New modder hurdles

I made copies of some of the original big datafiles into my custom Mod directory, for rebalancing the regular stuff, and added also a few smaller files with fully new tech. Now the problem is that I for example get all planetary improvements twice...

I tried renaming the original files, but now I just get an unexpected error when I try to run GC2.

I skimmed through the brief modding guide but didn't notice the place where it says such details about handling the files. How do I fix this?

Where can I find the GC2 IRC channel with lots of fellow modders (and devs?) hanging around?
3,362 views 3 replies
Reply #1 Top
The duplicates are caused by the improvements being in both the \Data folder and the \Data\PlanetImprovements folder.

The file in \Data will replace the game's original file, while the file in the \Data\PlanetImprovements adds to it.

Reply #2 Top
Thanks. Still confused by hulltypes, I added my hulltypes.xml with the few extra types to C:\Program Files\Stardock\TotalGaming\GalCiv2\Mods\vbalance\Data\ShipComponents, but none of them show up in the game. If I just put the same definitions into GC2Types.xml it works... Are ship components somehow different from say the tech tree, stuff showed up there just fine?
Reply #3 Top
The hulls should show up the way you stated (as long as you are playing Dread Lords - DA uses the mods folders in its own directory).
Perhaps there is something wrong in your xml file.

Here is one that I use that you can compare with. (brackets changed to allow pasting)

[?xml version="1.0" encoding="UTF-8" standalone="yes" ?]
[GC2]

[DataChecksum NoParse="1"]
[Ignore]DisplayName,Description,Model,Thumbnail,Animation[/Ignore]
[/DataChecksum]

[Hull Name="Brefit"]
[DisplayName]Brefit[/DisplayName]
[Description]Asgard Brefit Class[/Description]
[Cost]160[/Cost]
[Size]80[/Size]
[SensorRange]5[/SensorRange]
[HP]60[/HP]
[Model]BREFIT[/Model]
[Thumbnail]BREFIT[/Thumbnail]
[Tech_Requirement]Diamond Hull Design[/Tech_Requirement]
[Speed]2[/Speed]
[Category]Huge[/Category]
[Logistics]8[/Logistics]
[/Hull]
[Hull Name="ONeil"]
[DisplayName]ONeil[/DisplayName]
[Description]Asgard ONeil Class[/Description]
[Cost]160[/Cost]
[Size]80[/Size]
[SensorRange]5[/SensorRange]
[HP]60[/HP]
[Model]ONeil[/Model]
[Thumbnail]ONeil[/Thumbnail]
[Tech_Requirement]Diamond Hull Design[/Tech_Requirement]
[Speed]2[/Speed]
[Category]Huge[/Category]
[Logistics]8[/Logistics]
[/Hull]
[Hull Name="Daniel Jackson"]
[DisplayName]Daniel Jackson[/DisplayName]
[Description]Asgard Daniel Jackson Class[/Description]
[Cost]110[/Cost]
[Size]55[/Size]
[SensorRange]5[/SensorRange]
[HP]50[/HP]
[Model]DJ[/Model]
[Thumbnail]DJ[/Thumbnail]
[Tech_Requirement]Diamond Hull Design[/Tech_Requirement]
[Speed]2[/Speed]
[Category]Large[/Category]
[Logistics]6[/Logistics]
[/Hull]
[/GC2]


Make sure your header information is there and correct, and that you are researching any required techs for them to become available. With this example, unless you added Diamond Hull Design to TechTree.xml and had it researched they would never show up.