Link: wiki.i-mod-productions.com This takes you to a very useful guide to all the various things in the XMLs. If you have a specific problem that the tutorial does not cover, fell free to ask: me or someone else will get an answer.
Scoutdog
Although there is a thread with an external link to a tutorial that may help you, I cannot seem to recall the post OR the URL. I will continue to investigate... EDIT: Found it: wiki.i-mod-productions.com
I think that the crash is actually CAUESD by the fact that the tech trees are identical. Either that, or you typoed something in the tree or in the raceconfig.xml... take a look at the modding tutorials on the stickied posts & see if there's anything to help ypu.
And remember, two massive advantages that any AI has over any human: it never makes mistakes, and it never forgets. I don't know how many battles and things I have screwed up by clicking the wrong button of pressing "end turn" by accident. AIs, on the other hand, do EVERYTHING intentionally, and don't have to click buttons. Also, with a human, micromanagement is a horrific pain and can cause you to forget about whole sectors until they are too far gone to be restored. A computer
What else do I want in 3? ExtremePlanetTypes.xml!
Yes, biosphere modulator.
Expanding on the new culture metrics I came up with, which I have renamed "cultural facets" because it sounds cool. EXTREME VERBOSITY WARNING Scientific vs. Spiritual: You would change this through random events like the "religious cult" one (supporting the leader person would move you toward spiritual, discreaditing him/her would push you towards scientific) as well as researching certain techs, OR at
Duplicate post. Please delete.
The only "cultural" thing I could think of is with ethical alignment or others of what I call "Cultural Facets". Since the modifications you are describing would require major alterations of the souce code anyway, I think that including more dimensions to alignment would be a *slightly* better option. I have talked about this idea in a bit more detail in another post: Link
Why would we "desperately need" mutually exclusive techs? In all honesty, I can't see much point... I think reviving multiple prerequisits is of much greater importance.
Sounds good to me!
Not possible w/o changing ethical alignments AFAIK.
Another idea that I have touched on in a few other postis but will describe in full detail here: instead of spore ships, constructors, and (hopefully!) mine-layers being destroyed every time they do their thing, have a "supplies" indicator that desreases by a set amount every time you build/destroy something. Depending on what you were doing, the decrease would be different. Obviously, if what you are trying to build takes more supplies than you have, you would be unable to build it.
[quote]You can read the detailed descriptions by selecting the tech and clicking 'details' at the bottom left. I think they were added for flavor, and to set up the 'mood' for future techs they unlock.[/quote] Yes, also they are to create race-specific improvements at the beginning of the game, such as charging stalks.
Endeed.[e digicons]:D[/e]
When I do it with just the Nolor, it works. I am going to test it with all of the others, and see if I can narrow down the glitch area. I think the problem might be when I try to add in competely new paragraphs for the Vhozon Orthodoxy and Urtagan Disciples (aka. the krynn and korath), which use the generic paragraph in the regular game. UPDATE: Ok, this is WIERD: when I try it with the Fereration (raceid=1), I get one of the "man on street" polls complaining that the citizens don't l
[quote]Ladies and gentlemen, Galactic Civilizations 23.[/quote] We can all hope...[e digicons]:drool:[/e] But in all seriousness, I have an idea for a few other metrics to spice up the ethics system beyond just "good" and "evil". Of course, if ALL of these were included, the game would be nightmarishly complex, but some of them might add a little variety. Scientific (research and engineering bonuses) vs. spiritual (morale, luck, and other random bonuses)
How did you make the plaet textrues? Just photoshop? If so, what version?
Yes, the Nolor are their own race... I really would like to see those content values!
[quote]Prehaps turns should be at least 1 day in game time.[/quote] They already are.
I do not really care, since I have galactopedia, but I still wonder why the devs went to so much effort to create stuff that would never see the light of day. Ahh well, now I know what they are for, the only question is why they are so elaborite...
Also, instead of the tiringly simple system of tech victory that we have now, it would be great if multiple techs were required for victory and if they were scattered on different branches of the tree. Also, maybe have to build some sort of improvement or starbase module to win the victory, sort of like space race victory in Civ 4.
[quote]Also not true. Open up the tech tree, hit the button in the bottom left hand corner that allows you to see the whole tree, and drag it to the left until you see the techs in question-which you've already researched, or chosen at the start of the game-and satisfy your curiosity.[/quote] True, but what I meant was that the devs wrote these big, long paragraphis in the "detailed description" area that are actually somewhat interesing, but since the techs are already researched at
What is the point of those techs that usually (although not always) start with "a history of", and give you a brief summary of whatever race has them? They don't confer any abilities or unlock stuff, and except for the Yor they are not part of the tech-tree structure! Furthermore, since you start with them @ the beginning of the game, there is no way to see the information they contain unless you look at the XMLs or have something like Galactopedia! Why were they included, and what is th
[quote]just remember to back up your files before modding.[/quote] Or use the modfolder. That IS what it's for, after all... This link should help you get started: Official Modding Guide