Nimrod13

Nimrod13

Joined Member # 4541880
12 Posts 57 Replies 471 Reputation

Hi, with crusade, it is not possible anymore to directly alter the game xml files in the main game directory. They will be loaded everytime from the original database. What you can do ist to put a copy of the original file in your crusade mod folder and alter it there. Do not rename it, just edit what you need. The game will use your edited mod file if you have mods enabled.

2 Replies 10,296 Views

hi, you have to create the escort fighter's blueprint in ShipBlueprintDefs.xml the escort fighter in ShipClassDefs.xml and in the ShipStyleSetDefs.xml It is important, your files are pointing to the correct blueprints and files. In your carrier module, you need escortfightercap, the shipclass should point to the escort fighter blueprint, and the shipstyle should point to the escort fighter class. I had the same problem since crusade with my addi

3 Replies 8,429 Views

Hi, I just checked the schema and enum files for the satrbasemodules. Unfortunately, I don't see a way to make the module only one per player. In the ShipComponentDefs.xsd you can find two entries; these are missing in the StarbaseModuleDefs.xsd. So if its not in the Schema, you cant use it. t

5 Replies 11,448 Views

[quote who="Horemvore" reply="7" id="3682804"] Award ships do not use static blueprints. They use normal blueprints. Ship components can have prereq's/preclusions, or atleast the schema is linked to the table. [/quote] You are right. I ment the same way you can have uniqe award ships. Of course you need to design the blueprints in the ShipBlueprintDefs.xml for the award ships. Thanks for the clarification. Prereqe is working on ship components. I use them

11 Replies 15,923 Views

Hi, what do you mean by custom techtree? Are you playing Crusade or the main Game? In crusade, there is no custom techtree for factions. Unless you create a faction unique trait. In this case you also need the line; *faction unique trait* under in your plus, you have to add this trait to your faction.

1 Replies 5,200 Views

[quote who="Stohrm" reply="3" id="3682572"] Well, I found the CommanderStaticBlueprintDefs.xml easy enough; but apparently all the basic commanders are the same for all the races/factions. That won't quite work for me. I think each faction should have its own distinct set of commanders. So, any suggestion(s) on how one might set that up? [/quote] You have to design a commander for every faction in your CommanderStaticBlueprintDefs.xml. Than you have to edit thes

11 Replies 15,923 Views

Crusade changed several things. The most remarkable is, you can't edit the main files in your game folder. You can do it, but the changes won't apply to your game. If you want to mod the main files, you have to copy them to your Mods folder, as Horemvore said. It is the Mods folder in ...My Games/GC3Crusade. The old Mods folder wont work. [quote who="Stohrm" reply="9" id="3681404"] I want to create a new system for my Knights of Technology faction with three habitable Planets: a

18 Replies 37,557 Views

[quote who="BigfishGalaxy" reply="3" id="3680852"] Intressting - i tried excatly this method just two weeks before but it doesn't work... [/quote] Did you created a new AbilityDefs.xml file for your Mod? Did you used StaticBlueprints form the game or custom made? If custom made, did you made a StaticShipBlueprintDefs.xml file for the ships? And are these custom ships in the ShipStyleSetDefs and the ShipClassDefs for your Mod? I copied the file

6 Replies 14,219 Views

The easy way is to create a new ability for your custom race. Just create an xAbilityDefs.xml file in your Mods folder. (x stands for your mod, whatever you name it.) For example; Refugees Refugees Refugees No home just

6 Replies 14,219 Views

Hi treboreblue, while using your tool, I encountered a small bug. When I put the option to a tech in the Master Tree, the tool gets confused. It brakes the line to the other techs. The techs are still in the tech tree but without connection. This happens when I use the filter for the Ability option. Seem to be some trouble with the logic of removing techs for certain traits.

201 Replies 848,707 Views

[quote who="Ed1975" reply="8" id="3680459"] I also wanted to ask a related question: I made textual changes (fixing typos) to the following files (Crusade 2.21): [DiplomaticModifiersText.xml] [FlavorText.xml] But when I loaded the game and checked the diplomacy screen, the typos were still there! Anyone know why? Thanks. [/quote] I'm not sure if I'm right, but somehow crusade is ignoring changes to the main files. Maybe thats the p

15 Replies 21,658 Views

Hi, I'm trying to recreate my pre crusade race and encountered some difficulties. Maybe some of you experianced modders can help out. I'm trying to add my starting ships to my race but they do not apear in the game. First I just tried to put them in the FactionDefs.xml with the line: ColonyStaticBlueprint Thats unfortunately not enough in crusade. In fact, this line is completly useless and I dont know why they still have it i

6 Replies 14,219 Views

[quote who="Stohrm" reply="11" id="3679742"] Plus, I have one other question about the TEXT files; as, yes, I had found them where you mentioned but I have placed the added TEXT xml's in the KoTMod\TEXT directory. Should I have set up an English directory instead? [/quote] The text folder is correct. The English folder is just in the main filestructure of the game. If you use the structure of the ExampleMod folder, you will be just fine. Make sure, you use the correct ModFol

17 Replies 108,666 Views

I personaly prefer fewer updates with new features. I think that this makes more sense and gives you time without stressing you too much. :) For the second question, I don't know what inpact races have on the techtree. For crusade I don't see any reason for race selection. Just correct me if I'm wrong, still not enough time to dig myself into the xml files. If you decide to do an editor for races and ships/shipstyles, I would be glad to help out with what I can.

201 Replies 848,707 Views

[quote who="alphaprior" reply="144" id="3679015"] Question1: I see the game keeps the old tech trees are they still used? When I want to set a requirement for an improvement for Terrans should I refer to MasterEnvironmentalResequencing or TerranEnvironmentalResequencing? Question2: When I filter by ability I still see the same tree only for certain race, so if I make changes in the MasterTree e.g. the cost of a tech or the order in the tree, the changes are lmited to that ra

201 Replies 848,707 Views

Hi treborblue! First of all, thanks for the great effort you put into the techviewer. Its a great tool and a great help for modding. If I get it right, the techtree in crusade contains all techs available in the game, unlike in the old version, where every race had their own techtree xml file. So the main thing that changed is the extra prerequ line for RaceTrait for the additional techs, that are based on the ability and trait list. So I think, if you want to mod any tech in

201 Replies 848,707 Views

Hey guys, the idea behind crusade is great! BUT... you really should have used at least the founders for beta testing. There are lots of bugs already reported in other threads. I´d like to point out some problems I encountered from the view of a modder. Fact is, you guys provided us mainly with a plattform to make our own custom game. It was a bit work with xml coding but it was ok. We where able to mod nearly everything. So when crusade was anounced with all his

0 Replies 4,916 Views

I just checked in the schema folder to find any hints in enums, but no. I guess it's coded and you can't change it without braking the game.

3 Replies 6,551 Views