Crusade Default Faction Abilities

Does anyone know which file dictates the default faction starting abilities.

i.e. Altarian start with Ancient and Certain.

I thought it was the FactionDefs.xml, but editing has no effect. In fact you can delete it and it still works.

 

I don't want to change it, I just need to know which file to parse for my Tech Tree Viewer.

 

Edit:

Ok it seems the FactionDefs.xml is responsible for the default abilities with the following caveats,

1) It doesn't update even after a reboot, I got it to update after messing around in the faction editor. I gave the Altarians the Conqueror ability just to test my theory.

I then changed it back and could only get it to update after doing a 'verify local files'.  It must be cached somewhere, but for the life of me I can't find it.

 

2) The Snathi Revenge are not listed in the main FactionDefs.xml, they have their own FactionDefs.xml in a separate DLC folder.

I cannot make my Tech Tree Viewer dynamic. There are other DLC xmls that have the FationList root that have a completely different format.

This is really annoying as there is no consistency with the xmls.

 

What I am trying to achieve.

In GC3 you had individual tech trees. I Scan the xmls for TechList root node, parse and display.

In Crusade you have Factions that have traits.

Plan was to scan FactionDefs.xml for Factions, parse traits, parse MasterTechDefs.xml, filter by trait and display.

But the file doesn't seem to have any direct bearing on the actual default factions.

 

Am I missing something obvious?

Any Devs or modders want to shed some light on this please.

15,773 views 6 replies
Reply #1 Top

I got it to update after messing around in the faction editor. I gave the Altarians the Conqueror ability just to test my theory.
End of quote

REALLY?! That's EXACTLY what I needed was to get FactionDefs.xml to matter/register/update!!!

Now I just need to know what the heck "the faction editor" is, and what exactly "messing around" means, lol...

Reply #2 Top

Is it possible for you to make a tech tree viewer that contain every tech even the trait one then add a filter so viewer can filter it out? Since additional tech from trait also stem from all basic tech after all.

Reply #3 Top

@LunarMongoose.

yeah, probably not my best explanation. Tired and frustrated.

@FreedomFighterEx.

I plan on adding a drop down Ability selector so you can see what different techs you get.

But initially, I would still like to select the default Factions from a list. I can use the aforementioned FactionDefs.xml and 'hard code' the Squirrels. 

 

Reply #4 Top

Sorry to keep harping on this, but has anyone figured out how to reliably make changes in Crusade/FactionDefs.xml show up?

Reply #5 Top

Quoting LunarMongoose, reply 4

Sorry to keep harping on this, but has anyone figured out how to reliably make changes in Crusade/FactionDefs.xml show up?
End of LunarMongoose's quote

Via a mod, yes.

Reply #6 Top

Quoting Horemvore, reply 5
Via a mod, yes.
End of Horemvore's quote

Mods will continue to be disabled in Multiplayer for the rest of time going forward, so that doesn't help me, sadly. :(

I'm trying to find out why the base game lets you edit FactionDefs.xml (and add your own extra XML files) just fine, but Crusade refuses to acknowledge any updates to it. In fact, as we discussed you can even delete the file and it won't notice or care.

Treborblue gave me some hope when he said he got it to update, but I still don't know how. :(