MrKorx MrKorx

TA Custom Race Mod 1.9a

TA Custom Race Mod 1.9a

Official Thread

http://www.i-mod-productions.com/downloads.php?do=file&id=68

Version 1.9a is now available at i-mod (no approval time 4 me ;) ) or in the library


v1.9b will activate the terraincolorschemes for asa at some time later.

Goal is, make v1.9 the last release before GC 2.0 has come out ;)

v1.9a:
-unique planet textures and heightmaps, thx to nasty
-implemented the 3 special ships ;)
-implemented the assimilator ship class (attacktransport)
-fixed shiptemplates for colony/mining ship
-tweak all unique weapon's fx, thx to stefan
-fixed bug, where spaceminers were not able to upgrade asteroidbases
-many tweaks to maintainance and costs generally, its a lot harder now
-1 new eco tech branch & buildings
-2 new techs & PI (ZaYsaX Psi generator & Teleporter)
-added 1 techlevel to each weapon type



v1.8
-various tweaks

v1.7b
-fixes a crash when playing any other race
-fixes invisible shipstyles :)
-fixes the evil accessible weapon techs on gamestart
 
v1.7
- introduction of the asa ship style


Does anybody know, how to override Improvements requiring a tech which has some hardcoded ability?
For example: UniversalTranslator & Embassy, BasicStarport, StarDemocracy&PoliticalCapital?
If I change eg the starports image and assign a Techrequirement, the the new starport is there, but tho old supposed to be overridden one, as well, but disappears, once you build your customized building :(
Same for the other mentioned techs...

Edit: in v1.6+ solved



547,637 views 277 replies
Reply #151 Top
Sir Nasty, would it be possible that you add some polar caps to the planets? I relly like them, I think the quality/resolution is good, may be a slight increase in filesize? Not sure
End of quote

We can sure try!!! M17 and M18 are intented to be moons but I guess they can be planets if not being use as moons!! not sure your intent with them!! moon 17 is from the game so it`s the way it is I can try to add ice cap to it. moon 18 size can be increase if needed.The other Planets have Ice caps already they are just not white and/or do not stick out. but we can add white Ice caps if you like.I`m thinking that is what you meant be asking about Ice Caps. I just need to know which ones Please.

BTW, now after putting them in, I like the rings in your post #139
End of quote
yeah it goes well with that planet do`nt you think :),.... O I might be persuaded to give it up too!!! :D It is one of my favorite rings!!!

The Planet lights is ok to use as Light_noise if that is what you want to use it for.

so Please let me know what to do next.

thanks for the opportunity to help on this Mod

Nasty





Reply #152 Top
Sorry to answer with some delay, I had a quite busy week + euro champs soccer :D
This weekend I really need to have a full testing game, I've made a lot of little tweaks, added 2 new techs and did some bug fixes and optimized weaponfx thx to stefan/terraner
I just renamed the moons at this point, I've put your one in. No intend to use them as planets.
Yes, I'd would be nice if you could add some white at the polar regions.
yeah it goes well with that planet do`nt you think ,.... O I might be persuaded to give it up too!!! It is one of my favorite rings!!!
End of quote


I hope so :LOL:

The planet lights as Light_noise look also good :)

Thanks for your great art work so far :CONGRAT:

Got the ring ;) thx 4 PM

Is it possible that you make the planets slightly more 'natural' looking? I really don't know about this stuff, if it is much effort :NOTSURE:
Reply #153 Top
Is it possible that you make the planets slightly more 'natural' looking?
End of quote
If you are after it looking more like earth terrain then the answer is not yet I`ve not gotten to the right program or skills to do that!! if you mean colors we can work on that!! I do plain on updates as I learn more!!
so if that is a option !!???
I can try white Ice caps but I need to know which Planets Please.
The thing to remember about GC 2 is it show the planet detail about mid planet to the north pole. so The caps may take away some detail of the planet.

Can you send me your next version yet ??? I`m wondering about which planets and rings you have chosen and how it looks !!! let me look for a planet I had too it might work :NOTSURE:

Nasty

Reply #154 Top
Well,.........here some more :NOTSURE:




Nasty
Reply #155 Top
here is another planet :NOTSURE:



Nasty
Reply #156 Top
Beautiful Sir Nasty :CONGRAT: :SURPRISED:
Next Version... please download and install Tortoisesvn, see at i-mod, there is also a minihowto ;)
then we can effectively and comfortably work together. I'll send you a login via PM :)
Reply #157 Top
Beautiful Sir Nasty Next Version... please download and install Tortoisesvn, see at i-mod, there is also a minihowto then we can effectively and comfortably work together. I'll send you a login via PM
End of quote


ok will give it a try !!

Nasty

Reply #158 Top








Very very nice :)
Just do an svn update.
Could you probably look into the heightmaps thingy, if they properly match?
Reply #159 Top
Could you probably look into the heightmaps thingy, if they properly match?
End of quote


yeah it is giving me fits!!I`ll keep working on it tho.

I`ll post update soon. letting you know how it is working!!


Nasty

Reply #160 Top
here a pic of a few rework heightmaps


Reply #161 Top
Looks good :CONGRAT:
Just commit them :)
In repo browser, plz select show log
Reply #162 Top
Hi all,

with some delay, v1.9 of my mod is coming close to a release.
There is still work left or things that can be done.
To summarize whats done/not done (yet) I'll post a list:

1.mod data dir(almost to completely unique as possible data)
-customplanets
-heightmaps
-invasions
-planetdescriptions
-planetimprovements(descriptions not done yet)*
-politicalparty
-a set of ships and templates
-shipstyle
-race specific starbases are currently not possible, same is true for asteroidbases
-shipcomponents, including new weaponfx
-starbasemodules
-race specific techtree(descriptions not done yet)*
-terraincolorschemes(work in progress, can you help sir nasty? )
-dialogues (not done, since at all, the mod still uses the custom race generic setting, it would be huge busy work)
-startypes(not done, hopefully SD makes it in 2.0 possible to setup custom stars in customplanets)*

2.gfx
-planet textures and moons for home system by nasty :)
-stars (I would love to implement a green or purple homestar with flares ... :( )
-government icon *
-improvements *
-models
-race & racelogo
-terrain *

All * flagged lines show the is work, which can possibly be done.

So I invite everybody who has fun of eg making Improvements-/Queryicons, wants to write a litte backgroundstory or race description to contact me please. Most of the things left are gfx related, and I am quite clumsy with gimp or worst-- photoshop :LOL:
Reply #163 Top
-terraincolorschemes(work in progress, can you help sir nasty? )
End of quote

In TA this is not necessary,.... IN DA or DL,.... I`ve not had much luck :(



government icon How about this one ???



What are you looking for in the terrain ??? Queryicons ???

Nasty
Reply #164 Top
Yes, the gov icon is nice, just commit it ;)
You can commit content as much/often as you want.
Terraincolorschemes do not work anymore in TA?
What are you looking for in the terrain ??? Queryicons ???
End of quote

yes, we could define unique terrain for the 4 planets, besides I'd love to have PI(query)icons.
Reply #165 Top
Terraincolorschemes do not work anymore in TA?
End of quote


Nope, what you see in space is copied straight onto the surfaces, unless the images are flipped Hor_or_Ver and tiles are offset up into 12 different columns notch for the randoms (In Asa case though, it doesn't apply since their system is "fixed", so to speak).
But, as you mentioned... if SD could only make Custom Planets compatible with the Map editor we finally could do much more accurate designs. And integrate the Star Types (My *DarkStar* version does show up at times... but it's highly randomized - i could attach it to some pre-designed races IF i used a custom map by editing the StarType call_line with the proper #8 slot, though.)

I'm real proud of having made the Asa Logo for your Mod and can't wait to try it all out with the upcoming 1.9! ;)

I can't do the PI Icons & Queries since i still have sooooooo much to work on with the CoSH planets & Minors and yet again, X-Worlds remaining Queries (+++, new ships!!)... sorry, but i trust you will eventually find exactly what you need. It's real crazy what can creep into a Googgling scan for some specific images or thematic subjects.

Btw, i DID re-design the whole terrain tiles schema (specially the extremes framework is now implemented) in XW-05F... only problem, Kryo seems to be out on Holiday since last tuesday - so it isn't in the library yet. My fault, i had inserted some small sfx files and he wouldn't want to approve it unless pulled out. Which i did.

It's quite simple in fact (the "old" terrain-color-schemes DO play a role in defining the name tags for certain tiles... at least for DA, but i'm not sure about the principles for TA -- and, since LogicSequence doesn't want to bother with me and my questions, i just guess and trial-test through tedious and complex verifications to figure out what has changed EXACTLY, how & why.)

Although, if SD doesn't fix the sequencing flaws with tiles & Queries correspondance before 2.0 or sooner... i' m just working at that stuff for ziltch almost.

After all, we're modders and we must work our way to personal adaptations of features and gameplay assets. Collaboration or help is a different story.
Reply #166 Top
@All

Since feedback so far is lean, I'll send out v1.9 before I upload it publically.
I tweaked so much of PI&TT that I need feedback especially on >= medium maps.
Anybody who wants to playtest and also can drop some lines is highly welcomed.
Reply #168 Top
Dunno if the zip fits the maxfile size at I-Mod, but if it does, by all means just PM it to me and i'll run a few Medium games (in between some current tasks on CoSH & XW) for you and share my thoughts overhere once i can report worthy "comments or observations".

What if anything Nasty's final planetary stuff must be a heckofaride to look at! ;)

I agree too, though... feedback is VERY important to us modders since most "changes" have to be considered from multiple perspectives and unless people (testers, so to speak) can detect silly errors or obvious mistakes, we simply are too close to our work that it sometimes skips our minds.
Reply #169 Top
KOOL!!! Two Good Tester!!! :D

Thanks for wanting to help !!

Nasty
Reply #170 Top
Alright, of First importance.

It won't load as is since the setting phase must use your files from the MOD folder. And, although i'm willing to listen to any SD "officials" to contradict what is below... on my PC i had to do extensive editing to specific files.


1- If someone were to simply load this whole thing up and (immediately) start a game, THEIR own custom race (currently valid and listed as "next to be used" in the ini_pref files) would simply get overwritten by _some_ of the Asa values - and gameplay would NOT alter the intended context to comply with your choices!

2- The RC.xml itself contains the main data... but what is needed is a new file located in [C:\Docu...\Twilight..] and_or saved as **Asa of Yggdrasil.raceconfigxml** upon using your mod for the first time. This file then gets to receive the proper #12 custom number as an ID and yet, it isn't made with the real Asa data stuff at this point.

PS; The initial loading (by using the MOD files as they are) gives only one impression something has changed; the race image & its Logo. Plus...
- The fields for Race-Name (Asa of Yggdrasil), Leader (Odin) and Homeworld (Asgard) are simply left BLANK (A purposely intended feature by the GC2 code, btw).
- The Techs, Abilities aren't taken from the RC (Say, -30 for Weapons, etc).
- The instinctive reaction from new players would be to try editing these straight into the regular TotA settings interface, save the file and presume everything is as supposed to be. Not the case, in fact.

3- Thus, i had to re-create a new #12 custom file (from scratch almost) which could be used as default by extensively editing all the different value slots including the missing Homestar line that loads up the proper system from Asa_customplanets.xml (I have just sent you a PM @I-Mod that includes a zip of that specific item, so you can examine it to realize what is truly necessary to properly activate such a tricky schema.)

4- The planets won't load (well, their graphics are in but not their true names) as is either unless the edit in #3 above is done for a good reason; detection of the Yggdrasil star instead of the defaulting Asgard I-II... usual code mechanics.

5- Then, a quick save of that *new* Custom race into the proper location with now, the paths of Logo & Images reflecting where the MOD is installed (Which, btw, may differ in everyone's PCs!).

6- Exiting everything, Clicking New Game, setting it up. All is good -- NOW.


So, i was able to start an entirely new game with this modified Mod stuff and it looks real great. Nasty's planets are absolutely fantastic, man. It's also real nice to finally get to see my Logo in action - nothing better for the personal pride & mood swings!

A few PI descriptions need to be verified, a couple of things here & there.
The tech tree is totally immersive, complex and yet challenging.
Ships renamed even enhance the all new experience.

I have yet to finish the entire first Medium map game, but i'll get back to you with further observations & details for gameplay balance, context, typos, etc.


Secondly, i would recommend some *Warning* into your readme file based on what i had to do as explained above (or even, integrate the custom race file stating the paths lines must be edited by players to properly activate it). Unless, of course, SD staff can indicate to us WHAT could be done otherwise.

Excellent work - so far!
:)
Reply #171 Top
Actually, I don't quite get your point, except it was not working.
If I clean ..\MyGames\TOTA from prefs.ini & *.raceconfigxml and set up a game with mod, it work for me.
Out of ~500 dl, nobody has complained about that, maybe the guys are just lazy.
But there is definately no need for a "raceconfigxml hack" anymore, it get auto created.

Else to say, finish your game!! :LOL:
Reply #172 Top





From prefs.ini? - Gee, maybe that's exactly why it wouldn't load properly (unless i would rather KEEP that very essential file as is to continue testing with my own modding or complex settings (Interface, Video, options, etc) environment!). What if someone doesn't know about this important fact?

Let's try this again shall we, but only right after i'm through with the first test game.

Reply #173 Top
Actually, the prefs.ini gets updated properly :NOTSURE:
Reply #174 Top
Report #2 :)

(PS; Just admit it... setting up a #12 custom race from a MOD folder is a risky trick since the prefs.ini must comply. In my case, i found an indirect way; i made a temporary folder where the CoSH & X-Worlds **NUMEROUS** custom races as #12 & the valid and ready to use regular Prefs.ini file (for that particular setup only, btw) need to be moved when i want to activate your special mod. Then, i can create another temp_folder to receive the new asa_prefs,ini and its required *.raceconfigxml file. And switch between both enviro if & when necessary. Not everyone who will eventually download your mod would go to that much trouble if anything.)

So, back to the testing phase...

Settings; Altarian_Krynn_Drath_Terran_Torian -- Two Minors -- mostly abundant stuff & normal tech rate -- on a Medium as suggested.

1) arrrrggghhh... it is AdapTAtion and not adaption. Even if you go consult another dictionary again, i am absolutely sure about this.
2) EngIneering.
3) Numerous descriptives for PIs need to be checked (as you mentioned) but some numbers didn't match up.

4) UP meeting sometimes tomorrow. And, as usual, i got them all under control (so far) by using my own recipe for dangerous situations; traded as much tech as possible for Scouts and Miners and a few BCs thrown in as bonuses.

5) I'm still a bit puzzled as to what my research priorities should be, but that's expected since the new tree is highly complex and different than any defaults; fastened up Snorta & Magni with better engines and support - so i will most probably be able to grab what remains within about three sector radius (specially that precious econo-resource... seems like i will be the first to most of them!) of my Homeworld system since it is in a corner. Oh, sliders stuck at 25_20_55 mostly and it looks okay for now.

Darn - if only (PlanetQualityChange) would be compatible with DA, i'd be able to adapt XW ultimate colonization(s) and the terraforming framework intended. And, since Kryo has yet to approve version 05-F uploaded last Tuesday, i can't illustrate what i mean without you getting it either.

To be continued...
;)
Reply #175 Top
I've reorganized the eco branch of the techtree... now playtesting myself :)