[quote who="foxthree" reply="32" id="2929541"]For a another update im well on my way to updating the DA avatar version of the mod my main focus is more accurate techtrees.This time I didint just type tk in front and called it new technology will post screenshots of the mods progress hope people are still intrested in the mod.[/quote] Very much so. Though now that I've verified a few concepts and solved a few dilemmas, I'm pretty focused on my current
Tharios
Quick question...the I-Mod XML reference for the tech trees states that there are 7 categories, which is correct except that there are apparently 8 including government. Did the devs stop using government, or did the boys at I-Mod drop the ball? What it boils down to is, should I change all the government techs to culture, or should they remain separate? Edit: Also, is there any way to actually alter the effect of the government types themselves, and perhaps create addit
I'm not sure about that since most of the names of the techs inside the game are completely blank, and none are grouped like they should be. Most of them are completely separated from each other with no prerequisite connections or anything, all lined up along the leftmost edge where the starting techs usually are. Now, I did reorganize the base techtree file, but I didn't change any of the code aside from moving techs around so that it was easier to find any particular o
YES! It works! Unfortunately, I now seem to have the issue that my games start with all but a handful of techs automatically researched, including all those that can be traded from other races. Which I don't recall altering at all. All I did was add that planetary government tech to the base tree and the terran tree...
Only the modded files have to be part of a mod, correct? I don't have to include normal copies of everything not getting changed? The files are in the same relative locations...Data/English for the base tree, Data/English/Techtrees for racial tech trees, and everything matches up. I do seem to be having an issue where I put all the altered files needed into my mod, but everytime I boot up my computer it fills with empty copies of all the other folders. It does
Altarian, that post was a miscopy. In the file itself, the > is present and the thing still doesn't work. Did you happen to do anything else? Also, thanks for the tip on the xml viewer, I'll see about hunting one down.
Possibly irrelevant after so long...but for the most part the Empire couldn't touch even a shuttlecraft of any race in Trek. The Empire uses lasers, and in Trek the navigational deflectors alone can stop lasers cold. That said, their overall destructive potential is about the same...it's just that lasers are no good against Trek defenses. Fortunately, the Empire has plenty of non-laser-based weaponry (or at least they did back in the Old Republic), and that puts them
New game every time, and started both as the terrans (whose tech tree is the modified one) and as a custom race using the terran tech tree. All techs in the display are shown.
[quote who="Moosetek13" reply="19" id="2925165"]Tharios, I noticed that you have Cost set at 0. Have you tried setting a positive value to Cost?[/quote]It was supposed to be at 100, but sure enough, it was at 0. I changed it accordingly but it still isn't showing up. Is there anywhere else that the ID of the tech (or anything else) needs to be besides the primary tech tree and the racial tech trees it's a part of?
Well, I went over it all again, and it's exactly as I posted...but it still doesn't work. I still don't know what's wrong. The category is Government, no group. Should I make it part of a group? What else can I possibly change? [quote who="Altarian Bern" reply="16" id="2918636"]Of course in the race tech trees I could tweak things further since they override the main when there's an alteration.[/quote] Is that supposed to mean that
I figured as much, but there will be several cases where I'll have to add completely new techs to TechTree.xml, or my original plan won't work and I'll have to do something else. For instance, while no race will have access to more than 20 culture techs or so at most, I'll need at least 60 in the base TechTree.xml file, and that's just for the culture category. This is the general structure I'm intending with ALL branches. Tech I Mk I --> Tech II Mk I &nbs
Last thing, I swear. I took a stab at creating a new tech, and as far as the game is concerned, it doesn't exist. Here's what I did ... Inside of (Terran_TechTree.xml) None 0 Inside of (TechTree.xml) <p style="padding-l
Ok ok, I lied, there's more. Is it possible to alter or create Government types?
Oh, and one other thing, the "InterestRatesAbility"; what exactly is the relationship? Do higher values reduce purchase costs or something?
I have a question out of sheer curiosity. Is it at all possible to alter or create super abilities? I'm doubtful they can be created any more than whole new base abilities can be created, but can they be altered? I generally don't like them as-is, and if I can alter them, I will. If not, I'll just ignore them entirely.
Thanks for the perspectives, all. @ foxthree - I've actually used your fix mod. It was what inspired me to take a stab at altering the tech tree myself. I've also looked through your thread and as Tolmekian pointed out, I'm paying very careful attention to AI values regarding priority and tradability. @ Marvinkosh - I agree that I've seen lots of them in the library and elsewhere, but so few seem finished and they haven't been touched in more than a year in most ca
I'm not a modder, not yet anyway, though I am making my first sincere effort right now with GalCiv2 TotA. This is something of an irony because I've always wanted to try it, and have spent all kinds of time creating, "houseruling", and otherwise altering various non-digital types of games. It's an even greater irony because I am, as I write this, taking a course for a Bachelor's Degree of Science in Game Design. I'm sincerely considering of course following it up with appr
It doesn't seem like it'll be particularly difficult, just time-consuming and tedious. Ah well.
[quote who="Tolmekian" reply="12" id="2891757"]It's important to note that the game can only recognize the three stock weapon and defense types - Beam, Mass Driver, Missile/Shield, Armor, Point Defense. You set the type by the Category of the tech and the Class of the ship component. So while you could certainly make a TechTree with more branches of weapons techs, you'll ultimately have to assign each branch one of the three types. Since you end up with duplicate types, it p
Something just occurred to me...would it be possible to create a minor race that starts the game with three (invisible or nonexistent) starbases in every sector, but nothing else? No worlds to take away from them? Or perhaps some other way whereby they aren't participating other than to take up space? I doubt it, but I thought I'd ask. I'd really like to keep everyone to one starbase per sector if possible by any means.
Blast...that was somethin I really wanted to change. I was hoping I could knock it down to one. Ah well.
Got another question... Is it possible to change the limit on how many starbases can go in a sector?
Hubba hubba hubba... I finally got Kryo's mod working for me...and when I saw this I HAD to try it. Oh how pretteh...it's SO pretteh... KHSM and HighRes were born for each other.
Woo Hoo...success! I don't know why, but I ditched the whole thing again and reinstalled it...I ended up running the batch twice and BOOM I have it all now. Sweetness. Awesome mod, Kryo...millions of kudos just for my new ability to make squadrons and battlegroups rather than single ships.
One other thing... I'm wanting to make each race a little more different by doing things like making it so that some races will have 5 types of weapons to research, but only one "level" of each or 2 types of weapons at 4 levels each, and things like that. My current understanding is that to do so I would have to simply manipulate the specific race's techtree to simply not include the ones I don't want them to research while making sure the ones they can research