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



547,587 views 277 replies
Reply #76 Top
I solved the display problem with my starsystem, I simply forgot to add a displayname tag everywhere.

@Nasty

Probably a homeworld class PQ~12 planet probably small continents
1 ocean style planet
1 jungleworld planet
1 icy planet
Reply #77 Top
Probably a homeworld class PQ~12 planet probably small continents
1 ocean style planet
1 jungleworld planet
1 icy planet
End of quote


great i`ll get started :)

rings upload @ I-Mods MrKorx

Nasty

+1 Loading…
Reply #78 Top
A Planet



OK say weather you like it or don`t like it,... it is just a Ideal now

Nasty
Reply #79 Top
@NastyTang; PM'ed you about the planets' testing phase.

@MrKorx; You mean, the CP.xml was missing some tags in the declaration headers and TA wouldn't display their names in a game, right? Cuz, this also happened to me, once but as a typo. I was so panicked then, until i realized nothing that serious was wrong with the XW-Planets stuff -- only that i had a Star name switched with a Homeworld. Smiled all the way to the save and reloading verification of a fixed file. ;)
Reply #80 Top
Fractal geometric Heart-Shaped ocean? You gotta scrambled this a bit more for it to look 'natural' - methink, maybe.

Try a secondary layer of textures and slap a positive_reversing filter to see what comes out of the rectangular sweep at the edges; seemless tiling (as triangular growth) in some areas might do the trick too.

512x256 is optimal while resampling the polar regions if you have polymorph filter that can converts Mercator to equirectangular. (Flexify by FlamingPear can do this, IIRC)
Reply #81 Top
I like it, very nice, I'll make some tweaks to planets and rings now, polar cap etc... :CONGRAT:



I'll post mores creens later, thanks sir nasty :)

What is the possible tag to control the planet/moon?
Is it

Code: xml
  1. <size></size>
  2. or
  3. <satellitesize></satellitesize>


anything else/none?
Reply #82 Top
I assume, the cp.xml get parsed and conected/"plugged in" with the gc2map file format on startup.

@Zyx

Concering more starting tile for planets...
I tested with neutral, which gives the highest possible PQs

Results:
Asgard 21(10 at start)
Midgard 20(2)
Utgard 24(1)
Alfheim 18(3)

which I think is fair giving a nice fortified and defended productive system :LOL:
Reply #83 Top
CUSTOMPLANETS



Code: xml
  1. <Planet Name="READE">
  2. <DisplayName>READE</DisplayName>
  3. <Class>27</Class>
  4. <Texture>gfx/planets/READE.png</Texture>
  5. <RAWTerrain>READE .raw</RAWTerrain>
  6. <TerrainPalette>Eden</TerrainPalette>
  7. <PercentOfStarSize>0.60</PercentOfStarSize>
  8. <Rings>gfx/planets/RT1RINGR.png</Rings>
  9. <Orbit>1.10</Orbit>
  10. <InnerRadius>0.1</InnerRadius>
  11. <OuterRadius>50</OuterRadius>
  12. </Planet>



the innerradius set between.10 - .25
outerRadius set between 35 -.90
that`s just what I set mine in between

Nasty
Reply #84 Top
Ok, no size tag it seems its the difference between radius , but thanks :)
Reply #85 Top
Here is a screen, very nice :D

Reply #86 Top
What is the possible tag to control the planet/moon? Is itCode: xmloranything else/none?
End of quote



this is from Custom maps satellitesize is from 1 - 5 I think which would be the moon,... the other just *size*is for planet from 5 - 99the other settings for the moon just get ignored

IN Custom Planets for the moon
the
Code: xml
  1. <Planet Name="SI II">
  2. <DisplayName>SI II</DisplayName>
  3. <Class>33</Class>
  4. <Texture>gfx/planets/SIII.png</Texture>
  5. <RAWTerrain>earth.raw</RAWTerrain>
  6. <TerrainPalette>SIII</TerrainPalette>
  7. <Moon>gfx/planets/m25abcc.png</Moon>
  8. <PercentOfStarSize>0.70</PercentOfStarSize>
  9. </Planet>
for the moon map but



as you can see in my CP setup I don`t have a moon size

Code: xml
  1. <Planet Name="SI II">
  2. <DisplayName>SI II</DisplayName>
  3. <Class>33</Class>
  4. <Texture>gfx/planets/SIII.png</Texture>
  5. <RAWTerrain>earth.raw</RAWTerrain>
  6. <TerrainPalette>SIII</TerrainPalette>
  7. <Moon>gfx/planets/m25abcc.png</Moon>
  8. <PercentOfStarSize>0.70</PercentOfStarSize>
  9. </Planet>


I hope that is what you were after :NOTSURE:

Nasty
Reply #87 Top
post 86 is mess up sorry why is it every time i need to be able to edit a post the Damn edit button never show up :(
Reply #88 Top

MrKorx
the rings look ok then ???

Nasty
Reply #89 Top
Yes see next screen

Ithink these two will make it, I like them :)

Reply #90 Top
PS1: The easiest way is to cheat for all research and build the ship in the ship yard.Once you've done the ship(s) leave the gamego to ..\MyDocuments\..\MyGames\GC2TwilightArnor\shipssay you have an Escort.xml & Sx_UD_Escort0.shipcfg (+1 index by upgrading ingame)1. rename shipcfg to Sx_Escort.shipcfg2. open the Escort.xml delete the whole userdefined tag, and change the model to the name of the shipcfg in this case "Escort" 3.
do basically the same for the shiptemplate, I left a "T" in shipcfg
name to distinguish between template and ship. The model tag in the
template would read "T_Escort"Thats all, except you need to make sure that you don't define any coreship in GC2Ships.This does not apply for the 3 starting ships, ColonyShip, SpaceMiner & SurveyShipYou
should not change the name attribute & model, though you can build
them in shipyard but the classname=name attribute! Better take SDs
naming convention for them, otherwise invisible ships & crash as in
v1.7
End of quote


Alright, thanks so much... it gives me a fair enough idea on how to create the basic ships for any X*Style(s) i'd later need to validate straight off the 'normal' GC ingame routine. Then, it's only also matter of providing all new or replacing 3D models for the specific components or structurals and use any through a mod session in a shipyard to design new ships directly (instead of having to use a whole modified hull as the entire ship itself with a few hard-points to connect extra items to it).

It's really a lot simpler when explained in such a manner (above) - direct, obvious, small steps, etc. I'm gonna give this method a solid try and eventually will produce some results which i'll report by zipping a new XW-Ships file. Some tests, verifications and i'm all set & ready to go... Many Thanks again to you. :)

Reply #91 Top
Concering more starting tile for planets...I tested with neutral, which gives the highest possible PQsResults: Asgard 21(10 at start)Midgard 20(2)Utgard 24(1)Alfheim 18(3)which I think is fair giving a nice fortified and defended productive system
End of quote


Yep, i realized afterwards that the Asa do have some starting abilities which rapidly enhances the initial PQ on the neighboring planets soon after colonization and that the progressive additional tiles do make them properly sized - indeed.

Btw, the 'Adaption' techs - shouldn't they read "Adaptation" instead?

Reply #92 Top
One thing to add though, you should not rename the ID of cargo, tiny and small hulls, since they do not have a techrequirement, and therfore all races inherit the hulls with is probably "impossible" techs for them ;)
If you do, eg cargo hulls get doubled in the shipyard-- one is your hulls and one the inherited standard default hulls.

small addition to PS1:

after you went through the steps, cut& paste the ship xml into \mymod\data\shipdef, the cfg into \mymod\data\shipcfg and the the template files of course into templates

Adapt or Adaptation I don't know, in german it would be the first one, I'll check it in dictionary later :d

Update: dictionary says both be possible :)
Reply #93 Top
Weekend :)

Sir Nasty, would it be possible, that you make R32.png & R32a.png a quite similar structure as R065.png, I like its look!? something like to straigten/disperse the block? Maybe the Ro72 inner block as well?
Reply #94 Top
One thing to add though, you should not rename the ID of cargo, tiny and small hulls
End of quote


Strrike out small hull... information overload :NOTSURE:
Reply #95 Top
@MrKorx - I've done clip/paste/append with your comments to a single reference file for later consultation... so, if you have anything important to add, i sure will follow it through! :)

Btw, Not in the case of *adapt* (which is the verb); since, some of these techs were named **adaption** rather than **adaptation**.
Reply #96 Top
Weekend Sir N :NOTSURE: asty, would it be possible, that you make R32.png & R32a.png a quite similar structure as R065.png, I like its look!? something like to straigten/disperse the block? Maybe the Ro72 inner block as well?
End of quote


ok we can work on the rings more are you want R065 and R072 two tone (two colors) ???

I have a few more ring,.... maybe!!!:NOTSURE:

Nasty
Reply #97 Top
well let see about this shall we :)





how about this ring ??? still working on a few more also and planets too Water mars is one of my planets i`m working on and the eyeland planet with mostly water ???

let me know :)

Nasty
Reply #98 Top
Yees, very good, exactly what I meant by dispersing :CONGRAT:
The planet looks also promising.
Reply #99 Top
Btw, would it be possible to assign just one starflare to a homestar asd well as say green or purple star texture, not to all? If so, I'd like to implement your starflare.

Yes, like some 2 coloured variations of R065.png
Reply #100 Top
@Nasty...

Dunno why, but the link didn't loadup the image in the PM - so here it is as it should.