MrKorx

MrKorx

Joined Member # 1424512
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[quote]guys have said and I have been able to edit the planets well enough, but the star itself is being stubborn.[/quote] It is currently not possible :(

67 Replies 142,388 Views

[quote]how to add different race specific technologies to other tech trees most specifically[/quote] What do you mean? If you want a "shared" tech you will have to define it in a Techtree.xml file located in ..Twilight\Mods\Modname\Data or ..Twilight\Mods\Modname\Data\Tech with filename of your likening for adding to default techtree If you want to add racespecific techs you will have to define xml files in ..Twilight\Mods\Modname\Data\Techtrees

2 Replies 2,672 Views

My edit posting has gone... again Yes, I'm still tweaking tcs but v1.9a will be up later, v1.9b will just improve gfx stuff and probably tweaks to xmls. The mod is approaching completion-- contentwise

277 Replies 550,139 Views

[quote]PQs shouldn't have a hard-coded limit for terraforming supplemental tiles[/quote] I am not certain about that. Probably it is (also) depending on the polarcap value :NOTSURE:

277 Replies 550,139 Views

[quote]So, MrKorx... please do share whatever you find & we'll compare notes![/quote] Well I got the TCS working as intended. Now I am able to control what terraintype and icon is shown in planetscreen :) I will post a complete howto in the xml reference section of i-mod-wiki, as soon as I find the time for it. Probably at weekend. It is going to take me some time and is not done with three sentences. I'll post some screenshots later and/or tomorrow. One more s

277 Replies 550,139 Views

Starbases are considered by the game as a special sort of ship, hence defined in GC2Ships.xml and the appropiate shipcfg . SB use LargeHulls as class and get therefore HitPoints of a eg Battleship, defined in GC2Types.xml. Hope that helps :)

5 Replies 26,109 Views

[quote]Soo,...... you have all your icon then ???[/quote] No, just some collected wikipedia resizedpng saved pics to play around with, nothing else I can do with gfx, maybe recoloring as well ^^ Though, we seem to have the same source for volcanos :)

277 Replies 550,139 Views

[img]http://galciv2ide.i-mod-productions.com/images/screenshots/asamod/terrains.png[/img] The actual collection of query icons... I'll have to test the colorschemes a bit further, but I'll write it down, once all schemes are working as intended. 1 done, 3 to go ;)

277 Replies 550,139 Views

[quote]Is this to be done by trial and Error or is there a actual system to it!!!??[/quote] Well yes, sort of. I'll explain it later after work ;) I checked in some terrain pics, just update your mod, sir nasty.

277 Replies 550,139 Views

[quote]d i somehow expected this list to be that long or possibly grow into something completely different from TA_usual_defaults - with multiple stingy arms hanging over the landscapes? Clip_Paste, then. Lotsa work there, that's a given. Maybe for 1.95?[/quote] Well that's just a possible list, but you are right, I'll end up with this list, because I can't think of another type :LOL: v1.95? Yes, I don't want to push you ;) One reason for just modding one race, but complete,

277 Replies 550,139 Views

Nice :) Here is a possible list of terrain types... [TerrainTypeMangrove] Mangrove [TerrainTypeSavannah] Savannah [TerrainTypeGrassland] Grassland [TerrainTypeForest] Forest [TerrainTypeRainforest] Rainforest [TerrainTypeSteppe] Steppe [TerrainTypeSemiDesert] Semi Desert [TerrainTypeCoralReef] Coral Reef [TerrainTypeEverglade] Everglade [TerrainTypeTaiga] Taiga [TerrainTypeGlacier] Glacier [TerrainTypeVolcanicField] Volcanic Field<br/

277 Replies 550,139 Views

The TerrainColorSchemes.xml do work for TA. I've just made an asgard colorscheme with new terrain types and it shows up. This means, one could make individual terrain query pics ^^

277 Replies 550,139 Views

Btw, I don't really want to complain, but the CulturalTradingCenter looks somehow inclined :d Like the architect was drunk :LOL:

277 Replies 550,139 Views

[quote]Central European time?[/quote] Yes :) [quote]having them ready - by - somehow - Wednesday evening GMT+5.[/quote] Sounds good to me :CONGRAT: I really appreciate your nice work, thx.

277 Replies 550,139 Views

To specify my trouble, I need to have the same PI but with different tech_requirement. If I have any temple in my PIs, just altered the requirement and icon, then it shows up in my techtree, however cheating to get playing as terrans shows terran techtree with original temple. That is ok, but if I build 'my' temple() then the terrans are still able to build 'their' temple. This is a bit confusing, since it is still the same PI, S_internalname is same :NOTSURE: So my conclusion, the g

2 Replies 3,858 Views

If I was to create eg. a TempleOfNeutrality, but I want to just change the displayname, a question appears... How do I manage to let the PI be a shared Improvement, which can be build by every race? Actually, if I rename the S_InternalName to say LodgeOfEquilibrium, then the PI is buildable, however if I or the AI builds the TempleOfNeutrality it is still accessible by everyone, hence the GA limit of 1 does not apply, since it does not seem to be the 'same' building. I would basi

2 Replies 3,858 Views

[quote]Any ETA on v1.9 release? I'm looking to try out your custom race but do not want to start a new game with the current version if your new version is about to be released soon.[/quote] I plan to release v1.9 around Friday night CET. If you are nice guy and promise to give some feedback, I can send you current development version which is a vast improvement compared to v1.8. Just PM me your email address ;) @SirNasty Do I need an asgard.raw heightmap, or d

277 Replies 550,139 Views

I was just more comfortable for me than writing lots of lines what has changed. Aye Sir ^^ I tweaked again, and economy seems to work well now, you'll see. [quote]Btw, you should witness how many ColdFusionReactors are being built by everyone in my current Medium_Test_Game - it's a f*#!*n wild and fantastic ride to say the least.[/quote] How do you mean that? AI is building them? By default? Did you trade cold fusion to them? This should not be possible :NOTSURE:

277 Replies 550,139 Views

I hate to say, but the starport is something which can't be overridden. Either for all races or not altered at all. For Civcapital/Initialcolony, EcoCapital and some other "shared" PI having key tech_requirements assigned :( ,I might alter all their requirement, to make it possible. But the tricky thing is, I would have to find closest possible techs, which are shared by all races, except asa. @Nasty The rm_release.bat cleans up the gfx folder. It's just for relea

277 Replies 550,139 Views

@Zyx The screens.str hopefully solves the prefs.ini mystery. Meanwhile I think, the ini file pulls some of its values from screens.str. I altered the custom race section and tested. All seems to work out properly now :)

277 Replies 550,139 Views

[quote]But you haven't answered me about; SlaveFurnace.png SymbiosisPlatform.png TradeComplex3.png WretchedHarvester.png ...and what those will be used for. Meaning i can't alter or colorize them unless i know.[/quote] Well, I really don't know at the moment what they should replace. Just thought they would probably look nice after recoloring. Generally, the whole icon stuff has not been finally decided yet, since I don't know how many unique icons will be made :

277 Replies 550,139 Views