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



547,572 views 277 replies
Reply #27 Top
some more screens :d

the mainscreen...



the Asgard with starting ships (planet surfaces will be unique as well in next version)...



the techtree...



life on Asgard in being busy ...



need some ships ...







Reply #28 Top
Sorry to report that it simply wouldn't go past the ingame loading process, exiting to a BSD as soon as i clicked next from settings. Hints popper showed up as usual, though.

If that may be of help;

- The custom race data (names, howeworld & various values... expect for the image but not the Logo) remained as it was in earlier games for my 'regular' custom race.

Some key lines excerpt from the resulting debug.err might provide an answer to you...

Everything above this first note seems perfectly normal;
****
Debug Message: LoadHardpointsFromPrefsFile failed to load ship config file: S7_ColonyFounder.shipcfg
*
*
Reply #29 Top
oops, accidental click - continuing;

*
Debug Message: Thalan Empire: Intellence -> 80
Debug Message: Altarian Resistance: Intellence -> 80
Debug Message: Terran Alliance: Intellence -> 80
Debug Message: Dominion of Korx: Intellence -> 80
Debug Message: Zyxonium: Intellence -> 80
(This should the Asa race instead of Zyxonium!)
*
Debug Error: Too many bonus racial abilities. Cheater flag being set.
(No wonder, the abilities total recorded at minus 7 and red tabbed)
Debug Message: Creating Civs... Done
Debug Message: Updating ZOC.
Debug Message: Creating 4 minor races
(the usual flawed tech-missings from SD's part)
*
*
Debug Message: Creating ships...
Debug Message: Updating ZOC.
Debug Message: Galaxy Create... Done
Debug Message: UIBeginGame called with g_ulLocalPlayerID = 4
Debug Message: UIBeginGameHelper: New Game Started
Debug Message: UIBeginGameHelper: Mods are Enabled
Debug Message: Failed to create ship gfx from model: 1, 3, 8, 8, ColonyFounder, S7, 0, 0, 0, 0, 0
Debug Message: LoadHardpointsFromPrefsFile failed to load ship config file: S7_ScienceShip.shipcfg
Debug Message: Failed to create ship gfx from model: 1, 3, 7, 8, ScienceShip, S7, 0, 0, 0, 0, 0
Debug Message: LoadHardpointsFromPrefsFile failed to load ship config file: S7_AsteroidHarvester.shipcfg
Debug Message: Failed to create ship gfx from model: 1, 3, 7, 9, AsteroidHarvester, S7, 0, 0, 0, 0, 0
Debug Message: Failed to create ship gfx from model: 1, 3, 7, 9, AsteroidHarvester, S7, 0, 0, 1, 0, 0

**** Kaboom!

Please also note that the bat transfered all the necessary Hulls, Models and Thumbnails exactly as it should.

It may just be something on 'DX9' and the NVidia-6200 lack of resources, too.

Still, it's somehow strange.
Reply #30 Top
HEY Zyxpsilon !! HE HE you got to pick ASA ship style !!!!
Reply #31 Top
Well, if THAT's the only thing one must do to enjoy this custom race... i'll have to re-try!
No wonder, the select screen wasn't showing any ship in the usual box.
Duh.
Reply #32 Top
Just trying to help out a fellow modder :D
Reply #33 Top


MrKorx is the Tech Tree suppose to be like this at start up ???




Nasty
Reply #34 Top
Argh, no, its not to supposed to be :(
Every time, one uses the editor, and changed the tech_id, the editor assumes somehow an empty techcost. I'll upload a fix for that.
One thing is strange @zypsilon

Your degug.err shows me new ships, but with the wrong prefix S7 instead od S6...
May it be, the game adds +1 because internally, the custom race does not get overridden?
Reply #35 Top
@MrKorx
Yep, that is exactly what happened!
S7 & S6 switching; is not from your stuff AFAIC, since this flaw has been around my debug.err ever since i tried for my first Thunderbirds ship style about 6 weeks ago. So don't worry about that particular line. I simply didn't connect the Asa with its required resources -- could that one be all done automatically, btw?

After properly selecting the ASA ship style, lowering the Abilities count, adjusting my_your prefered *greeny* colors for ships & interface, pouf -- started the testing game and saved after 10 turns to deeply breath off the entirely new tree aftershock. My mind felt like mush. But, it's absolutely fantastic and DOES in fact expose the huge potential built-in TA.

One hypo though;

If the text fields of your ASA race (as it is using custom slot #12 straight off the RC.xml) still do not update in the init screens, could that be related to how the game detects some of these lines?
Cuz, logically, it should work.

So i figured such information(s) would probably fix the 'odd-behavior' by re-saving a new asaraceconfig.xml into the ..myDoc..\. area and that the process would actually allow for an automatic detection outside the usual Mod folder (upon game re-start).
Haven't completely analysed this issue and yet, it might be possible to indirectly support the new #12 only by having the extra file into the ..\MyGames..\. for initial validation of the FIRST attempt at mod loading.

Mind you, this is sortof annoying if that's the case. One would expect a single race with all necessary files IN the appropriate Mod folder location to load straight in.

Let's check that a bit further, i'll be back with some thoughts later.

PS; One important fact though, this whole mod took me on huge leaps towards understanding how to properly handle ship styles & creating ships -- just knowing how many X-Worlds could get, i must say this ASA.zip is a precious reference.
Reply #36 Top
Oh, and about that triple red techs occurance -- it simply feels like the Asa has cheated us with a pre-determined Ethical choice and free Evilish assets straight off the booting call! ;)
Weird, but think about such a thing for a moment... could that be an indirect exploit for an all new tricky modding pearl of a feature, maybe?
Reply #37 Top
Kay - here's exactly how i was able to finally fix everything for this custom race to ...
1) Properly configure itself on first loading and,
2) Keep the necessary custom #12 file in the required location for subsequent games.

I had to extensively edit a temporary 'Asa Of Yggdrasil.raceconfigxml' file by pulling off most values straight off the provided Raceconfig.xml in the right mod\data folder. Respecting conventions & tagging order, also btw.

There is simple reason for this; the call lines for Portraits_Logos_Trades images ***MUST*** be path dependant once saved in the valid operating files.

Now, the core RC.xml is actually different than any resulting re-saves the players need to create... but my system and everyone else's are structured differently.

a) F:\GalCiv2\Twilight\... is where the game itself is installed.
b) C:\Documents and Settings\Client\Mes documents\My Games\GC2TwilightArnor... is where saves, debug.err, prefs.ini & whatever else must go there.

As a result... every single saving (from the game UI) of any custom #12 race (for later use or to have it available as an opponent) re-writes the call lines for GFX files accordingly.
Thus, downloaders should be warned about this process (an intended & very useful feature by SD coders, btw) from within any given mod's readme file.

I still have the Asa.RCXml in the C:\Doc... folder if you want it MrKorx - and will attach it to a PM @ I-Mod should you ever need it.

Now, it's back to Testing the Asa context... and then, heading for X-Worlds, CoSH, GTeChnos & DraGCer.
Reply #38 Top
I think your theory with the ..\MyGames..\. RC could prove true, I'll test if it makes any difference. Nice thought though.
I strikes me, that the whole problem could possibly avoided by assigning a S5_ prefix = Dreadlords, and throw in a Asa overriding DL Techtree. The difference is, the DL techtree is statically coded in a xml and fortunately hidden.
Basically, just changing the race's gameslot, which would mean quite busy work :LOL:
Reply #39 Top
The problem would be, how to select the dreadlords aka asa?
It might be possible to mod the screen via a new dxpack.
Then a simple switching of the race_id would be enough.
Reply #40 Top
I had to install this mod in a fresh install of the game on another PC I use a custom race all the time !! after some what starting what Zyxpsilon did I stop and just loaded it on the new PC that work so yes I need to know how to make the needed changes




Nasty
Reply #41 Top
How did your answer pop up before my posts. It seems, the forum is a bit clumsy :NOTSURE:
Nice, I'm interested in the modded rc file...
Btw, a solution would be, to setup the asa.bat that it copies the racepic into the game's gfx folder and let it rename the original images to etc pic.png.orig and a remove/rename bat ;)
I'll test that, would be easy but effective.
Reply #42 Top
@Zypsilon
What exactly did you alter after saving the asa.rcxml?
What does the tradepic path read in your file?
Here is my one...


Code: xml
  1. <?xml version="1.0" encoding="ISO-8859-1" standalone="yes"?>
  2. <Races>
  3. <DataChecksum NoParse="1">
  4. <Ignore>FileID,DisplayName,Description,Homeworld,Homestar,RaceLeader,ShortEmpireName,Portrait,DefaultTradePortrait,DefaultTradeMovie,FriendlyTradeMovie,UnfriendlyTradeMovie,UnitedPlanetsMovie,Logo,SmallLogo,RaceColor,ShadowColor,UndefendedStarColor,DefendedStarColor,SectorColor,BaseColor,TrimColor,EngineColor,InterfaceColor,ShipStyle,ModuleStyle</Ignore>
  5. </DataChecksum>
  6. <Race Name="Asa Of Yggdrasil">
  7. <ConfigVersion>27</ConfigVersion>
  8. <RaceID>12</RaceID>
  9. <CivType>4</CivType>
  10. <DisplayName>Asa Of Yggdrasil</DisplayName>
  11. <Alignment>50</Alignment>
  12. <ShortEmpireName>Asa Of Yggdrasil</ShortEmpireName>
  13. <RaceLeader>Odin</RaceLeader>
  14. <Homeworld>Asgard</Homeworld>
  15. <Homestar>Yggdrasil</Homestar>
  16. <GeneratedDescription>0</GeneratedDescription>
  17. <Description>The mysterious Asa of Yggdrasil, even known in universe's last corner, namely Earth--Midgard</Description>
  18. <AIPersonality>11</AIPersonality>
  19. <DialogueTag>Generic</DialogueTag>
  20. <Portrait>F:\Stardock\GalCiv2\Gfx\Race\race_custom.png</Portrait>
  21. <DefaultTradePortrait>Gfx\Race\Race_custom.png</DefaultTradePortrait>
  22. <RobotMovie>NewsRobot_Alien</RobotMovie>
  23. <RobotImage>gfx\Message_Alien</RobotImage>
  24. <RaceMusic>Race00</RaceMusic>
  25. <Logo>F:\Stardock\GalCiv2\Gfx\Race\RaceLogo_default.png</Logo>
  26. <PoliticalParty>8</PoliticalParty>
  27. <RaceColor>97,148,112,255</RaceColor>
  28. <ShadowColor>41,0,0,255</ShadowColor>
  29. <UndefendedStarColor>97,148,112,255</UndefendedStarColor>
  30. <DefendedStarColor>97,148,112,255</DefendedStarColor>
  31. <SectorColor>97,148,112,255</SectorColor>
  32. <BaseColor>0,50,50,255</BaseColor>
  33. <TrimColor>75,0,75,255</TrimColor>
  34. <EngineColor>0,255,0,255</EngineColor>
  35. <InterfaceColor>97,148,112,255</InterfaceColor>
  36. <ShipStyle>Asa Style</ShipStyle>
  37. <ModuleStyle>6</ModuleStyle>
  38. <TechTree>Asa_TechTree</TechTree>
  39. <Tech>Cold Fusion</Tech>
  40. <Tech>Gravity Mastering</Tech>
  41. <AIAbilities>50</AIAbilities>
  42. <Aggression>50</Aggression>
  43. <FinancialResources>100</FinancialResources>
  44. <CPUUsage>0</CPUUsage>
  45. <AbilitiesDescription>+ Biology
  46. - Military</AbilitiesDescription>
  47. <SuperAbility>7</SuperAbility>
  48. <ResearchAdvantage>Biology</ResearchAdvantage>
  49. <ECONOMICS>0</ECONOMICS>
  50. <Ability0>0</Ability0>
  51. <WEAPONS>-30</WEAPONS>
  52. <Ability1>0</Ability1>
  53. <DEFENSE>0</DEFENSE>
  54. <Ability2>0</Ability2>
  55. <SPEED>0</SPEED>
  56. <Ability3>0</Ability3>
  57. <MORALE>0</MORALE>
  58. <Ability4>0</Ability4>
  59. <POPULATIONGROWTH>0</POPULATIONGROWTH>
  60. <Ability5>0</Ability5>
  61. <SOCIALPRODUCTION>0</SOCIALPRODUCTION>
  62. <Ability6>0</Ability6>
  63. <MILITARYPRODUCTION>-30</MILITARYPRODUCTION>
  64. <Ability7>0</Ability7>
  65. <RESEARCH>0</RESEARCH>
  66. <Ability8>0</Ability8>
  67. <INFLUENCE>0</INFLUENCE>
  68. <Ability9>0</Ability9>
  69. <TRADE>0</TRADE>
  70. <Ability10>0</Ability10>
  71. <DIPLOMACY>0</DIPLOMACY>
  72. <Ability11>0</Ability11>
  73. <HITPOINTS>0</HITPOINTS>
  74. <Ability12>0</Ability12>
  75. <REPAIR>0</REPAIR>
  76. <Ability13>0</Ability13>
  77. <SENSORS>0</SENSORS>
  78. <Ability14>0</Ability14>
  79. <ESPIONAGE>0</ESPIONAGE>
  80. <Ability15>0</Ability15>
  81. <SOLDIERING>0</SOLDIERING>
  82. <Ability16>0</Ability16>
  83. <INTERESTRATES>0</INTERESTRATES>
  84. <Ability17>0</Ability17>
  85. <PLANETQUALITY>10</PLANETQUALITY>
  86. <Ability18>0</Ability18>
  87. <TRADEROUTES>0</TRADEROUTES>
  88. <Ability19>0</Ability19>
  89. <CRIME>0</CRIME>
  90. <Ability20>0</Ability20>
  91. <CABINET>0</CABINET>
  92. <Ability21>0</Ability21>
  93. <RANGE>0</RANGE>
  94. <Ability22>0</Ability22>
  95. <LUCK>0</LUCK>
  96. <Ability23>0</Ability23>
  97. <COURAGE>0</COURAGE>
  98. <Ability24>0</Ability24>
  99. <CREATIVITY>0</CREATIVITY>
  100. <Ability25>0</Ability25>
  101. <GOVERNMENT>0</GOVERNMENT>
  102. <Ability26>0</Ability26>
  103. <LOYALTY>0</LOYALTY>
  104. <Ability27>0</Ability27>
  105. <LOGISTICS>10</LOGISTICS>
  106. <Ability28>0</Ability28>
  107. <MINIATURIZATION>15</MINIATURIZATION>
  108. <Ability29>0</Ability29>
  109. <HOMEPLANETQUALITY>50</HOMEPLANETQUALITY>
  110. <Ability30>0</Ability30>
  111. <COLONIZEHEAVYGRAVITY>0</COLONIZEHEAVYGRAVITY>
  112. <Ability31>0</Ability31>
  113. <COLONIZEWATERWORLD>0</COLONIZEWATERWORLD>
  114. <Ability32>0</Ability32>
  115. <COLONIZETOXIC>0</COLONIZETOXIC>
  116. <Ability33>0</Ability33>
  117. <COLONIZEBARREN>0</COLONIZEBARREN>
  118. <Ability34>0</Ability34>
  119. <COLONIZERADIOACTIVE>0</COLONIZERADIOACTIVE>
  120. <Ability35>0</Ability35>
  121. <WARPROFITEERING>0</WARPROFITEERING>
  122. <Ability36>0</Ability36>
  123. <PERSISTENTTRADEROUTES>0</PERSISTENTTRADEROUTES>
  124. <Ability37>0</Ability37>
  125. </Race>
  126. </Races>


I wrote 2 scripts that copy & rename the default pics, and on for removing/restoring.


Reply #43 Top
I got it working. Its just a matter of how defining the colonyship and template ;)
fix uploaded @ i-mod and library
Reply #44 Top
Okay, here's the exact **Asa of Yggdrasil.raceconfigxml** file as it was edited to loadup properly on the second race selection screen... (I'll zip it & attach to PM@I-Mod later tonight, also.)

Code: xml
  1. <?xml version="1.0" encoding="ISO-8859-1" standalone="yes"?>
  2. <Races>
  3. <DataChecksum NoParse="1">
  4. <Ignore>FileID,DisplayName,Description,Homeworld,Homestar,RaceLeader,ShortEmpireName,Portrait,DefaultTradePortrait,DefaultTradeMovie,FriendlyTradeMovie,UnfriendlyTradeMovie,UnitedPlanetsMovie,Logo,SmallLogo,RaceColor,ShadowColor,UndefendedStarColor,DefendedStarColor,SectorColor,BaseColor,TrimColor,EngineColor,InterfaceColor,ShipStyle,ModuleStyle</Ignore>
  5. </DataChecksum>
  6. <Race Name="Asa Of Yggdrasil">
  7. <ConfigVersion>27</ConfigVersion>
  8. <RaceID>12</RaceID>
  9. <CivType>4</CivType>
  10. <DisplayName>Asa Of Yggdrasil</DisplayName>
  11. <Alignment>50</Alignment>
  12. <ShortEmpireName>Asa Of Yggdrasil</ShortEmpireName>
  13. <RaceLeader>Odin</RaceLeader>
  14. <Homeworld>Asgard</Homeworld>
  15. <Homestar>Yggdrasil</Homestar>
  16. <GeneratedDescription>0</GeneratedDescription>
  17. <Description>The mysterious Asa of Yggdrasil, even known in universe's last corner, namely Earth--Midgard.</Description>
  18. <AIPersonality>8</AIPersonality>
  19. <DialogueTag>Generic</DialogueTag>
  20. <Portrait>F:\GalCiv2\Gfx\Race\race_custom.png</Portrait>
  21. <DefaultTradePortrait>F:\GalCiv2\Twilight\Mods\AsaRaceMod\Gfx\Race\Trade_custom.png</DefaultTradePortrait>
  22. <DefaultTradeMovie>race_custom_neutral.bik</DefaultTradeMovie>
  23. <FriendlyTradeMovie>race_custom_happy.bik</FriendlyTradeMovie>
  24. <UnfriendlyTradeMovie>race_custom_angry.bik</UnfriendlyTradeMovie>
  25. <UnitedPlanetsMovie>race_custom_Small.bik</UnitedPlanetsMovie>
  26. <RobotMovie>NewsRobot_Alien</RobotMovie>
  27. <RobotImage>gfx\Message_Alien</RobotImage>
  28. <RaceMusic>Race00</RaceMusic>
  29. <Logo>F:\GalCiv2\Twilight\Mods\AsaRaceMod\Gfx\Race\Logos\Obsidian-order.png</Logo>
  30. <PoliticalParty>8</PoliticalParty>
  31. <RaceColor>97,148,112,255</RaceColor>
  32. <ShadowColor>41,0,0,255</ShadowColor>
  33. <UndefendedStarColor>97,148,112,255</UndefendedStarColor>
  34. <DefendedStarColor>97,148,112,255</DefendedStarColor>
  35. <SectorColor>97,148,112,255</SectorColor>
  36. <BaseColor>0,50,50,255</BaseColor>
  37. <TrimColor>75,0,75,255</TrimColor>
  38. <EngineColor>0,255,0,255</EngineColor>
  39. <InterfaceColor>97,148,112,255</InterfaceColor>
  40. <ShipStyle>Asa Style</ShipStyle>
  41. <ModuleStyle>6</ModuleStyle>
  42. <TechTree>Asa_TechTree</TechTree>
  43. <Tech>Cold Fusion</Tech>
  44. <Tech>Gravity Mastering</Tech>
  45. <AIAbilities>50</AIAbilities>
  46. <Aggression>50</Aggression>
  47. <FinancialResources>100</FinancialResources>
  48. <CPUUsage>0</CPUUsage>
  49. <AbilitiesDescription>+ Biology - Military</AbilitiesDescription>
  50. <SuperAbility>7</SuperAbility>
  51. <ResearchAdvantage>Biology</ResearchAdvantage>
  52. <ECONOMICS>0</ECONOMICS>
  53. <Ability0>0</Ability0>
  54. <WEAPONS>0</WEAPONS>
  55. <Ability1>-30</Ability1>
  56. <DEFENSE>0</DEFENSE>
  57. <Ability2>0</Ability2>
  58. <SPEED>0</SPEED>
  59. <Ability3>0</Ability3>
  60. <MORALE>0</MORALE>
  61. <Ability4>0</Ability4>
  62. <POPULATIONGROWTH>0</POPULATIONGROWTH>
  63. <Ability5>0</Ability5>
  64. <SOCIALPRODUCTION>0</SOCIALPRODUCTION>
  65. <Ability6>0</Ability6>
  66. <MILITARYPRODUCTION>0</MILITARYPRODUCTION>
  67. <Ability7>-30</Ability7>
  68. <RESEARCH>0</RESEARCH>
  69. <Ability8>0</Ability8>
  70. <INFLUENCE>0</INFLUENCE>
  71. <Ability9>0</Ability9>
  72. <TRADE>0</TRADE>
  73. <Ability10>0</Ability10>
  74. <DIPLOMACY>0</DIPLOMACY>
  75. <Ability11>0</Ability11>
  76. <HITPOINTS>0</HITPOINTS>
  77. <Ability12>0</Ability12>
  78. <REPAIR>0</REPAIR>
  79. <Ability13>0</Ability13>
  80. <SENSORS>0</SENSORS>
  81. <Ability14>0</Ability14>
  82. <ESPIONAGE>0</ESPIONAGE>
  83. <Ability15>0</Ability15>
  84. <SOLDIERING>0</SOLDIERING>
  85. <Ability16>0</Ability16>
  86. <INTERESTRATES>0</INTERESTRATES>
  87. <Ability17>0</Ability17>
  88. <PLANETQUALITY>0</PLANETQUALITY>
  89. <Ability18>10</Ability18>
  90. <TRADEROUTES>0</TRADEROUTES>
  91. <Ability19>0</Ability19>
  92. <CRIME>0</CRIME>
  93. <Ability20>0</Ability20>
  94. <CABINET>0</CABINET>
  95. <Ability21>0</Ability21>
  96. <RANGE>0</RANGE>
  97. <Ability22>0</Ability22>
  98. <LUCK>0</LUCK>
  99. <Ability23>0</Ability23>
  100. <COURAGE>0</COURAGE>
  101. <Ability24>0</Ability24>
  102. <CREATIVITY>0</CREATIVITY>
  103. <Ability25>0</Ability25>
  104. <GOVERNMENT>0</GOVERNMENT>
  105. <Ability26>0</Ability26>
  106. <LOYALTY>0</LOYALTY>
  107. <Ability27>0</Ability27>
  108. <LOGISTICS>0</LOGISTICS>
  109. <Ability28>10</Ability28>
  110. <MINIATURIZATION>0</MINIATURIZATION>
  111. <Ability29>15</Ability29>
  112. <HOMEPLANETQUALITY>0</HOMEPLANETQUALITY>
  113. <Ability30>50</Ability30>
  114. <COLONIZEHEAVYGRAVITY>0</COLONIZEHEAVYGRAVITY>
  115. <Ability31>0</Ability31>
  116. <COLONIZEWATERWORLD>0</COLONIZEWATERWORLD>
  117. <Ability32>0</Ability32>
  118. <COLONIZETOXIC>0</COLONIZETOXIC>
  119. <Ability33>0</Ability33>
  120. <COLONIZEBARREN>0</COLONIZEBARREN>
  121. <Ability34>0</Ability34>
  122. <COLONIZERADIOACTIVE>0</COLONIZERADIOACTIVE>
  123. <Ability35>0</Ability35>
  124. <WARPROFITEERING>0</WARPROFITEERING>
  125. <Ability36>0</Ability36>
  126. <PERSISTENTTRADEROUTES>0</PERSISTENTTRADEROUTES>
  127. <Ability37>0</Ability37>
  128. </Race>
  129. </Races>


Notice the (F:\Galciv2...) references so that it could pull YOUR images straight out of the Mod folder instead of the X-Worlds method which drops every GFX into the (C:\MyDocuments...) schema.

Neither are better than the other, what matters is that the process works. Which is why, i think it could be possible for someone to simply run a game setting once only, save the Asa race data & values straight from the init screen... and then exit immediately to verify IF those paths corresponds on their expected PC structure.

I wish they'd be a different way for the game code to detect such paths - sadly, it doesn't look like such scanning condition exist in the initialization routine.

I don't think it would be necessary to move the race off its current #12 spot, though. Since like you mentioned, a bat corrective can be applied easily.
Glad to hear about the colonyfounder fix (Now S12_! in my folders)... here's another one though;

****
Debug Message: WARNING: Ship Style 'Asa Style': Could not find template: 'BattleCruiser_t'
****
Beats me, since the file itself seemed to be there last i checked! :)

Later...
Reply #45 Top
Darn, how come the forum_code_xml tagger doesn't show up values?
Nevermind, i'll just zip it all and PM it.
Reply #46 Top
And yet, that one doesn't look right either!
(Portrait)F:\GalCiv2\Gfx\Race\race_custom.png(/Portrait)

Since it should be have the underlined stuff below too.
**F:\GalCiv2\Twilight\Mods\AsaRaceMod\Gfx\Race...**

arrrgh. :)
Reply #47 Top
Darn, how come the forum_code_xml tagger doesn't show up values?
Nevermind, i'll just zip it all and PM it.
End of quote


unless i misunderstood you the values are there just high lite them !!

FileID,DisplayName,Description,Homeworld,Homestar,RaceLeader,ShortEmpireName,Portrait,DefaultTradePortrait,DefaultTradeMovie,FriendlyTradeMovie,UnfriendlyTradeMovie,UnitedPlanetsMovie,Logo,SmallLogo,RaceColor,ShadowColor,UndefendedStarColor,DefendedStarColor,SectorColor,BaseColor,TrimColor,EngineColor,InterfaceColor,ShipStyle,ModuleStyle


27
12
4
Asa Of Yggdrasil
50
Asa Of Yggdrasil
Odin
Asgard
Yggdrasil
0
The mysterious Asa of Yggdrasil, even known in universe's last corner, namely Earth--Midgard.
8
Generic
F:\GalCiv2\Gfx\Race\race_custom.png
F:\GalCiv2\Twilight\Mods\AsaRaceMod\Gfx\Race\Trade_custom.png
race_custom_neutral.bik
race_custom_happy.bik
race_custom_angry.bik
race_custom_Small.bik
NewsRobot_Alien
gfx\Message_Alien
Race00
F:\GalCiv2\Twilight\Mods\AsaRaceMod\Gfx\Race\Logos\Obsidian-order.png
8
97,148,112,255
41,0,0,255
97,148,112,255
97,148,112,255
97,148,112,255
0,50,50,255
75,0,75,255
0,255,0,255
97,148,112,255
Asa Style
6
Asa_TechTree
Cold Fusion
Gravity Mastering
50
50
100
0
+ Biology - Military
7
Biology
0
0
0
-30
0
0
0
0
0
0
0
0
0
0
0
-30
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
10
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
10
0
15
0
50
0
0
0
0
0
0
0
0
0
0
0
0
0
0
End of quote



Nasty

Reply #48 Top
Yep, i just hightlighted the stuff, and pouf... they were all there!
;)
Browser and odd layers, i'd say.
Reply #49 Top
Btw, @MrKorx

How come you can edit the initial post and insert any latest info tags straight into it?

Cuz, in my own Mods threads -- there's simply no edit Buttons!
:)
Reply #50 Top
Nevermind the above... i must be blind since those threads DO actually have an yellow small Edit option right above the frame for post#1.
duh- ;)

Hey, what about the smilies, since i'm on a related subject... i can't seem to be able to use any other than :) ;) !!

Shocked, and/or the usual others aren't on my edit box bar either. Although i think this may be because of the way Mozilla browser handle these forums.