Modding in 1.2 - Over-ride, not add?

How?

So I was hoping I don't have to keep over-writing the xml with my own version to completely change improvements and the tech-tree, and could indeed use the mod folder.

Apparently not. What am I missing here? I found the mod directory selector in options but after restarting the game as prompted it just mashed my tech and improvements in with the original tech and improvements. Not exactly what I had in mind. Sure, I've kept certain techs that hook into hard-code with unchanged internal names (Stellar Cartography for example), but that's not the issue here.

Would a dev like to chime in and explain how to over-ride rather than add to with the mod folder? Thanks muchly.
6,773 views 7 replies
Reply #1 Top
Forgive me if this is unnecessary, but here's a bump due to being under the impression it helps a post appear.
Reply #2 Top
The Dev's aren't here 24/7 and it IS a holiday weekend. Hopefully they are home and will "play" with us starting Tuesday. You have an interesting question, but I would suggest "bumping" it sometime Tuesday morning.
Reply #3 Top
Well ive seem to have the same type of problem, except this has been Paguing me, since i started to make a mod, when ever i attepmt to edit a XML file as in overwriteing the data (like changeling the names of races) and i save it never appers in game. it always appers as it did in the old xml. i tried just changing the raceconfig but that didnt work. i have looked at every xml that could have something to do with races and it has never worked. today i even tried to edit the mod that stardock made and that lead me no where.
Reply #4 Top
I don't think this will be properly implemented until 1.2 patch FINAL, but hey I could be wrong.
Reply #5 Top
Well ive seem to have the same type of problem, except this has been Paguing me, since i started to make a mod, when ever i attepmt to edit a XML file as in overwriteing the data (like changeling the names of races) and i save it never appers in game. it always appers as it did in the old xml. i tried just changing the raceconfig but that didnt work. i have looked at every xml that could have something to do with races and it has never worked. today i even tried to edit the mod that stardock made and that lead me no where.


Try deleting all the *.raceconfig (perhaps back them up first) from the my games/GalCiv2 directory. The game has a habit of not checking changed files for certain values when they've been used before and stored in an other file like the *.raceconfig ones.
Reply #6 Top
Only a few specific XML files are taken in whole in place of the originals. Everything else is taken in addition to the base data, or replaced on an item-by-item basis.

I would assume though that if you simply want to get rid of techs, you should be able to set the prerequisite tech to IMPOSSIBLETECH (or however it is). I'm not completely certain, but from what I've seen that should cause it to not appear on the tech tree in-game.
Reply #7 Top
I would like to see mod-files ovetaking the original files too, as I wont realy edit the original files. from time to time I want to play a standard game, but I keep juggling around with the files all the time. .... backup the originals, edit them for own use... now I want a standard game, so backup the edites files, replace them by the originals... beh