Would like to create a tech mod...

Hi, folks...

I'm currently about 75% of the way through the novel Next by Michael Crichton, which deals with genetic engineering and the like.

It got me thinking that it would be kind of neat to try and create a few mods that could be used in the game. I was thinking along the lines of something like this... (note the names are taken from the novel)

Transgenics - the isolation and combination of differing genetic traits from not only humans but animals and other alien life to create a better human race.

Leadership Gene (better leaders, able to make the hard decisions) +10 diplomacy

Maturity Gene (more likely to go to work and pay their taxes) +10 economics

Creativity Gene (looking outside the box) +10 research

Aggression Gene (tougher soldiers) + 10 soldiering

Comfort Gene (Chill out dude!) + 10 moral

Just to name a few.

Now, I would like to know where I would end up putting these mods for testing and debugging? Would I have to add them into the massive tech tree in order to do this? None of these would end up showing up as planetary enhancements, they would just be automatic.

Suggestions? Comments?

3,035 views 6 replies
Reply #1 Top
OK which versions of the game you want them to work in ???
DL DA TA ?

Nasty
Reply #3 Top
Well, TA would be preferable, as it not only has custom tech trees (allowing you to basically have a tech tree with nothing BUT your custom techs) but a rather nifty Tech Tree editor as well. (And improvements, think about it: Transgenic studies enable a civilisation super project that gives a planet e.g. production bonus because of 'optimised' workforce).

In DA, yes, you have little choice but modify the big tree. Also, ALL races will have access to the new technology.
Reply #4 Top
Gotcha... so best to purchase TA. =)

I'll have to consider it then, since payday's just around the corner.
Reply #5 Top
Now, I would like to know where I would end up putting these mods for testing and debugging?
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Go here (assuming default install path):

C:\Program Files\Stardock\TotalGaming\GalCiv2\Mods

You should see a default folder. Copy it, rename the copy to "my wicked mod", and then open the file inside using notepad called "ModDescription.xml".

Change the description from:
"This is a generic mods folder for casual mods."

To:
"This is my wicked mod!!!!"

You should be able to go to game options and find your mod there. You have to select your new mod, and turn on mods before you can use it.

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Any ways, back to the folder.

You should find a folder called "Data". Open it up. There you should find a bunch of folders. If you put your files in the proper folder, your stuff should add to every that currently exists. If you were to add the stuff without putting it in its proper folder, it should overwrite the appropiate material.

So now you know how to "add to" and "overwrite" existing material.

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I hope this helps.
Reply #6 Top
Oops, it would have to be DA, as I have yet to purchase TA.
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actually DA would be like this
C:\Program Files\Stardock\TotalGaming\GalCiv2\DarkAvatar\Mods