MrKorx MrKorx

TA Custom Race Mod 1.9a

TA Custom Race Mod 1.9a

Official Thread

http://www.i-mod-productions.com/downloads.php?do=file&id=68

Version 1.9a is now available at i-mod (no approval time 4 me ;) ) or in the library


v1.9b will activate the terraincolorschemes for asa at some time later.

Goal is, make v1.9 the last release before GC 2.0 has come out ;)

v1.9a:
-unique planet textures and heightmaps, thx to nasty
-implemented the 3 special ships ;)
-implemented the assimilator ship class (attacktransport)
-fixed shiptemplates for colony/mining ship
-tweak all unique weapon's fx, thx to stefan
-fixed bug, where spaceminers were not able to upgrade asteroidbases
-many tweaks to maintainance and costs generally, its a lot harder now
-1 new eco tech branch & buildings
-2 new techs & PI (ZaYsaX Psi generator & Teleporter)
-added 1 techlevel to each weapon type



v1.8
-various tweaks

v1.7b
-fixes a crash when playing any other race
-fixes invisible shipstyles :)
-fixes the evil accessible weapon techs on gamestart
 
v1.7
- introduction of the asa ship style


Does anybody know, how to override Improvements requiring a tech which has some hardcoded ability?
For example: UniversalTranslator & Embassy, BasicStarport, StarDemocracy&PoliticalCapital?
If I change eg the starports image and assign a Techrequirement, the the new starport is there, but tho old supposed to be overridden one, as well, but disappears, once you build your customized building :(
Same for the other mentioned techs...

Edit: in v1.6+ solved



547,612 views 277 replies
Reply #251 Top
Soo,...... you have all your icon then ???
End of quote


No, just some collected wikipedia resizedpng saved pics to play around with, nothing else I can do with gfx, maybe recoloring as well ^^
Though, we seem to have the same source for volcanos :)
Reply #252 Top
Though, we seem to have the same source for volcanos
End of quote

mmmm,......I`ll do some more looking :)

But It is Thursday already!!! we may not have them all before release!!

Nasy
Reply #253 Top
So, MrKorx... please do share whatever you find & we'll compare notes!
End of quote


Well I got the TCS working as intended.
Now I am able to control what terraintype and icon is shown in planetscreen :)

I will post a complete howto in the xml reference section of i-mod-wiki, as soon as I find the time for it. Probably at weekend.
It is going to take me some time and is not done with three sentences.

I'll post some screenshots later and/or tomorrow. One more scheme has to be done ;)
Reply #254 Top
Great, any insight from third person's POV about any subjects is something worth a few hours less of trial & error for many modders - including just simple me! :)

I think we were aiming simultaneously for the same tricky processing about surfaces and from what i've learned so far the whole override and specific tags (Improvables, in fact, weren't described or valid every time i was using them as explained in CariElf guide until i figured the trailer numerals had to work differently) is either complex or entirely dependant of the proper height greys in the Raws.
One thing is missing though, the default sequencing when mod files are not used. I presume it is 'Eden' and yet there's no way to verify this with precision unless some SD coders would indicate what it is exactly to us.

I also believe the Enhancement Potential percentages do not apply in some typical situations.
PQs shouldn't have a hard-coded limit for terraforming supplemental tiles. I'd use them for extremes on high 20+ just to break the triple Y-O-R lock and allow for a true principle based on effective values of enhancement data listed in new TCS.xml files. And even control, the low PQs while enforcing less than the usual 5 or more yor tiles based on the above function too by *Choices properly defined*.

It's sooooo strange to stare at the pure B/W raws of default random planets, though.
;)
Reply #255 Top
PQs shouldn't have a hard-coded limit for terraforming supplemental tiles
End of quote


I am not certain about that.
Probably it is (also) depending on the polarcap value :NOTSURE:
Reply #256 Top
It is sooo quiet in here all of a sudden, one may even guess MrKorx is neck & skull deep_beep_steep_sweep into compiling a reasonably complete and effective version of the Asa mod, right?
;)
Reply #257 Top
Hey, you wouldn't happen to have hypnotic medium magical skills... cuz, i swear we posted fractions of a minute apart!
Reply #258 Top
My edit posting has gone... again

Yes, I'm still tweaking tcs but v1.9a will be up later, v1.9b will just improve gfx stuff and probably tweaks to xmls.
The mod is approaching completion-- contentwise
Reply #259 Top
I am not certain about that.
End of quote


So am i.

Take Cydonia as an example, it is defined as a PQ15 and currently attached with the temporary Mola2/PD.xml which should give it a 70% enhancement potential. Thus about 10 more tiles to work with while in fact the actual Y_O_R count stays maxed out at one tile per terraforming step. Enhancement=3!
Mind you, the overrides (blend & tresh values included) must provide the intended extra tiles but after thorough testing, the game engine doesn't provide anything over a constant pattern.
PQ4, can and do go higher... but not high PQs.
Unless, i haven't **correctly** defined the overrides in the corresponding TCS or even given the proper PD gaps for improvables.
Strange.
Reply #260 Top
My edit posting has gone... again
End of quote


Only the last post up and current can be edited!
Reply #261 Top
v1.9a is uploaded, with temporarily disabled tcs ;)
Reply #262 Top
-2 new techs & PI (ZaYsaX Psi generator & Teleporter)
End of quote


Hey, thanks for this!
Gonna go get this stuff right now.
It's your Mod of course and you can do whatever you want with it, i'm just pleased i could contribute some Icons_Queries elements for it and even if a few never make it in, it was a truly incredible creativity ride.
Besides, i still do have all those files and nothing stops me from "altering" the PIs to my own weird artistic 'taste'.

All & all, i'd say Nasty & I together could take it a tiny biddy step further to being rather unique & somehow, complete.

And, we're not exactly done yet! ;)
Reply #263 Top
Kay, just installed it and there are a few "glitches" with the asa.bat copy process.

- Since, you are zipping the mod into a path dependant folder, it should also include the \Asa\GFX\Models & Thumbnails sub (empty, but unzippable as they normally are!) directories for the transfer to work. You could simply add a dummy txt small file into these two to allow whatever your zipper prog does to detect them and archive them automatically.

A) Looks like i will have to do two new Icons_Queries with the EmpathicTacticalCenter & HallofEmpathy.
B) You possibly also mixed up the three terraformers Queries with the earlier given Icons which were more tilted to fit surfaces. The all green trees are for queries only.

*PS* I don't really understand why you keep all of those extra files (with a _2 suffix tag) in though. As the bytes do add up into the distributed zip if they aren't actually in use.

I'll zip tasks (A&B) together while keeping the GFX\Icons..\Queries structure not to confuse them anymore.

Otherwise, everything looks alright.
Great work.
Reply #264 Top
- Since, you are zipping the mod into a path dependant folder, it should also include the \Asa\GFX\Models & Thumbnails sub (empty, but unzippable as they normally are!) directories for the transfer to work. You could simply add a dummy txt small file into these two to allow whatever your zipper prog does to detect them and archive them automatically.
End of quote


Sorry, I don't understand this :NOTSURE:
If I open the uploaded zip with winrar, everthing is fine.
All Gfx subfolders are present in the zip.
Are you using winzip or win buildin zip functionality?


The all green trees are for queries only.
End of quote


the 3 just color differing trees? I like them, could you do the normal icons for them if these are the queries?


*PS* I don't really understand why you keep all of those extra files (with a _2 suffix tag) in though. As the bytes do add up into the distributed zip if they aren't actually in use.
End of quote


Because v1.9b will be small therefore, just sort of patch ;)
I can setup the asa.bat to delete ununsed pics.
I'll probably deploy v2.0 as an installer package.
The *2_query icons are currently used in my current dev version for the same terrain string but different pic.
Look at tcs.xml in data folder at the bottom ;)

Btw, did you have trouble this time with your prefs.ini?
I think 2 altered lines in screens.str fixed this ;)
Reply #265 Top
Anybody already downloaded v1.9a should redownload it.
First version contained a bug and AI didn't invade.
Reply #266 Top
Are you using winzip or win buildin zip functionality?
End of quote


Oops, i did actually use an old version of WinZip to extract it as Winrar can indeed pick everything off including empty folders. My point, is that not everyone knows about this tricky situation. And, they will presume both necessary folders are there for the bat to copy the new files into. As fast as my pc is, the DOS-prompts were warping like a blast as usual and could glimpse over a series of "couldn't find x folder - skip" warnings. Thus, why i think the models won't automatically get transfered if the folders aren't unzipped with Winrar or newest WinZip versions.

I like them, could you do the normal icons for them if these are the queries?
End of quote


You already had (or still have) all six! 3 Icons, 3 Queries... the Icons' trees were middled and re-colored. I'll send them to you - again, along with the other stuff mentioned.

Btw, did you have trouble this time with your prefs.ini?
End of quote


Haven't check this out yet. But i will.
Reply #267 Top
Nope... as i fully expected it to be the case.
Let me explain much more extensively then.

The Prefs.ini file is a local asset maintained by the GC engine itself and it is entirely created by the user (from game to games, highly variable and adaptable).
The player defines the multiple settings and options (my screen resolution is at 1280x1024 for example, and i don't use anything other than quick battles for default animations, etc)

Now, comes in the Asa *Custom* which replaces anybody's CURRENTLY in use favorite race (#12) definition and assets as it relates directly to THEIR installed path (this being the init defaults in C:\Documents\MyGames...???...??? AND whatever other location their own Twilight core files are installed into)

Sure, the Prefs.ini file can simply be deleted and as soon as a fresh booting by the game is performed, one gets created from scratch. See? Everything has now reverted to defaults in exchange for the presence of Asa instead of the usual *Normal* custom race that people had already defined.

Again, i will need to insist. The way this code works won't ---automatically--- install a #12 custom race by default without having to edit;

1) a newly created custom race file (as Asa of Yggdrasil.raceconfigxml)
(Example; i had to replace the known tech *Fusion Pulse Drive* with the new version slot which is *Gravity Mastering*... and so on - while verifying any other values that should correspond with the RC.xml found in the Mod folder)

and,
2) a new Prefs.ini by resetting the entire options values to player's preferences
...when, the Asa_MOD itself is properly activated (or has just been changed from the previous settings) and the game was re-started as requested by GC in order for it to RE-create the needed variables which must be new.

Otherwise, your custom races will be rewritten and you may lose your earlier Prefs.ini settings unless you create backups.

That's exactly what happened and i am 99.99% (the extra decimal is you, MrKorx... since you already have this custom installed on your end) sure that all downloaders will experience the same situation.
Reply #268 Top
Well, I actually think the prefs.ini pulls the race setting value from screens.str
I recheck if I forgot one wnd section.
I simulated your situation, and it worked for me :NOTSURE:
Reply #269 Top
Bof, it's alright - i certainly can manage it from here and it might just creep up on other peoples 'feedback' to you should a similar situation occur.

Just PM'ed@I-Mod the remaining items mentioned in #263 above.

;)
Reply #270 Top
Post got lost :(

Again...

I solved the mystery with the mod not loading properly, by just clicking CLEAR in race setup screen :LOL:
Reply #271 Top
Post got lost

Again...
End of quote



Very frustrating !!!

Nasty
Reply #272 Top
'CLEAR'... now, that makes a bunch of sense.
Not everyone can truly grasp what it is supposed to do though.
Maybe if SD had tagged it with somethin' like:

'CLICKING THIS BUTTON WILL ALLOW YOU TO USE OR RESET THE VALUES WRITTEN UP IN THE RACECONFIG.XML FILE FOR CUSTOM RACE #12, BE IT READ FROM A MOD FOLDER OR NOT!'

But, i guess they figured such wiiiiiiiidddddde precision and direct explanation was overkill and couldn't fit most people UIs even if the 74 inches monitor has yet to be manufactured by some smart corp! ;)
Reply #273 Top
Yes, a simple clear-click together with the altered screens.str solves it.
As I suspected, the prefs.ini gets the race settings stuff from screens.str ;)
Reply #274 Top
And yet again, the specifics such as Ability values or default starting techs (which in fact must be pulled off the customized tree!) can only be grabbed at runtime by parsing through the 'currently in use' RC.xml.

The tricky concern comes more in the natural re-setting of any context(s) once someone switches between different mods (in the Asa case, replacing the #12 custom structure and data), it may just be a matter of mentioning some workaround clicks or loading patterns straight into a readme.txt file for any players to install it properly.

I think a direct (or possibly a simpler 'solution') re-saving of any selected races values (be it #12 or not, btw) to have a stand-alone backup *.raceconfigxml file of all pre-configured data as an external (but temporary) opponent which would stay right into the C:\....\Twilight\root (created as usual by the code or on users' request).

That's how i discovered the earlier installation wouldn't pickup the ASA specifics during initialization, btw.

Relative path detections (presumably valid or implied as being permanent) is the worst of many kinky PC code gimmicks, if you ask me.
;)
Reply #275 Top
[RaceSetup]
PlayerRace=12
PlayerEmpire=Asa Of Yggdrasil
PoliticalParty=8
[CustomRace]
LastRace=Asa Of Yggdrasil
InterfaceColor=-10382224

I just mean this part of prefs.ini.
If I do not edit the racewnd in screens.str, then a clear click writes a Custom Race in the above section instead of Asa in this case :)