Oh, well... i guess you haven't detected something i intentionally inserted above.
My main problem with these is that i simply CAN'T seem to be able to let the game to recognize the darn PlanetaryQualityBonus
, no matter what i've tried yet, how, what or where in any necessary files.
This isn't the only kind of somehow invalid abilities which are, in fact, all properly listed in Carielf "mod-guide". Some notes do warn us about a few not being handle, that i can understand. But PQB ---should--- work and it doesn't.
Another weird thing i noticed; some of the new stuff i put into the PI or TechTree xmls doesn't activate at first try... i must reload a new game and only then, the new values get to be used or validated. Could be an *INI* tapping or indirect updating of internal code references. (Heck, that may even be caused by a swapping of temp values straight back & forth to my local drive OS_pagefile.sys!)
There's also a maximum of THREE bonuses allowed per PI, it seems.
One more correction i HAD to do to help me parsing through what was missing or unlisted as it should, was editing the screens.str
file to alter what is below (in two different places, btw);
[Ability0] Economics Skill:
[Ability1] Weapons Skill:
[Ability2] Defense Skill:
[Ability3] Speed Skill:
[Ability4] Morale Skill:
[Ability5] Pop. Growth Skill:
[Ability6] Social Prod Skill:
[Ability7] Military Prod Skill:
[Ability8] Research Skill:
[Ability9] Influence Skill:
[Ability10] Trade Skill:
[Ability11] Diplomacy Skill:
[Ability12] Hit Points Skill:
[Ability13] Repair Skill:
[Ability14] Sensor Increase:
[Ability15] Espionage Skill:
[Ability16] Soldiering Skill:
[Ability17] Interest Rates Skill:
[Ability18] Planet Quality Skill:
[Ability19] Trade Routes Value:
[Ability20] Crime --:
[Ability21] Cabinet --:
[Ability22] Range Value:
[Ability23] Luck Skill:
[Ability24] Courage Skill:
[Ability25] Creativity Skill:
[Ability26] Government --:
[Ability27] Loyalty Skill:
[Ability28] Logistics Points:
[Ability29] Miniaturization Skill:
[Ability30] Home Planet Quality Skill:
...as such, the *real*
other BONUSES aren't mixed up (while being written up on the Planet's screen!) with the true general abilities (renamed Skill
There are frustrating areas where we simply can't alter hard-coded values - but, i'd say that i mostly found some alternate solutions 75% of the time.
Oh, and RangeAbility is another tricky gimmick which gave me lots of headaches. Plus, the infamous RepairAbility who wouldn't load up for a new tech (Repair Crews) for awhile. Real strange, at times.
So far, so good though.
Keep trying, one never knows what can be discovered through trial & error.
Just fitting the whole total of NINE statistic bars into the Graphs chart -instead of the previous seven-... losing the annoying scroll left-right just to have Production & Technology together all at once... was one of those magical moments of glory.
That screen also need a new TAB called "Tasks" too. But i doubt, it will get used unless i can get SD to activate it or patch the executable by myself (for personal use, or not).
That particular *DomesticGraphsEntryWnd.dxpack* file will certainly get into X-Worlds v05-F along with a bunch of other small 'enhancements'.