Thanks! I have modified the AIStarbaseGovernorDefs.xml, hence the question [e digicons]:grin:[/e] . Do you know what the DontRequestConstructor tag in the file does? InterceptorModule <DontRequestCo
CaptainNathanScott
What is the best way to validate that the AI is using my starbase module mods? Is it to turn on the console god mode so I can see what their starbases contain? Something else? I don't want my mod to be OP for the user. Thanks!
Maybe a silly question but when does it hit a quality bar to post on NexusMods like your other mods?
If I enter the ship designer from within the shipyard... return me to said shipyard on complete of new design... there is a good chance I might want to build my new design :)
Is it the number of text files or the number of strings inside the text files? Just wondering if you could create a single uber text file until SD fixes the issue...
Is it possible to create new triggered events like building the first capital ship, etc.? I see where the cut scene is defined (CutSceneDefs.xml) but not where the trigger that uses it is defined. Any ideas? I am wanting to throw up a screen when a player builds the first one of my custom modules (it won't be animated but better than nothing).
I haven't picked up the last three DLC's yet, mostly because 2 of the 3 seem to be fully campaign focused and I have yet to play one single campaign. So questions: Is the Lost Treasures one good? Anything in the other two for sandbox mode? Am I really missing anything not playing any of the campaigns?
I am wanting to create food and population related starbase modules but I don't want to overload the economic ring with them if I don't have to. Basically I want to have a food ring and a population ring - that part I know how to do. I can either make them generic rings that preclude the other ring types or make them a subring of the economic ring and have them preclude the other manufacturing, research, wealth, morale, and trade modules making it still dedicated to being food or popu
Game: Name ---- CosmeticComponentArtDefs.xml CosmeticComponentDefs.xml FactionShipStyleSetDefs.xml GalCiv3GlobalDefs.xml MapSetupDefs.xml ShipClassDefs.xml StaticShipBlueprintDefs.xml ThalanTechDefs.xml English/Text: Name ---- AltarianProphecy_APMission1_AltarianTechDefsText.xml AltarianProphecy_APMission1_KorxTechDefsText.xml AltarianProphecy_APMission1_TerranTechDefsText.xml AltarianProphecy_APMiss
Here are a few things I would like to do but don't know if they are possible: Color code the anomaly types when zoomed out (strategic view) - I hate having to hover over each anomaly to see if it is space junk, artifact, etc. It would be great to color code the icons for quick reference - (red - precursor, green - artifact, etc.). Reduce the cost of ship upgrades when docked on planet, shipyard, or star base. As it is, other than upgrading construct
Vigilant was it. Thanks! So now I start with 500 hit points. When I add my hit point modifier module though, it still start out at 504/750, treating it like a repair. Is there any way to go straight from 500 to 750? Or maybe a way to decrease the repair time?
Ignore this one... editing it created a duplicate
I am testing the waters with modding and figured I would try something easy. I create a new directory under Mods and copied in both the StarbaseDefs.xml and the StarbaseModuleDefs.xml. I made two changes. First I upped the base hit points to 500: BasicStarbase BasicStarbaseName <St
I am testing the waters with modding and figured I would try something easy. I create a new directory under Mods and copied in both the StarbaseDefs.xml and the StarbaseModuleDefs.xml. I made two changes. First I upped the base hit points to 500: BasicStarbase BasicStarbaseName <St