Working with MODs

An early help thread / request help thread

First:

 

If Mods are not working this is a known issue, if your My Documents is in a non-standard location:

A workaround is to edit:

Tools\

DataCompiler.bat

CampaignCompiler.bat

CoreCompiler.bat

ParticleCompiler.bat

 

So that:

SET moddir=%docsdir%\My Games\GalCiv3\Mods

is hard coded to the right directory

(Example: 

SET moddir=D:\Users\myusername\My Documents\My Games\GalCiv3\Mods

)

 

 

Second for my question perhaps some one can help give pointers on.

 

Adding a new StarSsystem intended for a faction start.

 

Do you have to totally duplicate the entire star system group 'Faction Start' to add one?

 

with this in my mod directory:

<StarSystemList

xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="../Schema/StarSystemDefs.xsd">
<StarSystemGroup>
<InternalName>FactionStart</InternalName>
<StarSystem>
<InternalName>HavenSystem</InternalName>
<DisplayName>HavenSystem_Name</DisplayName>
<Description>HavenSystem_Dec</Description>
<OrbitLane>
<LaneType>Star</LaneType>
<Body>
<BodyType>UnaryStar</BodyType>
<BodyDef>IcosStar</BodyDef>
</Body>
</OrbitLane>
<OrbitLane>
<LaneType>DeadZone</LaneType>
<MinPlanets>0</MinPlanets>
<MaxPlanets>1</MaxPlanets>
</OrbitLane>
<OrbitLane>
<LaneType>HabitableZone</LaneType>
<Body>
<BodyType>Planet</BodyType>
<BodyDef>PlanetHaven</BodyDef>
<IsHomeworld>true</IsHomeworld>
<Position>3</Position>
</Body>
</OrbitLane>
<OrbitLane>
<LaneType>NoRandom</LaneType>
<Body>
<BodyType>Asteroid</BodyType>
<BodyDef>NormalAsteroid</BodyDef>
<Position>14</Position>
</Body>
<Body>
<BodyType>Asteroid</BodyType>
<BodyDef>NormalAsteroid</BodyDef>
<Position>16</Position>
</Body>
</OrbitLane>
</StarSystem>
</StarSystemGroup>
</StarSystemList>

 

I get a duplicate internal name error "FactionStart",  so how do I add a new faction start, unless I duplicate ALL of them,  which then means next udpates, I have to redit,  seems I should be able to add a new leaf/limb to an existing tree

 

Edit:  To list the multiple Batch files that need to be edited

6,578 views 3 replies
Reply #1 Top

The InternalName problem occurs in multiple instances. Like text races say in FlavorText.xml, where the InternalName tag has to be used to make conditional discussions, but since they can't be duplicated, then you have to override all of it.

Reply #2 Top

I agree with you on the Star System thing. If you just want a custom faction mod to use it, and nobody else, you can just use a different label (or maybe none at all), and set the mod faction to use that Star System. To add a Star System to the in-game faction editor, you need to either completely replace StarSystemDefs, which, as you say, can cause issues with updates, or you could replace GlobalDefs to point to the new label, which would be even worse with updates.

Reply #3 Top

Guess its too late to re-design,  but  things liek 'FactionStart'  really should be variables (like 'IsHomeWorld')

 

Either that or wonder how hard it would be to make the itnerperter under stand 'udapte' AKA Civ5

 

====================

<GameData>
<Buildings>
<Update>
<Where Type="BUILDING_ORACLE"/>
<Set FreePolicies="5" />
</Update>
</Buildings>

==================

IN Game Data,  Buildings,  look for Type 'Building_Oracle', set the variable FreePolices to 5  (rather then default 2)

 

Should be able to change (not replace) an existing key