Modding Question: Do I have to redo mod for Twilight?

Hello,
I messed around with modding GC2:DL back in 2006. I've been away from it for a while but want to pick it back up. I basically want to create 5 or 6 custom races, maybe some custom techs, etc. I've searched around a ton through the modding tutorials(The "offical modding guide" in the modding tutorials sticky is excellent, but I fear it is crazy outdated), etc but still have these questions:

1) Do I still have to replace the main stock races to add 5-6 custom races? I've read references to being able to add more than one custom race in DA but the reference was pre DA release so I don't know if I believe it. If you can... how does that work? are the races numbered 11, 12, 13?

2) Will the work I did on my dread lords mod be wasted? I'm assuming that the .xml files i've edited have been updated bigtime for the expansions.. I would want to add the work I did on top with out having to pick through the .xml for my changes. (I'm guessing I have to start over on this...)

3) I'd also like to get started today (I'm bored) ... but am guessing I will have to wait until I get the twilight installed to get the update raceconfig.xml etc... so that my base xml files have all the new info.

4) Once I do the twilight mod, will there be any way to easily use my custom races in dread lords or dark avatar?

I guess it would really help to have a better understanding of how GC2 reads mods... How does the file heirarchy work?

This forum is kinda a mess (really old stickys) for a noob so please direct me to the right place if these questions have already been answered. (Yes, I've been to the Modding tutorials page)

P.s. I've already ordered DA and twilight but am waiting to install them til next week....

Craig
3,858 views 7 replies
Reply #1 Top
1) A custom races feature was added in DA which allows you to create races in-game. This then creates a .customracexml file in the My Games folder that you can tweka further if you want.

2) Yes, you will have to start over.

3) Yup.

4) No, the races are not backwards compatible.

Hope that helps :) .
Reply #2 Top
And, this is where the TotA editors will be VERY helpful to anyone willing to tackle up a mod.
Transfering previous assets to Twilight is a different issue altogether (and macmatt actually provided you with the essential above)... as i have started to work on X-Worlds (adaptation through modding the mod, so to speak!) since i bought & got my own beta copy just this week.

Two hints, as a supplement;

- Compare files. It is very interesting to find out the slight differences between DL_DA & TotA xml files. And can provide you with editing skills beyond whatever you'd tediously get from simple read-outs.

- Simply get some of the wonderful work already present in the library! There is some very slick & accurate information all over the place for you to explore and help determine what needs to be done. Exactly, precisely, easily.
Reply #3 Top
Thanks for the help guys. So I messed around a bit with custom races.. and I understand that... but I also want to be able to alter the spoken text for these custom races. I did that before using gc2_conversations.xml. What spoken text do custom races use? I'm guessing its the generic (id=10) tagged items in the gc2_conversations file...

I think I understand now.. I just wanted to make sure I wasn't going to be putting a lot of wasted effort in if there was an easier way...

Thanks again....

Craig
Reply #4 Top
Any custom race can use a specific dialog tag pulled off the entire pool of defaults while you edit their file directly through the "create new opponent" screen; Dialog, Evil, Finance, CPU%.. - it's all there. Assuming, they're saved with a standard #12id as opposed to a total-conversion type with any of the other numbers.

Then as a result, it might be a Yor like speaker(AI) which responds to the player with the words found IN the corresponding section (modified or not, btw) of *conversation.xml* with a 120% economy, leaning towards Good and processing its turns_decisions at 150% CPU strentgh. Etc.
Reply #5 Top
Ok... but I'd like to do more than one custom race (5 or 6). So i believe the only way to do this would be to eliminate other stock races and replace them with my own (i.e terrans id is 0... So I'd use that for one of my custom races instead). Is there no way to create my 5 races (with special dialog I have prepared) but keep all of the stock races (I'm thinking along the lines of saying Joe_Blow_race has a race id=25 or some other unused race id ... and then in the conversation xml file add id=25 lines)?

Sorry if this isn't clear... I'm tired....

Craig
Reply #6 Top
You could try adding extra IDs to the conversations file and see what happens.
Reply #7 Top
The code would simply NOT detect extra races beyond the defaults UNLESS all your extra versions share the common #12id, as stated above.
Carielf graciously gave us a run-down over this issue stating that the natural limit of active races anytime during a game is something like 32 (IIRC); BUT, this value has a hard-coded heap origin.

-- Player (can BE a custom or not) + Nine opponents maximum (out of the 11 default Majors pool) + 8 or less Minors at random + reserved Dread-Lords + variable amount of Mega-Events driven races (Jagged Knife, Pirates!) popping when called for.

-- The str_xml files strictly comply to this structure and limit, AFAIK.

Mix-matching extra stuff would need extensive testing and may even crash the game itself, but it certainly could be worth exploring.

Simply download X-Worlds to witness and/or figure out how i somehow managed to handle the customs natural gameplay limit. It may not be conventional or a true total-conversion, but it works flawlessly while keeping every GC races active.
;)