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



547,622 views 277 replies
Reply #176 Top
It's crazy how a few simple filters, re-coloring of selections, distortions and patience can do to some default PIs Icons...



Wouldn't you agree?
;)
Reply #177 Top
Very nice indeed.
You have been granted svn access to the mod, congratulations ^^
I'll create an account for you and PM the login later today :)
You would have to install TortoiseSVN or use a linux client :LOL:

edit: login PMed
Reply #178 Top
It's crazy how a few simple filters, re-coloring of selections, distortions and patience can do to some default PIs Icons...Wouldn't you agree?
End of quote


Look`s Good Zyx How many have you done ???

Reply #179 Top
@MrKorx; Kay, let's set it up with some SVN access - don't have Tortoise though but i think i should be able to log on by "other" means! ;) Got the PM also. And whatever i can do further, i'll submit to your harsh scrutiny -- Warning though; huge bytes count is to be expected since even the simplest alterations to any 128s still GFX its way beyond 50ks each. I will presume you just want the unique PIs that belong to the Asa only, also, right?
Queries might end up a lot more complex to achieve, but i figure trying has no other cost than my time or patience - silly perfectionist that i am.

&Tang;
Only three!
But, why stop there? Since MrKorx expressed his interest in seeing more.
You wouldn't happen to have started some of these also - since, i believe cohesive feeling or standardized "package" in the mod itself must matter to some degree.
We don't want to double tasks, don't we?

So... maybe later this week for some more or all necessary Icons - first. Then, Queries.
Reply #180 Top
Well, it would 'only' be for asa, right :)

@Nasty

Have you also done some PI icons? :NOTSURE:
Reply #181 Top
Report #2;

I must admit being a surface developper, i enjoy filling my planets with efficient stuff as fast as i can possibly do it.

- If it weren't tough enough with the default TA economy, now i need to handle waaaaaaayyyyy more maintenance costs for each of these new PIs. I understand. It's okay. Being that powerful and complex, some of those should really impact our "formal" strategy principles.
But, there is the all stiffy but important Balance Factor. I felt outrun and my initial reaction was to gain as much alternate buildings and techs from any opponents to stay, somehow, afloat.
I think it's a matter of *adapting* (not to say -- adaptation :) !) to the new situations.
So much, in fact, i went straight into the editor to have a good look around about some of the changes and, lo & behold - there it was - the TANG device; with that much strenghts all over the place, i guess it shouldn't cost 700 to build; more like 7500 or even more!

Thus, my conclusion is this; unless you WANT the risk of being completely overwhelmed by any AIs (assuming, any techs stay theirs or_and yours *No tech Brokering, anyone?) the Asa will "most probably" always lose the colony-rush - at least.
As things are now with the maintenance framework.

Nothing i can expect to handle 'fair and square', though. Challenge is in the strange surprises or what else.

-- To be continued...
Reply #182 Top
Well, it would 'only' be for asa, right
End of quote


Kay, that makes it for a whopping total of 45 items *only*! :)

I'll stick with the usual naming schema to allow, for example;
from the third sample above -- ColdFusionReactor = TorianSchool1.png
and so on, for everything else.
This way you won't have to edit the current PI.xml file.

I just tried to indirectly ftp my way into the I-Mod port with FileZilla and, no such luck. So, it looks like i will have to install Tortoise_SVN (Not, CVS right?) to access it.

Reply #183 Top
Both of you should check often for modifications :d

@Zyx
Thx for summary so far.
Asa is designed to be more a minor at the beginning, but getting more and more powerful,
probably depending on your alignment ;)
But the techtree is full of means to conquer the galaxy, just a bit slow, well, settled back :LOL:
However, I can keep up with tough AI.

Concerning the TradeGoods...
just create a new TG plus assign a special_id>=12 :)
Trying now with extreme tech and TG ^^

You won't have luck via ftp.
Do you know how to use SVN, basically an improved cvs?
If not, send me your email address (again?).




Reply #184 Top
@Zyx NO I`ve not done any PI Icon. so they are all your`s!!!
actually glad you are doing them!!! BTW

@ MrKorx I sent you a Email again !!


Both of you should check often for modifications
End of quote


and often it seem LOL

Nasty

Reply #185 Top
Oh well, i had just installed Tortoise_SVN (dunno where i got that version, maybe it's flawed since it was into an msi pack rather than a genuine 32bit executable) and it simply screwed all of my context menu handlers in XP_SP3. Fixed back by uninstalling the "thing". It's strange though that a fast regular & conventional FTP access won't work with that server (silly, if you ask me). If all that matters is secure connectivity and coherent exchange of files, i'd rather not put up with a program that borks my registry settings directly in order to slap its slot in.
The port is 2645 and since i could actually load the page into Mozilla to consult as is - i can follow through any of your progress & check often, like you suggested.

Anyhow... i've made about 24 more of these "re-colored & distorted" new PIs Icons this afternoon and i'm all for sending any to you via some zipped attachment(s) to a PM @I-Mod. (In fact, i'm gonna do it right after i'm done with this post!).

PS: Wouldn't you prefer --not-- using any 64s from DA since these don't really re-scale to my satisfaction anyway? (There's plenty of other choices to make in the current TA versions, btw)
Reply #186 Top
Concerning the TradeGoods...
just create a new TG plus assign a special_id>=12
Trying now with extreme tech and TG ^^
End of quote


Oh, i know about that one... it's just that the Carielf guide DOESN't mention that (PlanetQualityChange) is something we can use or tag with a number of PI (well, actually it didn't show up on the summary list of effects BUT, added the +4 tiles on the surfaces in the Genesis PI case)

Arrrrrgghh, if only Kryo would finally approve X-Worlds #05-F, you could just see all of that working stuff in action since i already implemented the 37 Trade-Goods and they work exactly as expected.
It's just that there ARE hidden or unknown options and features that we certainly do not know about. No matter how hard we ask, btw. (Who's races tag #24 & 25 for example, THAT message is still unanswered!).

Bof, i'll figure it all out - the hard way.

But, it's certainly NOT (PlanetaryQuality) call lines. Unless i'm dumb enough not to differentiate a Normal PI from any SP or GA. Have a good look around in XW_05F, i must be doing something right.

Back to purpling and greenifying your stuff. And CoSH.
See ya.
:)
Reply #187 Top
Report #3;

This may read more like an AAR type of summary but... here goes anyway.

- Rates=30_20_50 / Approval=80% / Income=Minus-164. 2500BCs in the bank.

- Just colonized Utgard & Midgard (was able to keep the best for last!) / Rush over / Extremes remain only.

- Researching Organic Eng_I_neering (I'll join a snapshot of current progress within report #4.)

- Currently 3rd overall (KR+TA).

- But, about to get rid of Akilians *or* their two precious SB taking necessary resources away from nearby Magnis escorted by knock-out fighters (gained from tech trades, btw) while others are still going everywhere to upgrade.

- Five Fullas in the gutter, a bit late on the bandwagon for trade but could deal a Drath freigther (which WAS on route to the Torians) for some techs and it's nearing the far away target planet owned by the DL themselves ;).

- Delt for plenty of Defenders and Miners, still decommissioning flip-outs as usual & rebuilding to blockade mines away from AIs.

Oct/28.

To be continued...
Reply #188 Top
Oh well, i had just installed Tortoise_SVN (dunno where i got that version, maybe it's flawed since it was into an msi pack rather than a genuine 32bit executable) and it simply screwed all of my context menu handlers in XP_SP3. Fixed back by uninstalling the "thing". It's strange though that a fast regular & conventional FTP access won't work with that server (silly, if you ask me)
End of quote


Do you really know what svn or cvs is?
The mod is being under source control, that is not something to access via ftp.

TortoiseSVN current version works for me as usual.Technically, no real difference between msi and exe anyway.

source control wiki

svn wiki

FTP, is good for just uploading things, but filespace itself can't version control ;)
Reply #189 Top
Do you really know what svn or cvs is?
End of quote


Hey, well... I thought i almost did - instinctively. Since i've never cared much about using it for a single reason or not. FTP 'principles' served me quite well for more than 25+ years, btw. Some things can't modernize an oldy junk like me it seem. ;)

But i'll simply try installing (again, but if it screws the Context Menu handlers once more, i will have to suspect either an XP_SP3 incompatibility somehow or that my own 'personally adapted and hacked specific settings' interfere.) the version you linked me towards.
Reply #190 Top
XP_SP3 incompatibility somehow or that my own 'personally adapted and hacked specific settings' interfere
End of quote


That`s is why i`m running XP PRO SP2!!! I had the same thing happen to me with other programs Stylexp one of them.

Nasty

Reply #191 Top
XP_SP3 incompatibility somehow or that my own 'personally adapted and hacked specific settings' interfere
End of quote



That`s is why i`m running XP PRO SP2!!! I had the same thing happen to me with other programs Stylexp one of them.
End of quote


That also is my guess. SP3 has been released, but it is ridiculusly
unstable, better uninstall and try tortoise again.
It is no good idea to use SP3 on a production system, I also experienced it at work :(

Thx for the icons, I didn't know that you already made that many :)
I commited them.

BTW, this forum is indeed the gremlin cave.
Just read some posts above, I swear they were not there the whole day :NOTSURE:
Updating the post list is not forums primary talent.
Reply #192 Top
So... i've tried another TortoiseSVN install and i'm sorry to confirm it won't stick its Context-Handlers properly into Explorer (XP_SP3 - must certainly be it, then).

I also understand that such version auto checks and interfacing feeds would have made both our lives much easier for cohesive & efficient development purpose, but it seem like i will need to use the good'ol zip to a PM@I-mod ways to submit my work to you, MrKorx. Dissapointment here also, for the extra troubles.

I'd rather concentrate at producing those PIs Icons & Queries for you instead of wasting my time & energy on some OS compatibility fix. For one thing, WindowsUpdate was borked up also when i switched to SP3 three weeks ago... but, THAT has to be a priority for giga_monster_ridiculously_rich MS too.

I'd still need to know if you will agree with my 64s to 128 replacements suggestion (and, if so... list the definitive new ones here for me) though before i delve deeper into creating the "final" versions. Oh, before i forget, don't mind the 'FoodHarvester1' either, i need to fix it a bit further since there are two accidental glow lines above and below this one.

We're getting there - without Tortoise easiness. Shoots.
;)
Reply #193 Top
Why not simply uninstall rubbish sp3 ?
Istalling tortoise pays off the taken time to get rid of sp3.
SVN for you would simplify things.

I'd still need to know if you will agree with my 64s to 128 replacements suggestion (and, if so... list the definitive new ones here for me) though before i delve deeper into creating the "final" versions. Oh, before i forget, don't mind the 'FoodHarvester1' either, i need to fix it a bit further since there are two accidental glow lines above and below this one.
End of quote


You'd always have current dev version, plus we can take shared notes etc... it is rapid development and easy to use.

Replacement for 64 icons? Yes, if you want ;)
Reply #194 Top
Test 1

On loading of the mod the race name does not appear to hold and all sections of race name etc appear blank on screens subsequent to race overview screen.

Not sure what my extra points would be best spent on with the new tree. Quickly find it should be on research.

Initial building is nice and powerful but there is then a long wait before anything else can be built. Many, many presses of [Enter] with nothing to show for it.

Unsure where language translators are as it is not immediately noticeable and on a medium map you meet the other races really quickly.

Once i got going on the tech tree i found the race to be a nice balance and not overly powerful. The tech tree was nicely laid out and easy to navigate. However i would make the translator more defined and easy to see and maybe 'flesh out' the beginning a bit more as people do love building things :)

As with Zyxpsilon i had to change a lot of files to get the mod to work as intended, but once working it is nice.

If you need more testing feel free to email me newer versions.

PS i did not look for typos (sorry) as it doesnt bother me if there are any LOL

Regards

LK
Reply #195 Top
@MrKorx,

I've just sent you the second zip @I-Mod with the remaining PI_Icons filling the entire set of 46 (follow up the "instructions" given and the work on the queries will be a lot simpler!).

Also, i have corrected the Harvester1 and EvilLab4 top_bottom edgy glows and decided to keep Soil & Habitat sized as 64's since those remain semi-transparent on surfaces and it wouldn't make much perceivable difference if they were at 128.

PS; After some **very** thorough verifications, it's not XP_SP3 at all. My registry context handlers HKLU/Soft tags had some tricky flaws which i will possibly try altering later. It's a relief since having to go through some OS turnaround resets could well make things even worst! Besides, i fixed Win-Update.
Tortoise can wait, i'm busy with other priorities such as your Queries, the last Report on the 1.9 preview and, X-Worlds #06-A and, CoSH #05-B and, GTeChnos and, DRaGCer and... What else! ;)
Reply #196 Top
A mix-bag of small thoughts before i go to sleep without worrying about why Kryo doesn't approve X-Worlds version 05-F yet (possibly right above his KHSM mod ((which btw i have started testing extensively to design *MANY* ships and styles from scratch with some more help from a few friends to develop a fair enough method, too, i hope!)), in fact - now that i think more about the strange coincidence -- welcome to the Twilight Zone)...

a) Sif has the default "Space Miner" as template.
b) Convention CapitAl somehow sticks on the old tab only. Must be from a trade mixup stack of items already known or pending at that particular moment or somethin'.
c) Now, that i'm almost done with the basic Icons... would you want or prefer some Asa specific Starport_Colony_any_Others?
d) Not to confuse with "trade gained" buildings (and once everything is as you'd want to), the GFX file names for the exclusive stuff should be unique to stand apart in the listings. Example; other's ResearchLab isn't exactly the same as what you use a similar png for.
e) What about a whole set of all new Terrain Queries as close as possible to the thematic coloring schema designed by NastyTang?
f) Do you seriously as it happen like spiders, squids, octopus and other multi-legged weird animals, greenishly purple? :)

Just started the second test game on a Medium to slightly compare or even detect GFX flaws in my work through cheat mode "research all"!

Good night, all.
Reply #197 Top
@Zyx I PM you @ I-Mods


Nasty
Reply #198 Top
@Zyx
Nice work :CONGRAT:
I'll send you an updated v1.9 later, I put in 2 new eco buildings + tech branch:
-Cyber Warrior School
-Cyber Warrior Academy

Probably, it'll include renamed icons with PI's S_InternalName = iconname.png

Meanwhile, could you alter the listed icons to more greenblueish, instead of purle?

LaborCommune.png
IndustrialCluster.png
TradeComplex1.png

SlaveFurnace.png
SymbiosisPlatform.png
TradeComplex3.png
WretchedHarvester.png


Just got the idea of making sort of schemas for the pi icons...
eg.
greenblueish(and some other color) for biotech PI
purple(and some other color) for production PI
blueish(and some other color) for military/defense PI
yellow for morale PI

What do you think beside that it is a lot of work for you? :p

If you want to do some unique icons, I won't hold you off :)

You got PM @ i-mod

@Lord Kona

Thx for the feedback.
It would avoid loads of clicking to deploy the rapidly changing version via svn.
If you would like, you can also use tortoisesvn to always get uptodate version, everytime.

I can create a readonly Lord Kona Accout.

Reply #199 Top
Consider these slight alterations done... and luckily, the timing is good since i was about ready to start with the Queries and that will make the whole task a lot easier knowing "the principles" are pretty much finalized!

Since i got the Preview2 file i had also noticed the adding of the double Cybers and actually made them as "reddishly" military feel if that's okay with you. Btw, i too was basicly going for a general coloring concept based on Green/Purple (which were combined to provide contrasting elements in the initial gfx already made, btw!) and it's one of the reasons the Morale building was sharpened yellow (in fact, fits right onto Asgard's surface backdrop) to stand apart as morale stuff. Now, that i have your clearer intentions, we can adhere to a strict process & a cohesive approach at development.

New ones? Please do hold me off but, it isn't really a *lot* of work as you say! Namely, i think the terraforming group must stand apart if only because of their tag names (Marshland, desert - there's some hint for a proper design) - i'll give them a try or wait for Nasty's versions since he also made a couple! :) :)

I also saw that you have a new screens.str file added which is good; btw, did you know that this specific item need not to be entirely edited since only the "changed" sections can fit in a single usable version that appends and replaces text as necessary once loaded into the game engine?

The icon of IndustrialCluster was renamed HydroponicFarm in my editing_working folder, too. SymbiosisPlatform? WretchedHarvester? Strange, i can't see those on my end (maybe it's in the update).
But i also saw that the Market3 didn't get renamed - i think it may be a good idea to keep it as is though since, after all, it is the EconoCapital and it would stand off on spy scanning screens.

Lotsa progress, lately... and, more to come over the week-end and possibly by next Monday.

PS; Finally, please do find the time to go Download X-Worlds #05-F (now, that it's available!) and run a few small tests or swift scans (specially THAT crazy complex tech_tree, IMHO) to examine the essential so we could compare notes on development tricks or inspire each other towards NEW features.

See ya.
:)
Reply #200 Top
Just to be absolutely sure and prevent "mistakes" or useless edits...

LaborCommune.png = ShipBreedingFacility.png
IndustrialCluster.png = HydroponicFarm.png
TradeComplex1.png = NauticalSchool.png

SlaveFurnace.png = ?
SymbiosisPlatform.png = ?
TradeComplex3.png = ?
WretchedHarvester.png = ?

Not unless i know exactly what they're (or will be) for and what their real call tags are.