Alright, of
First importance.
It won't load as is since the setting phase
must use your files from the MOD folder. And, although i'm willing to listen to any SD "officials" to contradict what is below... on my PC i had to do extensive editing to specific files.
1- If someone were to simply load this whole thing up and (immediately) start a game, THEIR own custom race (currently valid and listed as "next to be used" in the ini_pref files) would simply get overwritten by _
some_ of the Asa values - and gameplay would
NOT alter the intended context to comply with your choices!
2- The RC.xml itself contains the main data... but what is needed is a new file located in [C:\Docu...\Twilight..] and_or saved as **Asa of Yggdrasil.raceconfigxml** upon using your mod for the first time. This file then gets to receive the proper #12 custom number as an ID and yet, it isn't made with the real Asa data stuff at this point.
PS; The initial loading (by using the MOD files as they are) gives only one impression something has changed; the race image & its Logo. Plus...
- The fields for Race-Name (Asa of Yggdrasil), Leader (Odin) and Homeworld (Asgard) are simply left
BLANK (A purposely intended feature by the GC2 code, btw).
- The Techs, Abilities aren't taken from the RC (Say, -30 for Weapons, etc).
- The instinctive reaction from new players would be to try editing these straight into the regular TotA settings interface, save the file and presume everything is as supposed to be. Not the case, in fact.
3- Thus, i had to re-create a new #12 custom file (from scratch almost) which could be used as default by extensively editing all the different value slots including the missing Homestar line that loads up the proper system from Asa_customplanets.xml (I have just sent you a PM @I-Mod that includes a zip of that specific item, so you can examine it to realize what is truly necessary to properly activate such a tricky schema.)
4- The planets won't load (well, their graphics are in but not their true names) as is either unless the edit in #3 above is done for a good reason; detection of the Yggdrasil star instead of the defaulting Asgard I-II... usual code mechanics.
5- Then, a quick save of that *new* Custom race into the proper location with now, the paths of Logo & Images reflecting where the MOD is installed (Which, btw, may differ in everyone's PCs!).
6- Exiting everything, Clicking New Game, setting it up. All is good -- NOW.
So, i was able to start an entirely new game with this modified Mod stuff and it looks real great. Nasty's planets are absolutely fantastic, man. It's also real nice to finally get to see my Logo in action - nothing better for the personal pride & mood swings!
A few PI descriptions need to be verified, a couple of things here & there.
The tech tree is totally immersive, complex and yet challenging.
Ships renamed even enhance the all new experience.
I have yet to finish the entire first Medium map game, but i'll get back to you with further observations & details for gameplay balance, context, typos, etc.
Secondly, i would recommend some *Warning* into your readme file based on what i had to do as explained above (or even, integrate the custom race file stating the paths lines must be edited by players to properly activate it). Unless, of course, SD staff can indicate to us WHAT could be done otherwise.
Excellent work - so far!