General stuff on the world of computers and technology.
Published on October 2, 2011 By ZenoIagara In Modding

Hi, I'm working on my own mod and have a few questions...

1, is the requirement for UniversalTranslator hard coded, I've replaced it with a different name that fits with my mod and it doesn't accept it for communication?

2, how can I stop the original PlanetImprovements.xml interfering with my modded PlanetImprovments.xml?  The issue is due to having to use a technology called UniversalTranslator I'm being offered the Embassy in my improvements list, even though I don't want them in the game.

3, is there a way to stop the game making all the Cargo and Tiny hulls available at the start?

 

Thanks

 


Comments
on Oct 03, 2011

what version of gc2 are you using if its TA than nothing hardcoded it might be something as simple as deleting < this so check your spelling.

on Oct 04, 2011

Sorry I should have mentioned that I am using TA.  I'm not seeing any spelling errors, it just doesn't appear to allow interstellar communications unless you have a tech called UniversalTranslator, and because I have a tech called UniversalTranslator I get offered the option to build Embassies that I don't want.

 

In addition to the above list.

4, is it possible to alter the ships that are offered at the start of the game?

5, can you set anomalies and the bonus crystals to none?

 

Thanks

on Oct 04, 2011

foxthree
what version of gc2 are you using if its TA than nothing hardcoded it might be something as simple as deleting < this so check your spelling.

There are PLENTY of things that are still hardcoded, even in TA-and this is one of them.

1. The ability to speak to other civs is hardcoded into the UT tech, yes.  Sorry.  But you can of course change the display name, and in TA, you can even change the display name for each different race's tree.
2. It shouldn't be doing this; are you sure you've removed what you don't want from your own PI XML file?  It's supposed to replace (on an individual file basis), not extend, at least IIRC.  Are you running it out of its own mod folder that you have the game set to?
3. Sure, go into the ship component xml file and give them all tech requirements.  There are multiples of each, though, so you'll need to do them all.  As an aside, TA does this with one or two tinies and perhaps a cargo-and I didn't see the point, personally, with only doing it for some hulls of a type instead of all of them.
4. Only with custom maps/scenarios, and I don't remember specifically how.  But not in a normal sandbox pseudo-random map.  You might try altering the stats/functions on the default ships that you start with, but I'm not sure if that will accomplish what you're looking for.
5. I could have sworn there was an option for no anomalies.  There is not, however, any option with regards to either bonus tiles or resource crystals-although it has been discussed as a potentially beneficial setting a number of times.