A few questions about race modding and 1.2

Greetings all
Ever since the initial release there is this ting that just keeps haunting me. Despite the fact that I’ve enjoyed the game immensely I didn’t like all the default races. Just couldn’t see their individual character very well I guess. Hence, some of them (…..) ended up in a "disable" bin pretty much every game. Now, I know that people have done it and the relevant mod is included in the upcoming update, so how difficult will be with 1.2 to mod the major/minor races (portraits, background info, characteristics, allocated ships/planets etc)? Has anyone created an editor by any chance? (which might be a nice idea). Have you experimented with this and what were the methods/results? Some old threads tackle the issue (reconfiguring Raceconfig.xml etc) but how does it relate to the 1.2 version?

Another thing, creating new race set will mean a bit of an overhaul to their relationships (no messages about hyper drive as a gift from Terrans for example – which might difficult to implement) and no United Planets (let’s imagine a campaign starting with no UP-equivalent in existence), to name just two issues that spring to my mind. Any ideas how to bypass (get rid of) those (especially UP – sorry but the fact that it exist by default strikes me as a bit simplistic – later in the game – if developed/accepted by prospect members – it would be just fine)?

Thanks for reply
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moding the races isnt that hard. its simple text, which you have to edit a bit to fit your interests. their appearance is handled by some tags, the description by one, the abilities by some. Anything is easy-to-do. All you cant edit is the behavior of the race, I miss the "civilization editor" options... for militaristic, industrial, economic, expensionistic, scientist... behavior of the various civs.