Mod questions, techs, values etc...

I made a new tech tree with the editor. but for my custom race (chosen/made in game) i cannot select it at the start game screen. i have been looking through the forums and in the data folder. what am i missing here?

 

how do you add a new tech tree to the drop down list?

 

edit: see posts below,

 

thanks!

40,061 views 10 replies
Reply #1 Top

also, how do you edit the particular values of... say... hyperwarp or something?

Reply #2 Top

you could either put it in a new mod directory in galciv2/twilight/mods or in the galciv2/twilight/data/tech trees folder

Reply #3 Top

i did that. it still does not show in the  drop down menu.

i put it in both folders

 

works now... idk why

but the game crashes everytime you try to load a new game

 

edit 2: it was because i renamed a group in the editor... oops

Reply #4 Top

have fun with your new tech tree

Reply #5 Top

since i got you here... do you know how to edit the individual values of like, laser, or hyperwarp?

you can add civ-wide values but where are the individual?

 

thanks

 

edit: also, if they are not in the same location, how would i tweak the settings of trade routes? specifically, i want to scale up the amount made from them.

Reply #6 Top

to edit ship modules (including weapons, engines etc.), you must edit the GC2types.xml

if you want to increase the amount made from trade routes, make techs that increase "TradeRoutesAbility"

 

-Dave

Reply #7 Top

yeah i see that. what about individual files? something akin to Sins, if you've played. any way to modify the weapons? create your own kind? increase the range?

Reply #8 Top

if you want each weapon to be a separate file, you must make an xml file with this code:

Code: xml
  1. <?xml version="1.0" encoding="iso-8859-1" standalone="yes" ?>
  2. <GC2>
  3.     <DataChecksum NoParse="1">
  4.         <Ignore>DisplayName,Description,Model,Thumbnail,Animation,FlavorText0,FlavorText1,FlavorText2,FlavorText3,FlavorText4,FlavorText5</Ignore>
  5.         <Translate>DisplayName,Description,FlavorText0,FlavorText1,FlavorText2,FlavorText3,FlavorText4,FlavorText5</Translate>
  6.     </DataChecksum>
  7.  
  8. </GC2>

save this file in the [your mod]\Data\ShipComponents folder. Give it the name of the weapon you're making and then write up the xml for the weapon in this file the same way you would in the GC2Types.xml

 

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Reply #9 Top

oh yeah, good stuff, thanks.

 

btw, is there a debug feature?

Reply #10 Top

do you know if i can make an "all-inclusive" armor tech?

i mean, where it says:

 

<Class>A</Class>

 

can i do something like this:

 

<Defense Name="something">
<Class>A</Class>
<Class>S</Class>
<Class>PD</Class>
        <Size>15</Size>
        <SizeMod>10</SizeMod>
        <Cost>200</Cost>
        <Absorption>100</Absorption>

 

 

??