MrKorx

MrKorx

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

@All I don't know whether there is a need for a *.str file editor? I find it very confusing editing such a file in i.e. notepad -- especially finding a section is driving me mad Some time ago, I started such an editor, however didn't finish it due to some difficulties parsing the file.However, it would be ranking much higher than a mapeditor(plain xml--good to edit in vs <img src="http://ima

49 Replies 48,642 Views

hmpf thx kryo completely forgot about that Unfortunately, not all Event Types are covered yet, the DA ones are missing, however, i think figured out 5 types for DA If you start DA mission 1, you 'll see a team realtion with korath, and a atwar state with the drath--opening the scenariofile, this transla

6 Replies 4,166 Views

Update: implementing EventsSection; to do: Techsection done: all other sections Whats Op in EventsSection meaning?Please somebody explain, to get to a

6 Replies 4,166 Views

Hi everybody, I've almost finished a DA compatible ScenarioEditor. I could need a little information on the RelationConditionStates since the wikientry is not accurate I think? this is what i got : private enum Relations : int { AtWar = -1, Unknown = 0, Hostile = 1, Wary = 2, Cool = 3, Neutral = 4, Warm = 5, Friendly = 6, Close = 7, Ally = 8, Team = 9, } Is this correct?<br

6 Replies 4,166 Views

Bonus Units is just a display matter, telling the game what to append to the bonus values displayed on the ability pick screen. Are you sure about that? BonusUnit is just a lets say string var? I haven't compared outcome vals for eg. pc/% If so, then all is fine

19 Replies 14,902 Views

I've never had this situation before, maybe i'haven't noticed the button yet? In v1.5 DA, I had a trade embargo on the Krynn, however things developed nicly and I allied with them. BUT I forgot to lift the embarge before. I am not able to trade with them, since a message saying to lift the embarge before. I don't want to break up the alliance. If I am not completely blind, I suggest either a 2nd checkbox when allied or to just autolift a possible TE when getting allied. Can anyone confir

0 Replies 1,383 Views

Since I'm working on an da-update, I'd like to know which relation exists between the set BonusValue und the BonusUnit... eg... [Ability Name="ColonizeRadioactiveWorlds"] [AbilityIndex]35[/AbilityIndex] [AvailableOptions]1[/AvailableOptions] [Option0Text]Skilled[/Option0Text] [Option0Bonus]100[/Option0Bonus] [Option0Cost]2[/Option0Cost] [BonusUnits]%[/BonusUnits] [/Ability] Does it mean Bonus=100 --> ability is set to true?

19 Replies 14,902 Views

The devs most likely use a cvs/sourcesafe system which means every project member has to do checkin/checkout at a sort of fileserver, in order to edit files, thus gives you the current(increased) version in relation to checkedin(altered/updated) files resulting in a compiled exe, once the compiling member got the latest project version from server.

26 Replies 10,235 Views

Unfortunytely I got another one --how does the terraforming tech work? Example: When I create an Orbital Terraforming Tech and an improvement along(Gaia Terraformer, s_type normal, PlacementLimit 1), the PlanetaryQualityBonus(set to 100) has no effect on PQ, would it theoretically apply with EnhanceLevel=4? Why does it have an effect on the other 3 tech, is it only active with (or realated to) th

6 Replies 5,424 Views

As the title says, it would be really kind, if the devs could tell a bit more about events. I am especially interrested in the two gaia events(gaia_1, gaia_2 in english.str). Whats the internal name of the two thingies(eventXX)? I also would like to know the event name where the next adjacent sectors planetary quality got raised, because of a precursor device. Probably you could post a list containing all events with their names? It would greatly improve modding life und would end up

6 Replies 5,424 Views

@ wulfy301 ansich wärs kein prpb, nur seh ich da eins bei "Phase 3: Schiff funzt analog zum colonyship(click auf TF Planet, und ne MsgBox zur Bestätigung popt auf). Bin mir aber noch nicht sicher, ob man die vorhandenen "colonizeRoutinen" modden kann)" wenn du ne idee hast, wie man die ShipContextWnd.dxpack modden kann <img src="http://images.stardock.com/gc2/T_DL/smiles/Congrats.gif"

120 Replies 49,595 Views

Since stardock didn't fully implement the modding stuff announced for 1.1, there will be no update untill 1.2 will be released. Despite of this, the mod is working fine though. Did you patch the game before/after adding the mod? if b4, try to add it again. I've just checked the abilitybonuses.xml, it got overridden by 1.11. As I said above, just put the mod in again

19 Replies 14,902 Views

It should work out though, however simply just change all the minors to your own choise, and you should have the benefit. BTW, the game seems to "randomly" pick the minors with the lowest ID first...just try in cheatmode the shift-ctrl-D to spawn new ones. Has anybody else noticed, that by doing this, the newly spawned minor seem to be unable to develop themselfes, just as the initial minor do?, i.e. they don't build ships and I also guess they build no planetary improvements, since

15 Replies 11,706 Views

Any text editor will do. All strings for ui are in there, as well as some "not implemented yet" stuff, just get into it...

15 Replies 11,706 Views

Take a glance at the raceconfig.xml and english.str in your Path_to_gc2/data/english direcrory it's all in those For the pics look at /gfx /race folder

15 Replies 11,706 Views

@mikeswi I've also noticed the tags and created a scenario called "Rise of the minors", at the moment, the title is a bit misleading, I admit Since setting MinorInvade=1 nothing happens, I just removed the "root" tag. I think, this tag is indicating to using core/standard AI which simply don't colonize. I'll see if it's true Concerning the political parties tag, I think removing(/setti

31 Replies 19,975 Views