Yeah after doing some digging online I found the issue, Notepad++ is a very comprehensive editor and recognizes all the possible formatting codes. Other programs including standard windows notepad are more generalized and not as comprehensive and so some of the more esoteric codes used to represent things like spaces are not always recognized, for example windows notepad is written to the windows standard for text editing and many unix OSX and mac standards aren't even recognized
Deathwynd
Ok this is really weird, in reviewing my own files I find that the above error is fixed while I never fixed it. So I checked it with winmerge and it shows the original game file with no such space. So I checked the original game file with notepad, just straight up plain old windows notepad and it shows it doesnt have the space. <span style="font-size: sm
Yeah thats pretty annoying seeing as this issue was ticketed and reported back on the 21st and we've had 2 updates since. [quote who="Deathwynd" reply="52" id="3566807"] There are also spaces in the following files, I checked and these all fail to match corresponding entries and are undoubtedly causing issues. StarbaseModuleDefs.xml Line 1040: CounterMeasureModule Line 1110: CounterMeasureModul
If you leave the file named the same it must contain all the original contents though you can add your own stuff to it, this is an "overwrite" it will replace the original game file when the game starts up. This is less desirable because it can interfere with patches and doesn't play nice with other mods. If instead you strip out the contents and put in just your code, then name the file pretty much anyth
To my knowledge the Bestof tag is the only comparator, and after a quick prowl through the xsd's it looks like an unbounded upper limit so it may be able to take any number of elements and compare them. Looking at this myself for some operations where I want it to use a percentage of approval or 1 whichever is better so as to guarantee you always get at least one point from it.
Nice and good thinking converting to a percentage based system.
Presenting the Galactic Diversity Custom Race Mod, now available on the Nexus Galactic Diversity Mod. Updated to v1.6 (This mod is version agnostic and should work regardless of game version.) Installation: Simply unzip the file into your “//MyDocuments/My Games/GalCiv3/Mods&rd
take ShipComponentDefs.xml and strip all the components out paste in yours, make sure you leave the header alone and keep the closing tag so it looks like this. xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Schema/ShipComponentDefs.xsd"> <s
Well the major value of the ultra terraformer is that it has unlimited re use it does only work on .4 and up value tiles which is pretty much the weakest terraforming in the game. It may be that it would previously work on worse tiles but I cant say for certain as I don't have a copy of the older source files.
If properly built a blueprint will produce a ship that is suitable to the tech level and capabilities of your custom race when it becomes available. That is the point of the , and tags. As it uderstand it they operate as priority operators, the first is components that MUST be on the ship, the second are the standard gear the game will fit to the ship if at all possible, and the last
Or it could be that there are lots of bits of code that do completely unintended things and thats perfectly ok because in the context of the game they dont do anything wrong when they arent implemented. In the context of modding all those unintended things are perfectly alright and are the heart and soul of what modding is. In the case of something implemented in the live game doing something unintended then yes its a bug, but using code that is intended to wormhole ships to rando
What would make it a bug? Its just a piece of code he discovered works while he was modding. Not like its in the live game as a thing.
The restrictions on taking food and growth modifiers with a synthetic race as listed in the patch notes are not functional.
Thanks that is good info to know.
As things stand I believe we can add custom particle systems for weapons and such, custom materials for ship parts, I know folks are working on how to model custom ship parts. I also believe it should be possible to add custom planet textures and improvement icons.
I use two tools, the Compare plugin for Notepad++ works very well, but more recently I have started using a program called winmerge. You feed it two directories and it compares the files in each side by side and tells you a host of things like when each file was last updated, which files match, which files exist only on one side or the other. Then you can select a file and in the case of xml's I select "compare as xml" this displays the two files side by side intelligently a
Yep a minutes work with winmerge and I'm sure it'd be just fine, just needs to be republished.
That is the normal way rush works, it doenst rush the top item in the queue it rushes the selected item, you can rush the very last item in queue or anything in between. Changing the order in which they appear does nothing to change what is rushed. As far as the problem with chrome, dunno I am running chrome with autoupdates turned on and have no such issue so either its a versioning problem or you have a plugin installed that is causing issues.
Not actually true at all, a mod like this that overwrites the existing file may not outright break something but if it is an old version it will not include any of the new changes. Additionally if the devs fix something like spaces in the internal name of a tech then the improvement that tech enables wont even be available if you are using an old ImprovementDefs.xml like this one. Mods often break games when they aren't updated regularly thats why append mods are best and even
Well since this a mod of the Improvements.xml unless the author has been doing compares and updating his mod regularly then it should work but will break many of the fixes the dev's have done on the game esp as Improvements.xml has been changed several times since.
Ok so I have found something that might work for your purposes, havent used it myself and there is only one instance of it being used in the entire game. Its used when a race demands you remove a starbase and it calls the DestroyObject action. OnConversationResponse Starbase Instant <P
you could do a compare of the internal names on the TechTree.xml and each races tech tree, afaik the Base Tech Tree has all the generic techs. Keep in mind however not every race has all the "base" techs some like the solar power plant appear in the base tree but not all racial trees.
Well I can tell ya the first places to look for valid triggers, modifiers, events and actions are the .xsd's because those detail all that is doable in the files. Additionally I think admiralWilly was trying to be helpful in the face of a question with no answer, there is no answer because there is no such function exposed anywhere in the xml or xsd files. there is the scrap function but it is not callable by anything in the files.
Oh and no the changes to the spaces in names wouldnt break anything as there were no matching related entries with those same spaces in them so thats not the culprit. Additionally none of the reported name spacing fixes related to economic modules.
umm they never change the naming for an optin until it goes to release. The minor update patches like we got tuesday and yesterday don't get patch notes usually.