if you're already editing an XML file, just save over the original with "Control+S." you don't have to hit "save as" every time you want to save your file.
DSep
what are the dummies? i'm not sure how to get those. what menu are they in?
Im making hulls for my new mod but i cant figure out how to convert 3dsmax scenes to X files. I also dont know how to make the hadpoints. Please Help!! -Dsep
thanx for the advice. if you want o recomend one im ready to hear it. -Dsep
i totally agree with you on this one.
[img]http://www.geocities.com/ddevil212000/ModPage.html?1198206598500[/img] This mod as of now includes: New Techs New Improvements New Races New Political Parties New Invasion Tactics For future releases i am trying to als come out with new weapon models, ship models and A COMPLETELY NEW CAMPAIGN!!! (hopefully. I have sort of started on that part.) If someone wants to supply me with new ship and weapon styles please notify me -Ds
i have that problem too but i dont pay atentionn to it, as the only mod i use now is the one i'm working on called "the bringers of light
rewriting the raceconfig.xml isn't a big deal. i'm already doing that. Even with doing that GalCiv2IDE doesnt recognize the races.
i'd love to wait but i'm making a mod now and i'm not 100% sure that i'll get TA (eventhough i definately want it) and since the mod's for DA not TA, will the new scenario editor work for it? thanks for responding
I'm working on a big mod called "The Bringers of Light" and i'm having some trouble with campaign making. When it comes to the Scenarios for the missions, eventhough i have the options in GalCv2IDE set to mod compatible, the only races that show up are the normal ones from the game and like that i can't make it use the new races that i'm adding to my mod. Does anyone know how to make it use Civilizations different from the regular ones?? Does anyone have a tutorial for campaign maki
of course you could. you can add as many bonuses as you want to the parties. just put a space between the different abbilities. If you need to know the ability # for each one check CaryElf's modding guide
[quote]Political parties could use some more variance as well[/quote] Political Parties can be added easily. Just edit the PoliticalParties.xml
I'm modding and i noticed in CaryElf's modding guide the ship docking starbase module. eventhough it's not used in DA, is it possible to make it work??
My first beta release will hopefully be within the next month to month and a half. I seriously would like some good ideas for stuff New techs, improvements, Scenarios, Missions, and maybe a really good name for the mod. Stuff like that ok. I would also make new ships and weapons but as of now i dont know how to do that stuff. if some one could help me on that it would be greatly appreciated. Thanx, Dave.
forget it just got Galcicv2IDe working thanx for looking
I'm trying to make a very big mod with a campaign and maps. Which programs can i use for map making? I tried GalCiv2IDE but it doesnt seem to work for mapping. thanxs, dave.
would it be possible to do it in TA? I heard it has a tech tree maker thing
ok thanks
I'm working on a big mod and i'm wondering if i could possibly be able to make a tech that requires 2 or more preceding techs. This would mean that it connencts 2 branches. is this possible? Please Help Thanx, Dave
thanx for all the help i really appreciate it
I'm Making pretty big NEW mod and i'm kinda curious, is it possible to create a whole new tech branch. Like a different type of science with a different color. if so, how can i do it and with which programs? please help thanx, dave
forget it i just found what i was looking for in CariElf's tutorial
I started modding the game about 1/2 a year ago. just little things. Nothing complicated in the least. Now i'm trying to make a major expansion and i'm just a little confused about the political bonuses. which bonus is 1,2,3,4,5 etc.? if i dont know, how am i supposed to make the bonuses?? it would be helpful if someone could post them. thanx, Dave,