Questions for whoever worked on the Galciv2 Campaigns!

about making custom ones

I started creating a campaign for my mod "The Bringers of Light" and right now i am getting nowhere. i've got a few questions that maybe someone can help me with:
1. I notice that when i make the missions with the normal races, they work but when i try to substitute the normal races with my races, they don't. why is that?
2. When it says something like "Human" or "Drengin" or "Altarian" is it talking about the civ short name or the name tag?
3. when it says [Human] or [Drengin], again is it talking about short civ name or name tag?
4. do you also have to replace the race names on the map? if so, i have the same question as the last 2.

thanx for your time,

-DSep
3,918 views 5 replies
Reply #1 Top
some one please respond becasue i'd really love to get back to work on my campaign.
thanx,

-DSep
Reply #2 Top

some one please respond becasue i'd really love to get back to work on my campaign.
thanx,

-DSep
End of quote


Wait for TA and all the editors.
Reply #3 Top
if i wait for TA i'd have to start from scratch and my mod would be kinda worhtless
but maybe. i'd rather not wait though
Reply #4 Top

if i wait for TA i'd have to start from scratch and my mod would be kinda worhtless
but maybe. i'd rather not wait though
End of quote


Everyone's going to be playing TA when it comes out. And not all of your work will be worthless. It's not a different game. A few things, like techs, might be obsolete, but then you can spend 5 minutes on the editor:)

I don't think that the models will be useless, (although I'm not sure).
Reply #5 Top
I would tend to agree with LordZarth on the fact that the TA editing powerhouse of tools will certainly provide any modders HUGE help in plenty of areas.

This is exactly why i'm holding on the scenario/campaign/techno-tree(s) adaptations for X-Worlds. Namely, the surface buildings DO have an impact in the multiple research nodes and if i'd want to be absolutely fair to the X-Com data and miscellaneous different technos i would NEED to alter a **lot** of defaults both in their names and in the structure(s) of given assets (SuperProjects, Weaponry, Hull Types, percentages, categories... just to name a few!).

Without a dedicated editor, i can't even imagine how tedious the whole process must be.

Besides, for compatibility reasons - i'd prefer a valid-final-genuine asset from SD. Another way of saying that if i don't buy the expansion, i'd be stuck with DL/DA features while (maybe) 75%+ of active players are using TA.
I'm pretty good at crunching numbers also; Where is the value in working 100's of hours on a MOD which would be picked only by a few gamers? When, thousands have upgraded to the latest fluke with TA additional stuff.

Which is why, i will most probably wait to expand X-Worlds beyond the current races, planets & movies. Possibly fixing a few small details, here & there while giving out other features like Improvements Buildings & Invasion Tactics (already in version 05-D, btw).

When i DO get to have the TA editors though... just watch me. It's gonna be wild & crazy. Cuz, i have plenty of things to design and add-in. :)

- Zyxpsilon.