How did your answer pop up before my posts. It seems, the forum is a bit clumsy :NOTSURE: Nice, I'm interested in the modded rc file... [B]Btw, a solution would be, to setup the asa.bat that it copies the racepic into the game's gfx folder and let it rename the original images to etc pic.png.orig and a remove/rename bat ;)[/B] I'll test that, would be easy but effective.
MrKorx
The problem would be, how to select the dreadlords aka asa? It might be possible to mod the screen via a new dxpack. Then a simple switching of the race_id would be enough.
I think your theory with the ..\MyGames..\. RC could prove true, I'll test if it makes any difference. Nice thought though. I strikes me, that the whole problem could possibly avoided by assigning a S5_ prefix = Dreadlords, and throw in a Asa overriding DL Techtree. The difference is, the DL techtree is statically coded in a xml and fortunately hidden. Basically, just changing the race's gameslot, which would mean quite busy work :LOL:
Argh, no, its not to supposed to be :( Every time, one uses the editor, and changed the tech_id, the editor assumes somehow an empty techcost. I'll upload a fix for that. One thing is strange @zypsilon Your degug.err shows me new ships, but with the wrong prefix S7 instead od S6... May it be, the game adds +1 because internally, the custom race does not get overridden?
some more screens :d the mainscreen... [img]http://galciv2ide.i-mod-productions.com/images/screenshots/GC2TA_1211143406.jpg[/img] the Asgard with starting ships (planet surfaces will be unique as well in next version)... [img]http://galciv2ide.i-mod-productions.com/images/screenshots/GC2TA_Asa Of Yggdrasil_1211143457.jpg[/img] the techtree... [img]http://galciv2ide.i-mod-productions.com/images/screenshots/GC2TA_Asa Of Yggdrasil_1211143514.jp
v1.7 of the Asa racemod has been uploaded. Thanks in advance :CONGRAT:
[img]https://www.galciv2ide.i-mod-productions.com/images/screenshots/GC2TA_Asa Of Yggdrasil_1211054763.jpg[/img]
Just create,copy&paste this into ..\ModName\my.bat and edit of your likening. Run the script, set the ModuleStyle to eg. 6 in Shipstyle and raceconfig :) [/Code] echo Copying DA models... echo DA-Cargo ... copy ..\..\..\DarkAvatar\Gfx\Models\S2_Cargo_3.x Gfx\Models\S6_Cargo_3.x echo DA-Tiny ... copy ..\..\..\DarkAvatar\Gfx\Models\S2_Tiny_3.x Gfx\Models\S6_Tiny_3.x echo DA-Small ... copy ..\..\..\DarkAvatar\Gfx\Models\S
[quote]I have definately started new games on every attempt. Is there an option that allows for mods to be active in a normal game; or am I just modding the wrong files?...[/quote] Twice Yes, you messing up the game files, which generally works as well, if done correctly ;) 1. Check, if a "Mods" Folder exists in your C:\Program Files\Stardock\TotalGaming\GalCiv2\Twilight\ , if not, create one 2. start the game, in the ingame options screen activate mods, and set it to default, an
Well, my mod is completely replacing the custom default race, so you need to place a customized RaceConfig.xml into the ModName\Data folder. I don't know, if you already defined the ships in ModName\Data\ShipDefs?
I solved it, by making a new module style, eg S6_Tiny1.X :) It seems, one cannot create new colonyships, surveyships, and spaceminers, if choosing a different name attribute other than the original one in shipdefs. It needs to be the same, for the three mentioned ships. If it applies generally for all ships, I have not tested enough yet.
Did you alter the the Hull ID's? eg Tiny Hull I instead of TinyHull0 I have the same problem.
Are you doing this for TA? I'm doing a shipstyle at this very moment.
Kryo, please do not approve the 1.6 mod this time. I found a serious bug connected to hulls, ie. AI won't build any ship. I'm going to deliver a fix/update probably tonight.
Once again pleading for approval, v1.6 uploaded.
I remember a mod doing this, replacing some dxpacks and IIRC some english.str changes. Can't remember if it was for DL or DA .
yes, if I build say the Aquacontroller I(ability 32=1), then the little lefty window updates the planeticon to yellow, but not on the starmap instantly, despite of this, after reloading the save, the starmap planet icon got also updated as it should. I'd say, this is a glitch, and solved by a simple "redraw engine call" when ability 31-35 are set :d
I doubt this is possible. I think you would have to wrtite some lines of c++ code and recompile the game ;)
I've been able to reorder some branches, not too many. However, the solution does not seem to work out properly for TA. Another question appears... If I create 5 PI(superprojects) Mk1 upgradeable by 5 PI(superprojects) Mk2 with the 'colonize special worlds' ability, then this works fine. BUT the planet icon does not update properly to say yellow, as it usually does, when the ability is being unlocked by the techtree. It's a minor annoyance.
@DisneyDestroyer [quote]I currently do not have any techs with two prerequisites, although I would like to experiment with this once I have the ordering sorted.[/quote] This is not possible, at least to my knowledge. The game only allows ONE dependency. For the rest of your question, (re)read post #27 carefully ;)
The cpm.bat copies some models from ..\GalCi2\... to ..\Mods\..\Gfx\Models. Basically, it is a rudimentary KHSM, but just the fake hulls, since I also want to include a shipstyle. I forgot to include this in the readme.txt, however a v1.5b(bugfix) will be available tonight on i-mod.
Version 1.5 uploaded ;) either [link="http://www.i-mod-productions.com/downloads.php?do=file&id=68"]here[/link]or in the (soon to be approved) library.
Version 1.5 has been uploaded. Thanks in advance :)
I'll try the special flag. *starting another testing game at 4:27* :SURPRISED:
[quote]UpgradeShipTypes? Most probably what is needed by the Gal_Privateer to protect Traders, and some other stuff.[/quote] Nope, I haven't found any building on PI.xml using this flag