@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
MrKorx
I am and so speak
email sent... Roadmap: - scenario editor is considered feature complete - starting with campaign editor - finally: a MapEditor -- however most time intensive will be last to do: - some mdi-coding(main UI)
Hi Terraner05, I'm about to release a first closed GC2ScenarioEditor beta. Are you guys interested in testing it? Also, since your site is down, does it have a ModsSection(Name sounds like ) where I could upload it? Greetz MrKorx
I'm a bit confused
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
Update: implementing EventsSection; to do: Techsection done: all other sections Whats Op in EventsSection meaning?Please somebody explain, to get to a
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
If you don't mind send me the source. Probably I'll find some spare time
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
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
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?
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.
Do you also get that strange behavior, where your race in treaties tab is in the left top corner--not visible, and all the lines point to the corner?(10+you) Something wrong with the ForeignTreatiesWnd.dxpack?
May I ask for your answer? Or is the answer already given, by announcing two new race's special abilities?
have a look in here If MrCrush could tell the offset of the precursor library
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
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
@ 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"
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
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
Any text editor will do. All strings for ui are in there, as well as some "not implemented yet" stuff, just get into it...
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
@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
If you just want to open the *.dxpack files, follow the Link . That one will do. They are sort of zip archive.You don't necessarily need desktopx