I tried it out and made a "repairtech" mod where i put in a grouptag repair. I wonder if DL would ignore or crash when using such a tech?

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mdi=multi document interface (see my 2nd screen) sdi=single document interface (see you screen i think ) Qustion answered by your screen, its sdi, what is good if we want to join work later. Thats what I meant with "we need an Interface", because mdi mainform calls all fileoperations(load,save,new), I'll implement one and post code for you asap. Concerning a possible MapControl, I may found

26 Replies 19,585 Views

Number two would be a usercontrol -- a prerendered Mapcontrol , build with a tablelayoutpanel(TLP ,new in 2.0) and a sort of "Button-Matix" each button representing a parsec, which simply had to change e.g its image when accessing the map(add/remove object)--so my thought, you would not have to write a whole drawing engine, just simple aritmethics and logics ...but im still experimenting -- i guess that is what gc2builder does In theory this solution should reduce code, since tlps have built

26 Replies 19,585 Views

Number two would be a usercontrol containing a prerendered Map, build with a tablelayoutpanel(new in 2.0) and a sort of "Button-Matix" each button representing a parsec, which simply had to change e.g its image when placing a star/planet--so my thought, you would not have to write a whole drawing engine, just simple aritmethics and logics ...but im still experimenting -- i guess that is what gc2builder does In theory this solution should reduce code, since tlps have buildin methods to get a

26 Replies 19,585 Views

Well, thats what i wanted to read, I'm a language "hopper" mine is in .net2.0 if yours were in 2.0 as well, we could join work(even 1.1 should't be a problem). But the we should talk about an Interface, my project(mdi) loads via stings into a fileobject(i.e.gc2scen(campaign) or map-file) tried to "copy" basics of VisualStudio UI, however still very raw Should't be a problem, if you don't have da, si

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Since I've just finished a Scenario&CampaignEditor, I 've started coding a MapEditor...called the whole thing GC2IDE. What language is your project written in? We may join our efforts/work?though, in my opinion , its kind of " useless gimmick" and not worth the effort, since its just xml. However same applies for maps BUT an overall IDE with that feature might adress completely unexperienced users in bui

26 Replies 19,585 Views

Would it be desirable to build in a mods folder support? I suppose yes, which wouldn't please me too much Anyway, started work on Mapeditor

6 Replies 4,166 Views