Hi, Mods cannot normally be applied to an existing save game. Is there any technical means to cause the game to reload the xml and get the mod to apply? For example, running the game with a new command line argument or some such? Thank you,
joekraska2
D/R: Devil's Forge upgrades Slave Works. Slave Works has a GoodsAndServices tag of 1, but Devil's Forge does not. If this is intended, it doesn't work right with the governors. IOW, it does not seem right to me.
Trade should: 1. Produce more results for vessels with more cargo space. 2. Allow multiple trade vessels assigned to a route. 3. Have some risk, and require remediation; e.g., pirates or enemy civs can actually pirate your routes. 4. The remediation would be convoys with military vessels. In Crusade, when you move citizens between planets, they move around in these miniaturized icons. I'd do convoys that way. They would be attackable, but the owning pla
[quote who="General Pants" reply="4" id="3681328"] You can physically code in five planets, but the random generator will only add a maximum of three. At least, according to all of my testing. [/quote] Okay. That tracks. Carry on then, and thanks for all the exploratory work!
> Lanes can now only have three planets each. This is inaccurate. I have a system in my personal mod with 5 planets in one lane. It works perfectly in Crusade.
I don't have anything to add, but thank you for writing this up.
Okay. Here's what I pick: polish and sophisticated game play. You may proceed now. ;-P
Hmmm. If TechDefs.xml isn't used, why was it included with the release? Administrative error?
You figured it out, but for the benefit of anyone else who may need to know the answer to this question, " " no long works. Instead, you need to put a trigger on something. If you want to see how Crusade does it, just open up the AbilityDefs.xml file, and look for the StartingScout ability (names may be slightly misspelled; I'm not on my computer to verify).
I was beginning to mod the tech tree, and struggling, and then noticed I was in the wrong file (TechDefs.xml). What's the difference between these files. Another oddity; I was able to get a tech to show up for my modded race, but oddly it's not shown in the Tree View. Is there a separate action I must perform to get it to appear in the tree view. It's odd that the tech would be available to research on the research screen, but not show up in the Tree View at all. <p
Hi, I successfully created and tested a new system (I added it to a custom faction, restarted, and can see that the system is correct). What I also want to do is make the custom system selectable during race customization for an arbitrary new race. During race customization, there is a window where you can select your starting system. How do you add a newly created system to that menu? I did a global .xml search in the data directory for all systems lab
Never mind; it appears the rebellion editor can make barren, ferrous, greenhouse, and oceanic worlds, however these appear to come from the Forbidden Worlds DLC. Thank y'all.
How would I know which planet were dependent on that DLC? All I did was make a map with the Galaxy Forge that shipped with Rebellion.
Hi, I created a map with Galaxy Forge. The map appears in the in game menu just fine, but when I click on it, it displays: "This map requires the following DLC to play: Forbidden Worlds" The Play option is greyed out. What did I do wrong? Thank you.
Ah. I'm beginning to see it. It has something to do with the density settings for NPCs, quests, resources, and the like. I suspect that if you set the density settings very high and reach MaxObjects per sector counts or some sort (this limit might also be governed by DistanceBetweenObjects), StartPositionHasResource silently fails. I think if you open up ElementalDefs and play with the various game settings, or pick very low density ones when you play, it will make the res
Well now we're talking about the map editor. Its current state is indeed dismal, and you have to have the patience of a saint to undertake an serious map making endeavor.
>No, the radius tag is not ignored. I tried this out myself, and it is working properly. But a radius of 3 allows the resource to be placed outside of initial sight range of your sovereign. Yeah. But, sadly, not there for either my mod, or Heaven's. Very strange. Has anyone seen any interactions in the past that make it not work?
You mean the Radius tag is ignored?
Honestly, I dont' find it to be an issue, per se. What would be nice (for modding) is if the game started _faster_. Now if we want to talk about genuine issues, we'd need to discuss the Map Editor. Egads.
> Check out the Dragonkind sovereign trait for lizardmen, it works in vanilla 1.12. Yeah. The first thing I did was do a findstr from the command line and found the entry in the lizardmen base traits. Second thing I did was start a game as Lizardmen. This didn't work, so I revved back to the 1.12 .exe. That didn't work either. My environment is heavily modded, including CoreMaps and TerrainTypes; this is from the ECOMental mod, IIRC.</p
Hi, Heaven. This appears not to be working. I even tried creating some Lizard Men, to see if the unmodified Storm World stuff worked, and it doesn't, using Brad's recent enhanced AI .exe. Can you confirm? Edit: reverted out of brad's AI .exe and tried vanilla. Doesn't work there, either, for my sovereign or for the Lizardmen.
Hi, Heaven, when you say 'These types of modifiers have to go into the sovereign's traits for some reason,' what do you mean? I was curious to see how it worked, and so I tried the GameModifier directly on the sovereign as well as attached to the AbilityBonusOption of an AbilityBonus, and neither worked. Do you have an example of working code you could show? I think this would be a nice way to always make certain that all the sovereigns are within a certain distance of a specific
> Under most circumstances, unprotected archers vs. mounted cavalry... I'd bet on the cavalry every time. Well, since we are talking about history, I'll note that at that specific period of history the English were damnably good at protecting their archers, and the continental locals were damnably good at being goaded to attack those well protected archers. Anyway, back on your speficific subject, the cavalry charge wasn't really ever considered obsolete until the inven
Re: the window behavior. I am not sure what led to the decision to have the game be the way that it is, but this is a standard of Windows applications that should not be violated. I'll forgive this currently as a technical artifact of the game's current implementation, but it's clear to me that this is a bad decision, and this decision should be changed. As a general rule of thumb, if one finds yourself branching out from Windows standards and doing something extremely unu
Check the process table and see if the game is stuck running. If so, terminate it. After that, open up a CMD prompt, CD to the directory with the FallenEnchantress.exe, and run it by command line, If that doesn't work, probably a bad download.