grmfv +custom races missing

questions about install ,i know that it was not designed for twighlight

ok i downloaded the grmfv which contains the 3 packs so far created by gauntlet
i know that the instructions are to put these in the dark avatar directories

but i wanted to see if i could apply this to my twighlight game instead.

everything seems to work out fine but the custom races

i copy them into my my docs/my games/gc2twighlightarnor and see them in the folder. i go to start the game try to use a custom race. yet they dissapeared . sure enough when i go and look into the gc2twighlightarnor forlder where i put them . they are no longer present.

so my question is . do i need to enable the mod to use these. (i have done so but cannot get the custom races to show up)they continue to disapear from the folder.

anyone know what is causing these files to dissapear

all the other items such as the ships race images logos ect all are in their homes yet these custom races wont stay. :(
"edit" I went ahead and started a new game using gauntlets mod. (which enables custom races in twighlight of armor beta. btw) now i was able to create a custom race,use any pic i wanted from the mod +all my old custom race images,i also could choose from the ship styles. yet on choose opponents screen no new races (i assume this was unintended and that they should appear) either way upon starting a game (using random races 9) (and minor races 8) i begin to see some of the races have been chosen from gauntlets mod the fehost and the sylith . are these minor races? i was looking at the raceconfig file that lists all races in grmfv and i could not tell by looking at the entries what was a minor race and what was not. what line in the raceconfig specifies whether it is a minor and what is not
8,715 views 14 replies
Reply #1 Top
Custom races aren't enabled in TA.
Reply #2 Top
quite untrue .i actually can create a custom race while having the grmfv mod enabled. yet i canot get gauntlets races to load.
Reply #3 Top
Custom races are NOT enabled (nor yet supported) in TA. You may have them because you've modded one of the 12 main races. But pure custom races are NOT enabled or supported yet in TA. Period.

TA is still in the BETA stage, using any mods with it now is completely unsupported and will likely give you varied, unreliable, unpredictable, and perhaps undesirable results. There's a good reason you can't get it working, TA is not a finished game yet, and many of the features are not enabled and/or finished yet.
Reply #4 Top
thank you for stating the obvious. It is pretty clear that custom races are not yet enabled in TOA that is not the purpose of this post. this is an attempt to get a bit of feedback regarding gauntlets race mod .


As an aside. upon starting researching. I find that I have acess to almost every races techs. and i can build like 20 different improvments from the start. i chose the default tech tree when creating my race. Hopefully when this game is completed . the tech tree will not be so cluttered in custom races.
Reply #5 Top
thank you for stating the obvious. It is pretty clear that custom races are not yet enabled in TOA that is not the purpose of this post. this is an attempt to get a bit of feedback regarding gauntlets race mod .
End of quote


Not to be rude here... but Gauntlet's Race mod is for Dark Avatar, NOT Twilight of the Arnor. You are not only using a function not officially support by the Beta yet, but also a mod that was for the last expansion pack! Some oddities in how the game functions should be expected there, my friend.

As for the files disappearing, look for a "Backup" folder in My Documents\My Games\GC2TwilightArnor\

Near as I can tell, they are moving non-standard Race Configs there. Configs for the actual
"Custom Race" aren't moved, though.

As an aside. upon starting researching. I find that I have acess to almost every races techs. and i can build like 20 different improvments from the start. i chose the default tech tree when creating my race. Hopefully when this game is completed . the tech tree will not be so cluttered in custom races.
End of quote


Default Tech Tree does indeed contain all the techs in the game. Minor Races also get this tree, which has caused a few problems in the current beta. Don't choose it.
Reply #6 Top
Well this is great to hear!

Seriously it is, because this gives me a small insight that 90% of the mod will work with TA, while I may only need to redo the basic custom races.

The Fehost and Syilth are minor races, but I also made the Syilth a major race, one of them is spelled slightly different...

You guys should take a step back and realized that he wasn't complaining, merely talking about a mod in the mod section of the forum. Perfectly legit... then again I'm obviously biased :)

When the game is released I will be working on a compatible version of my mod, the goal will be to have semi-unique tech trees for the additional custom races (but this may take alllooonnnng time)

Thanks for the insight.
Reply #7 Top
Seriously it is, because this gives me a small insight that 90% of the mod will work with TA, while I may only need to redo the basic custom races.
End of quote


Honestly, the only real thing you will have to do is add one line to the race configs: what Tech Tree they use. :)

You guys should take a step back and realized that he wasn't complaining, merely talking about a mod in the mod section of the forum. Perfectly legit... then again I'm obviously biased
End of quote


Well... complaining isn't the word I'd use to describe his actions either... but he is certainly being rude. Custom Races (a la customracexml files other than the 12+1 (+1 being "Custom Race.customracexml", which isn't "offically" support, but the interface for it is there in the Beta now, if you enable them) standard races) are not enabled. In fact, if such files are present in the GC2TwilightArnor folder, they are actually moved to a backup folder where the game won't detect them.
Reply #8 Top
My point was just, simply, that the races won't be selectable as opponents until TA has custom races enabled. It may also be that the format for the race files has changed enough that the DA files don't work properly. To answer his question, all you can really do is either wait for a patch to add the functionality, or for one of the devs to reveal any hidden functionality.
Reply #9 Top
well i was not trying to be rude,and i do apologize for the comment. just in future if you got usefull input then so be it ,if not why post it?
Reply #10 Top
Er, pointing out that there's no way to do what you asked if you could do is useful input.
Reply #11 Top
the word 'curt' comes to mind.
Reply #12 Top
well i was not trying to be rude,and i do apologize for the comment. just in future if you got usefull input then so be it ,if not why post it?
End of quote


It WAS useful, you were just a jerk. *shrugs*
Reply #13 Top
Well this is great to hear!

Seriously it is,
because this gives me a small insight that 90% of the mod will work
with TA, while I may only need to redo the basic custom races.

The Fehost and Syilth are minor races, but I also made the Syilth a major race, one of them is spelled slightly different...
End of quote


Soooooo much true in fact, that this means more modder-friendly processing steps will finally be a matter of USING compatible game setup screen(s) rather than worrying about...

- custom (#12)/
- opponent (from mod or not)/
- race (Major or Minor or Total-Conversion ready)/
- active (If & When)/
- select (Click once & re-re-re-Design, Load--ed & Save--d)

... variable definitions and multiple different ways (genuine stock components or workaround structures, as in what i HAD to do for X-Worlds!) to locate or use!

Gosh, do i ever have to buy TA now. For the P-O-W-E-R. ;)

- Zyxpsilon.

Reply #14 Top
It's worth every penny, in beta. When your planets don't crash the universe to defend themselves from invasion, at least. :)