Uhm no, there is no other place to download. Just leave me your email via PM and I#ll send it to you.
MrKorx
Yes indeed, the game probably reads the encoding line, but what for?! If I open say the ThechTree.xml on my german set Windows with my english Visual Studio version , a lot of "illegal" characters are thrown in, mainly "||" for linebreaks I guess. Quite annoying if you want to use a standard xml reader .net implementation, it generates a runtime error. So I need to buffer all xml files and filter for the ocurrence of "||" , instead of directly accessing/reading [e digic
Try my AsaRaceMod I tried to issue that, it would be nice to have feedback on that.
Well, I was talking about the core data engine of my new GalCiv2IDE II ^^ Currently it is split up into 2 .net assemblies, a data.dll containing the datasets, and a core.dll with the engine which detects installed GC2 types reads/writes data, does all the settings for the 3 versions... It is working fine, but it is still under development since I'll probably implement entities. Since you try to achieve a quite similar task, I'll think about sharing the source :)
Just out of curiosity... Why the hell do you want to do it with ms access(deployment and awful vba and forms comes to mind) or any database, rather just coding a gui for the xmls with eg sharpdevelop or ms visualstudio express version, if you do not have any professional Visual Studio? Some time ago, I thought about taking ms sql express db as storage media for some GC2 tools But I quickly swept this thought away since it is complicating things more than it will
How about changing the internal name to "BattleSuits" ? My guess is, weapons is one of some reserved (key)words for the editor, which cannot be used as internal name. Try to avoid internalnames like defense, biology, weapons etc... Best practice is, to set internal & displayname to be the same, You always can alter displayname later though. [e digicons]|-)[/e]
[quote]I'm afraid this is misleading. Java is still significantly slower than C++, although it is true that they are working on closing the gap.[/quote] I find the almost same holds true in business application development, but this time with c#/vb in comparison to java. I still find the eg java swing library a bit sluggish in performance when it come to gui design. Basically a client/server .net solution is mostly preferred, since most target clients run W
Well, in my opinion, you can't use the editors without knowing some xml, or at least how the basic game data xml files are working, ie. how data is defined within the xml. For this, you only need a good texteditor to explore the fundamentals of the game xml you want to alter or mod. A good, small and easy to use universal text editor is <a title="proton" href="http://www.qhaut.de/forums/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=4" target="_bl
[quote]I'll have to make a Starbase from the game's components?[/quote] Yes that works, just design it in shipyard. I completely made individual SB Types for my AsaRaceMod and was quite disappointed to notice they'll apply to all races. The game won't read any SB.shipcfg other than S0_ :(
I meant the shipcfg not the x file model. If you rename the S0_ prefix to eg S6_ the SB won't show up, and the default SB is created. At least with current TA version. There must be a limitation on SBs in relation to the shipcfg and its prefix. Only S0_ will be accepted :(
[quote]Aren't the Starbases in .x format?[/quote] Yes and No :P SBs are just special types of ships with no movementpoints. Hence, the hull is defined in GC2Types.xml, this is where a pointer to the *.x file resides. The SB as a SB(Ship) is defined in GC2Ships.xml, where a pointer to the *.shipconfig resides.
Unfortunately you can't make racespecific Sbs. If you change the model, you change it for all races. But it works, yes.
I forgot to add... The Editor requires [B].Net Framework 3.5 SP1![/B]
Try to run it as Administrator, or try lower Vista's stupid UAC settings.
It up and running again :)
[RaceSetup] PlayerRace=12 PlayerEmpire=Asa Of Yggdrasil PoliticalParty=8 [CustomRace] LastRace=Asa Of Yggdrasil InterfaceColor=-10382224 I just mean this part of prefs.ini. If I do not edit the racewnd in screens.str, then a clear click writes a Custom Race in the above section instead of Asa in this case :)
Yes, a simple clear-click together with the altered screens.str solves it. As I suspected, the prefs.ini gets the race settings stuff from screens.str ;)
Post got lost :( Again... I solved the mystery with the mod not loading properly, by just clicking CLEAR in race setup screen :LOL:
Well, I actually think the prefs.ini pulls the race setting value from screens.str I recheck if I forgot one wnd section. I simulated your situation, and it worked for me :NOTSURE:
Anybody already downloaded v1.9a should redownload it. First version contained a bug and AI didn't invade.
[quote]- Since, you are zipping the mod into a path dependant folder, it should also include the \Asa\GFX\Models & Thumbnails sub (empty, but unzippable as they normally are!) directories for the transfer to work. You could simply add a dummy txt small file into these two to allow whatever your zipper prog does to detect them and archive them automatically.[/quote] Sorry, I don't understand this :NOTSURE: If I open the uploaded zip with winrar, everthing is fine. All Gfx subfol
Oh yes, look for ..\GalCiv2\Gfx\Thumbnails as well as ..\Twilight\Gfx\Thumbnails. In TA they switched completely to *.dds files I think.
The engines are defined in GC2Types.xml and the 3D models are located in ..\Gfx\Models plus the thumbs you mentioned.
Look for *.shipconfig files. They are created when saving a ship in shipyard. myship.shipcfg goes along with its proper myship.xml representation
[quote]and try to run it from there on different computers[/quote] via remotedesktop? I doubt you two can simultaneously play, since it is a single instance application, if it is even possible. I find it a crazy idea ;)