[Solved] Own Ship Components inexistent in the shipyard design, but presence recognized in TechTree

Hi,

I recently aquired GalCiv2 Ultimate, and for the first time on this game, decided to mak a race with a specific TechTree. I first created a mod Folder with all the needed subfolders etc... I had no Problem to make the TechTree, nor the Planet Improvements, evrything was shown and worked... But when I created some ship components (I just use existing model and thumbnail), i created only the few new components, in a MyMod/Data/ShipComponents/GC2Types.xml file (the first name for the file was ShipComponent.xml, but renamed it when i saw it did'nt work).

And Like I said in the title, when in-game, i look the techTree, new components are there, but when i wanna create a ship with it, the component is nowhere in the shipyard>New(or Upgrade) menu...

Here is my problem... Do you know what's wrong ? (all the xmls where created via the editors...)

PS: all the existing gfx files used were copied in the corresponding gfx's folders of my mod's folder...

6,719 views 10 replies
Reply #1 Top

What sorts of components are you attempting to make? What are the internal names.

Reply #2 Top

Do you have a Model.x for it, properly referenced in the xml while category and other values are within the usual recognizable limits? Tech required, costs, effects for weapons, etc.

The only "components" i couldn't insert into my own mod is a Transport module.

Is it an S99_*** type or S0_***?

DA or TA?

Copy/Paste the current section of the **types.xml file here so we can determine what is missing.

For example, here's an Engine from X-Worlds 06A;

    <Drive Name="Jumper">
        <DisplayName>Dimensional Jumper</DisplayName>
        <Cost>200</Cost>
        <Size>7</Size>
        <SizeMod>15</SizeMod>
        <Speed>8</Speed>
        <Model>DimJump</Model>
        <Category>Engine</Category>
        <Tech_Requirement>XWp2_Jumper</Tech_Requirement>
        <FlavorText0>Galactic Dynamics Interdimension Shifter Model 200.</FlavorText0>
        <FlavorText1>Thirund Stellar Dimension Engine Package.</FlavorText1>
        <FlavorText2>N-120 Space Shift Drive - Dimension Cooled.</FlavorText2>
        <FlavorText3>Yir'Ta Space Jump Drive Extreme Edition.</FlavorText3>
        <FlavorText4>Intense space focusing Drive Dimshifts.</FlavorText4>
        <FlavorText5>Dread Drive</FlavorText5>
    </Drive>

A lot more types of components do use many different tag lines or less.

Reply #3 Top

Thanks for the answers :)

About DA or TA, I got them both, if that is what you wanted to know...

all *.x models are S0_***

here is the tree of the conserned folders:

Code
  1. Data
  2.     ShipComponents
  3.         GC2Types.xml
  4. Gfx
  5.     Thumnails
  6.         ...*.png...
  7.     Models
  8.         ...S0_***.x...

and the GC2Types.xml

Code
  1. <strong><span style="color: #00ff00;">&lt;?xml version="1.0" encoding="iso-8859-1" standalone="yes" ?&gt;
  2. &lt;GC2&gt;
  3.     &lt;DataChecksum NoParse="1"&gt;
  4.         &lt;Ignore&gt;DisplayName,Description,Model,Thumbnail,Animation,FlavorText0,FlavorText1,FlavorText2,FlavorText3,FlavorText4,FlavorText5&lt;/Ignore&gt;
  5.         &lt;Translate&gt;DisplayName,Description,FlavorText0,FlavorText1,FlavorText2,FlavorText3,FlavorText4,FlavorText5&lt;/Translate&gt;
  6.     &lt;/DataChecksum&gt;
  7.     &lt;LifeSupport Name="Battery 4"&gt;
  8.         &lt;DisplayName&gt;Battery 4&lt;/DisplayName&gt;
  9.         &lt;Description&gt;Extends the range of our ships.&lt;/Description&gt;
  10.         &lt;Cost&gt;6&lt;/Cost&gt;
  11.         &lt;Size&gt;2&lt;/Size&gt;
  12.         &lt;SizeMod&gt;5&lt;/SizeMod&gt;
  13.         &lt;Range&gt;14&lt;/Range&gt;
  14.         &lt;Category&gt;Support&lt;/Category&gt;
  15.         &lt;Tech_Requirement&gt;Battery Efficiency 04&lt;/Tech_Requirement&gt;
  16.         &lt;Thumbnail&gt;s0_support&lt;/Thumbnail&gt;
  17.         &lt;Model&gt;s0_support0&lt;/Model&gt;
  18.     &lt;/LifeSupport&gt;
  19.     &lt;LifeSupport Name="Battery 3"&gt;
  20.         &lt;DisplayName&gt;Battery 3&lt;/DisplayName&gt;
  21.         &lt;Description&gt;Extends the range of our ships.&lt;/Description&gt;
  22.         &lt;Cost&gt;5&lt;/Cost&gt;
  23.         &lt;Size&gt;2&lt;/Size&gt;
  24.         &lt;SizeMod&gt;5&lt;/SizeMod&gt;
  25.         &lt;Range&gt;11&lt;/Range&gt;
  26.         &lt;Category&gt;Support&lt;/Category&gt;
  27.         &lt;Tech_Requirement&gt;Battery Efficiency 03&lt;/Tech_Requirement&gt;
  28.         &lt;Thumbnail&gt;s0_support&lt;/Thumbnail&gt;
  29.         &lt;Model&gt;s0_support0&lt;/Model&gt;
  30.     &lt;/LifeSupport&gt;
  31.     &lt;LifeSupport Name="Battery 2"&gt;
  32.         &lt;DisplayName&gt;Battery 2&lt;/DisplayName&gt;
  33.         &lt;Description&gt;Extends the range of our ships.&lt;/Description&gt;
  34.         &lt;Cost&gt;3&lt;/Cost&gt;
  35.         &lt;Size&gt;2&lt;/Size&gt;
  36.         &lt;SizeMod&gt;5&lt;/SizeMod&gt;
  37.         &lt;Range&gt;8&lt;/Range&gt;
  38.         &lt;Category&gt;Support&lt;/Category&gt;
  39.         &lt;Tech_Requirement&gt;Battery Efficiency 02&lt;/Tech_Requirement&gt;
  40.         &lt;Thumbnail&gt;s0_support&lt;/Thumbnail&gt;
  41.         &lt;Model&gt;s0_support0&lt;/Model&gt;
  42.     &lt;/LifeSupport&gt;
  43.     &lt;LifeSupport Name="Battery 1"&gt;
  44.         &lt;DisplayName&gt;Battery 1&lt;/DisplayName&gt;
  45.         &lt;Description&gt;Extends the range of our ships.&lt;/Description&gt;
  46.         &lt;Cost&gt;2&lt;/Cost&gt;
  47.         &lt;Size&gt;2&lt;/Size&gt;
  48.         &lt;SizeMod&gt;5&lt;/SizeMod&gt;
  49.         &lt;Range&gt;6&lt;/Range&gt;
  50.         &lt;Category&gt;Support&lt;/Category&gt;
  51.         &lt;Tech_Requirement&gt;Battery Efficiency 01&lt;/Tech_Requirement&gt;
  52.         &lt;Thumbnail&gt;s0_support&lt;/Thumbnail&gt;
  53.         &lt;Model&gt;s0_support0&lt;/Model&gt;
  54.     &lt;/LifeSupport&gt;
  55.     &lt;Module Name="AdvanceColonyModule"&gt;
  56.         &lt;DisplayName&gt;Adv Colony Module&lt;/DisplayName&gt;
  57.         &lt;Description&gt;Each colony module holds 1000 legions of colonists. Put these on your ships and then send those ships to uncolonized worlds that are habitable (class 1 or better).&lt;/Description&gt;
  58.         &lt;Cost&gt;100&lt;/Cost&gt;
  59.         &lt;Size&gt;20&lt;/Size&gt;
  60.         &lt;MaxCapacity&gt;1000&lt;/MaxCapacity&gt;
  61.         &lt;Model&gt;s0_colony0&lt;/Model&gt;
  62.         &lt;Ability&gt;Colonize&lt;/Ability&gt;
  63.         &lt;Thumbnail&gt;s0_colony0&lt;/Thumbnail&gt;
  64.         &lt;Category&gt;Capacity&lt;/Category&gt;
  65.         &lt;Tech_Requirement&gt;Advanced Colony Module&lt;/Tech_Requirement&gt;
  66.         &lt;FlavorText0&gt;Microhabitations Corp. Portable Environment Colonization Module.&lt;/FlavorText0&gt;
  67.         &lt;FlavorText1&gt;Aul Citizen Transportion Module.&lt;/FlavorText1&gt;
  68.         &lt;FlavorText2&gt;C-400 Non-Military Unit Transport Module.&lt;/FlavorText2&gt;
  69.         &lt;FlavorText3&gt;Vox'tir Civilian Transport Module.&lt;/FlavorText3&gt;
  70.         &lt;FlavorText4&gt;New Horizon Happy Sunshine Joy Place.&lt;/FlavorText4&gt;
  71.         &lt;FlavorText5&gt;Dread Transport&lt;/FlavorText5&gt;
  72.     &lt;/Module&gt;
  73.     &lt;Atlas Name="Athena_Componoent"&gt;
  74.         &lt;DisplayName&gt;Athena&lt;/DisplayName&gt;
  75.         &lt;Description&gt;Fleet AI which Improve efficiency of moves for devastating attacks and a better defense, for about 50%.&lt;/Description&gt;
  76.         &lt;Cost&gt;50&lt;/Cost&gt;
  77.         &lt;Size&gt;45&lt;/Size&gt;
  78.         &lt;SizeMod&gt;2&lt;/SizeMod&gt;
  79.         &lt;Model&gt;s0_atlasfirecoordinator&lt;/Model&gt;
  80.         &lt;Thumbnail&gt;s0_atlasfirecoordinator copy&lt;/Thumbnail&gt;
  81.         &lt;Category&gt;Advanced&lt;/Category&gt;
  82.         &lt;AtlasFleetAttackStrength&gt;50&lt;/AtlasFleetAttackStrength&gt;
  83.         &lt;AtlasFleetDefenseStrength&gt;50&lt;/AtlasFleetDefenseStrength&gt;
  84.         &lt;AtlasFleetAttackFirstRoundStrength&gt;60&lt;/AtlasFleetAttackFirstRoundStrength&gt;
  85.         &lt;Tech_Requirement&gt;Athena&lt;/Tech_Requirement&gt;
  86.     &lt;/Atlas&gt;
  87. &lt;/GC2&gt;</span></strong>

All reference to *.pngs and *.x were properly referenced via the editor browser...

Reply #4 Top

That's what i thought;

You need differently named x models *without* the S0_ prefix.

Example... your battery 4 component must have a "battery4" model & thumbnail files. It's generally also a good idea to use different text for their incode tag names & display names -- while not re-using already available default GC2 names. IN the GC2Types.xml listing.

But you need a corresponding set of S99_(insert the above name as typed, here).x model files in the GFX folder. S99 being a way to make it available to any races.

I doubt the advColony can work though since my troop module didn't, but if it does lemme know.

Reply #5 Top

Ok, thanks a lot :)

I try it and I report. About the Colony or Troop Module, wouldn't it be cause it need their own SXX_***.x file where XX is different from 0 and 99 ? Where can we get the significtion of those numbers (all that can be used from 0 to 99) ?

 

EDIT: Man, you rock ! Evrything works Fine even the AdvColony ! I tried a UltimateTroopModule just for test, it worked perfectly too ! As it works for me and apparently not for you, I precise that I have the Ultimate version wihtout any update. I hope it will help you.

Name of file: GC2Types.xml
Internal Name: AdvanceColonyModule
Thumbnail filename: S99_AdvColony.png    |   Internal designation: advcolony.png
Model filename: S99_AdvColony.x    |    Internal designation : advcolony.x

The model file is a renamed copy of the S0_Colony0.x file from the GalCiv2Ultime/Twiliight/Gfx/Models folder (idem for the troop test, except it was a renamed S0_TroopModule.x)

 EDIT 2: Mmmmh, in fact the colony module didn't work when I lanched a ship equipped with it I couldn't get people, so I guess it is the same for a troop Module... But the problem doesn't come from GC2Typs.xml nor the model names I guess... I'm gonna search in the menu definition se if I find something. Meanwhile why not test with the model and thumnail files renamed to S100_*** ?

EDIT3: Finaly I think this is a programation problem as I copied a modified GC2Types.xml from the twilight/data folder to MyMod/Data folder and modified the <Model>colony0</model> line to <Model>AdvColony</Model> adn added the whole advance colony module in it. In-game, a ship design with a basic colony module (with the model and the thumbnail as S99_** files), worked totaly, but an other ship with the advance colony module is still not able to load people and so unable to take off...

Reply #6 Top

S0=Terrans, S12=Custom, everything in between matches the RC.xml file races as listed... even if a mod "manipulates" these id & text values.

S99_ are a tricky reference since they fall in the components "bonus" category, indirectly that is, while being made available to all races' ships while in the shipyard. You can notice this situation as much if you consider the "Your Style" tab and what is there to use. Say you'd play the Drengins, you'd get all the S1_ basic hulls... or for the Torian S4_... etc. It gets a bit more complicated down the list since the Style dictates what parts & components are shared or exclusive to any races.

 

For the Colonies & Troops, i suspect a built-in code "function" which only detects stock default modules from DL and even, maybe a particular feature of the x model itself that triggers the pop-load menu sliders. Mines are stuck at Zero also, even if (for example) the XW_LandTank has a clear capacity of 2500.

AFAIC, only SD coders could clearly indicate to us if that's possible - i've asked Carielf & never got an answer.

Reply #7 Top

Hey, i've been thinking;

What if the SIZE of the modules is tied with the proportional amount of their capacities; 15=500 (33.33), 20=1000 (50)... then for a tiny 100 troops, the size would be 3. Or something along these estimates.

 

Arrrrggghhh, com'on SD staff -- help us here.

 

Reply #8 Top

XW_LandTank ? where can we find it ?

mmhhh hte thing about the size can't be, why define a Max Capacity parameter then? I really thingk this a hardcoded condition which after verify the ability of the component (and then pop the troopload menu) verify the object name... I don't see anything else...

But if we want a Stardock staff intervention, maybe we should create a dedicated thread, and hope ^_^ .

Reply #9 Top

No... buddy, these new modules will be available in the upcoming X-Worlds version 06-A mod only!

Valid or not, the feature of variable amounts by supplemental *new* transport is something i introduced in 05-F last summer while gambling some devs at SD would eventually "fix or tweak" the GC2 code to handle it. And since, 06-A also comes with an introductory set of Fleet styles & ships, it made sense to wait for the modules to be added along with the extensive elements of ShipYard stuff... have a look at these for a sneak peek;

http://galciv2guide.com/forum/viewtopic.php?f=17&t=40

https://forums.galciv2.com/172808/page/2/#2102953

Even the TA (only btw, and not backported to DA) editors have these options already in - but, it simply doesn't work as expected or as presumed by us modders.

Reply #10 Top

mhhh...ok,

In the meanwhile i have found a way to build ships which can lod mor people in, we just have to copy an original GC2Types.xml (from TA or DA, and maybe DL but i don't know) to the [ModName]/Data folder and modifiy it. wejust have to reduce the size of original components, this way we are able to put more modules on a ship... and if we want the other races being able to get bigger colony or troop ship, we just have to make some new ships for them.

This is not elegant, but it works, so...

And thanks for the links, i'm gonna read them :).

EDIT: I red your links, that looks to be a realy nice job :drool: