The only combos that can be done are population change combined with something else, AFAIK other bonuses cannot be mixed.
Macmatt
The power can probably be fixed through editing the StarbaseModules.xml, but I don't think it is possible to mod in speed increases.
You can't mod in planetary bombardment, but you could add another invasion tactic that gives a ridiculous boost to you.
Sounds good, but probably not doable with what modders have available.
You might have to do the same in each race's techtree file, as not all the techs are contained within TechTree.xml .
There is no easy way to add them, certainly not with the editors. Someone found out how to edit the savegame to customize them, but I can't seem to find the thread.
If you want to restrict a tech to a certain ethic, you just add tags to the tech's definition.
I have taken the artificial planets feature from THHGTTG mod and released it separately. This mod replaces econ bases with a new type of starbase, artificial planets! Unfortunately they function like starbases, not planets, but that can't be helped. Also, starbases and artificial planets now have to be researched. TA compatibility has just been added, but in that version artificial planets appear much later, at the same time as Terror Stars. This mod is for both DL, DA and TA and
An update to the artificial planets mod uploaded, please could it be approved?
Have you added the Krynn and Korath into every place they need to be? Comparing scenario files that is the only difference I can find.
There is a Star Trek mod, it has a sticky thread in this very forum. A Star Wars mod and a Stargate mod are in the works, you can check them out on I-Mod, as well as many different mods by foxthree, like his AvP mod, as he said :) .
Are you sure the scenario/map names are correct? Also, is the 'Missions' parameter correct?
A few are, but there is no real way to filter it down. 'Stardock certified' doesn't mean it's MV-compatible though.
I just thought of another thing, SporeWeapons could be in the Korath's tech tree file, in which case you'd need to copy it into the main TechTree.xml .
Could you post an extract from your campaign file? That might help.
If you just look at the most recent mods, most of them [i]should[/i] be for TA. But there is no way for them to be filtered down.
I think its because spore weapons require the Korath's Super Ability. You could change all races to have it, but then you would lose the other Super Abilities.
[quote]here is a transparent water map of earth This image has been resized[/quote] I like it :HOT: .
[quote]What I would like to see is to simply move the teraforming techs around so that each has different requirments in the game.Kevin[/quote] Easy. Just change each techs tag in TechTree.xml .
This may sound like a stupid question, but did you research medium scale building? Also, what version of the game are you running? If it's DA or TA, the code given in the readme is probably out of date.
You could try adding extra IDs to the conversations file and see what happens.
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 :) .
Presumably not many, certainly not custom tech trees. Custom races made in-game should be fine though, as per DA.
I have a crazy number of browsers installed (IE8, Firefox, Opera, Safari, and many others), although I nearly always use Firefox, using the IE tab addon for stupid websites. I think Firefox's main strength lies in the addons, although the vanilla is still very advanced. I would also recommend Opera, as to me it seems a good browser, my main complaint being that I think it is ugly, although that may not be an issue for you. In short, I'd recommend Firefox and Opera.