Need some questions answered about modding.

Hi everyone and I'd like to thank everyone ahead of time for any input. I'll put my question in a list form. Any helpful info or links would be great.

1) How do I mod each individual race to be able to colonize a certain planet type? I would like a few of the races to have to compete for the same planets to colonize.


2) How do I mod the tech tree to limit the technology? I would like to get rid of a few line of the technology so in the end, everyone of the races will have no advantage over the others.


3) How can I change the trade screen for each of the races I create? I want a different image to use when dealing in a trade.


4) How do I change the Minor races? I'd like to change the race info on any minor race in the game or one that eventually shows up.


5) Is there a way to give each Race a certain number of planets already colonized?


6) Is there a way to give each Race a certain level of technology already at it's disposal?


Thanks again for any help. I'm developing a custom mod that I would like to play out and maybe develop it into a book.
7,051 views 12 replies
Reply #1 Top
Btw, forgot to mention this is for Dark Avatar version of the game.
Reply #2 Top
Hmm since your asking for modding info I would like to know if it is possible to make changes to the minor races AI so that they act like a major race. (aka colonize ect.)

Angelon
Reply #3 Top
1. Edit their Customracexml files / entry in RaceConfig.xml and give them the appropriate colonization techs to start. Note that you can't make anyone unable to colonize standard planets.

2. Edit TechTree.xml and comment out or delete the techs you want gone.

3. You can specify the trade image/video in the customracexml files.

4. Minors are in RaceConfig.xml below the Majors. Some that come along mid-game such as Vegans are hardcoded, though, IIRC.

5. Only through a custom map.

6. Give them the techs as in 1.

As always, backup up any files before you change them and see the stickied modding guide for the in-depth info about each sort of change.





To Angelon's question, the AI cannot be modded.
Reply #4 Top
Kyro,

Thanks for the help, as always your very helpful. Just a few Quick questions. Also, note I'm using DA (if that matters).

For question 2.

I'm using the mod folder in the C:\Stardock\GalCiv2\Mods\ and created a custom folder. Where can I copy the default TechTree.xml from and where in the GalCIv2\Mods\MyFolder\ should Put it into. Same thing for RaceConfig.XML

For Question 6.

Is there a list of the techs and their description I can print out so I can just cross out the techs I don't want before editing/commenting them out?

For Question 4.

There a way to ensure that certain Mid Game minor races don't show up at all? Or atleast change their pictures?

Last Two question.

When I create a new race, I use the ingame race creator for my custom race. What directory does it save the RaceConfig.xml for them?

I want to change the background for the main menu, I do this by creating a PNG file using DA_Titleback.Png, but the problem is, there's the ship video/animation that plays over it. How do i get rid of that video/animation?

Again, thanks for the great help!
Reply #5 Top
The core xml files you want are found in GalCiv2\DarkAvatar\Data\English. If you put your copies in Mods\MyMod\Data, they will be used in place of the core versions. The subfolders under MyMod\Data are for adding items to the core data rather than replacing it outright.

There is no way to remove or modify the mid-game Minors that I am aware of.

When you make a custom race or even play as a race or tweak one for an opponent, the .customracexml files are generated for those races in My Documents\My Games\GC22DarkAvatar. The customracexml files are basically just single entries out of Raceconfig.xml, with a few additional settings  (primarily, the <ABILITYnn> tags following each ability tag--these specify the abilities from point-picks, while the actual named ones are for natural abilitiy bonuses).

To get rid of the animation on the title screen, you would need to either rename/delete the animation itself (not a desirable option), or edit the TitleWnd.dxpack file.
Reply #6 Top
To save you the trouble of figuring out the TitleWnd, here's a copy of the modded one I already made for myself (but never used).

[link]

Just put it in Mods\MyMod\Screens.
Reply #7 Top
Kyro

Cool.. Thanks for that file, got the background I want working. For the customracexml files, the single entries one, can I put that in the the Data file in my mod/MyMod/Data and run off them? I'm working on a total conversion where I want to zip and share the mod/mymod folder after I'm done, would it be better to just edit the raceconfig.xml file?

BTW, thanks again.

Reply #8 Top
would it be better to just edit the raceconfig.xml file?


For a packaged mod, that's the best way.
Reply #9 Top
Okay cool.. Thanks been a great great help! I'm off to mod.. wish me luck
Reply #10 Top
Kyro or anyone that would know this,

I created a custom race using the ingame creator. Now I want to use the customracexml file that it produce and make into the RaceConfig.xml. Can I just cut and paste them in? Would the extra entries mess up the game?

Another quick question, How do i point out in the RaceConfig.xml file what ship model that particular race will use? And how do i make my own base model for certain races? Anyone have a link to the particular info i'm looking for?

Thanks.
Reply #11 Top
I'm not sure what effect the extra tags would have on RaceConfig, if any. You'll have to try it out and see.

Ship style is specified, logically enough, with the <ShipStyle> tag.

For making entirely custom styles for AI races to use, you should just need to make the templates (at least one of each size hull), then when customizing a race in-game, edit the custom style and assign your templates to all the slots on a style, and save it under a new name. Then you should just need to copy the templates and the style file from their associated folders under My Games\GC2DarkAvatar to the same under Mods\MyMod\Data, and assign the styles to your races in your new raceconfig file.


Reply #12 Top
cool.. thanks Kyro.