[quote who="Derek Paxton" reply="4" id="3567902"] Another question, what 4x has the best diplomacy? [/quote] While not exactly a 4X game, more of a global political simulator, Rulers of Nations(Geopolitical Simulator 2) had some great mechanics in the social aspect. You could easily start with one of the most powerful nations and then try to attack and occupy any nation. Without a good provocation that your people would believe in, your approval ratings would freefall from bein
pendrokar
Would be still hard to have them be valid. A bit off topic. Thecw, you seem to have experience with XML and possibly XML Schema's. Is it possible for a XML Schema to check if a value is available within another element in another file? In this case I am thinking to check if an InternalName exists for an element that tries to reference such value.
Well great I found I have the wrong planet name for a star system. Now I have to find several other invisible problems. Sure I guess Stardock would like us to make tiny changes and then test them. I am doing small changes with multiple elements, which require more elements. I wish the XML Schema files were even more strict. For example InternalName element is not set as unique* and there is nothing that would check the reference values in other files. [edit]* - Which I achi
Is it me, or the debug level options within Prefs.ini have no effect? No matter what I set, the amount of log rows in debug.err are the same. Values I've tried: High, Low, All, None, 0 By default, they are all set to "Default". A patch changelog mentioned something about showing less debug information, but that hasn't changed these settings. Perhaps this just simply hasn't been implemented? Sometimes the last error log gives no impression of what is wrong with the m
GalCiv 2 had Mod selection capability so I expect that to be in for GalCiv3 v1.1.
1. You can by specifying a PlanetTrait tag to the planet within PlanetDefs.xml. 2. Unsure. One way would be to have all normal planets having a "Normal" extreme planet trait and have normal races not have any negative effects with them while having your methane race have them. Or just have some bonus for the methane race on methane planets. Perhaps that would sway the AI.
You can test this by starting a new game and activating the console with the tilde/grave key(~) and write "fow" to remove fog of war.
[quote]What if Resistance added a long term unrest penalty to conquered planets representing the population fighting back against their conquerors. [/quote] That may appear in an expansion, as Stardock wants to have demographics in planet population. Only when that feature is in can you have that kind of resistance. In GalCiv 2 any invasion was a genocide, leaving only the victor's population. This kind of resistance was great in a mod of Civilization IV, you fe
See the rallypoints tab in the sidebar, there is a button "Create new rallypoint".
The line in the debug that you should look for is the one before dumping begins: Debug Message: Building tech tree for node: ClusterEngineeringTech It fails to generate the Engineering/Industrial tree line.
Yes you are doing it wrong. You only modify the files under My Games/GalCiv3/Mods folder. Files with the same name as Steam files will override those files, meaning GalCiv 3 will take the ones in the Mods folder. So of course if you override them, you have to check the files against the new versions of them in game files.
1. Didn't know how to do it but now I know. Biggest problem is InternalName tags in XML files, they cannot be duplicated. The files you have to look at is ConversionDefs.xml and FlavorText.xml under the game folder. You can either replace them by having the files named the same way in a mod or you have to create new ones with their own internal names. ConversionDefs file has a tag called "FlavorText", the value of which is a internal name within FlavorText.xml. As an example you can
Strange I don't see it, I see Island Dog's though. Sure you are using the logo, which anyone can use. Just want to lower the confusion.
The easiest way to create new AI behavior would be to edit the AIStrategyDefs.xml and have a custom Personality Type for them. Problem is, even as they can be defined within their own file, the XSD schema disallows custom PersonalityTypes. When I created the Favixi race for the Faction Contest, I set the AI behavior to be only for minors and with an Expansion trait. The trait was not used by any official minor race so it was one workaround I found.
@Vaelzad I say impostor. :D Could you get a Stardock staff badge, like Island Dog has?
Well there is nothing like that in the XML files. IMO, these techs are a bit too powerful to be traded as specializations.
[code="xml"] DrenginDefensiveFocus1_Name Information Systems Hardening DrenginDefensiveFocus1_ShortDec Makes all colonies Immune to planetary bombardment. DrenginDefensiveFocus1_Dec</Label>
Ok I found a way to validate XML files against XSD using a linter for SublimeLinter package. Edited the first post.
Then you can't add your own option. Here is a message from Stardock Staff: [quote who="kryo" reply="2" id="3554418"] The point of the schema is to restrict the XML files to only those options the game implements in code. Modifying the correct types in the core schemas would (if anything) just let it get past validation, but it would still not work. [/quote]
I agree, we should be able to change those. Does changing the main game files, in this case XSD, help? In that it works without errors? If yes, then Stardock should seriously consider allowing modifications to XSD file too.
Yes, this is due to modding. That is why I posted this in the Modding section instead of Support. I don't think modding crashes should be reported in Support, otherwise Stardock's programmers would be overwhelmed. Also other than IsImmuneToInvasion0->5, Stardock has added IsImmuneToInvasion6->19 for any forthcoming invasion types. So they can be used for custom types as well.
Sadly non of your requests are possible via modding at the moment. 3. This would be great for a diplomatic victory. This could be done in Civilization IV via the trade screen, such cities had a label "(Liberate)". 4. I would also like this. It might come up once Stardock implements demographics for each planet.
It was done so that normal players would not have to restart the game after creating their custom faction. It's strange, GalCiv 2 didn't have this problem and generated XML files.
Wondering if you have added any extra Personality Traits? Since even if you add them in an XML, the Schema complains that some are unknown to it.
Advice number one: Do not show this to Brad(Frogboy) [e digicons]:grin:[/e] Your XMLs seem to be valid. You may able to find out on what it crashes by looking at the debug log. Right before the game makes a crash dump. It is right beside Prefs.ini, called "Debug.err".