Possibly a stupid question.

It's not particularly clear from the guides I've looked at regarding how to mod, so I have a question ...

I'm currently trying to mod my TotA techs and trees to better reflect certain cultural themes among the races as well as to be a little more viably balanced.  As such, I'm also modding various Improvement attributes, Ship Part attributes, and other attributes to suit the changes to the techs and trees.

So my question is this ... if I mod the TechTree file, do I need to put even the unmodded files in "galciv2/twilight/data/english" in the "mods/firstmod/data/english" folder, or can I just put in only the folders containing modded files and that contain only modded files?

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A related but less urgent question ...

Is it possible to create a completely new tech, and how does one go about incorporating it into the game?

12,982 views 15 replies
Reply #1 Top

Modified tech trees go in Mod Folder\Data\TechTrees\.  You don't need to include unmodified files as the game will read them from the install folder. 

You can create a new technology by modifying the XML files directly - just clone an existing entry and it'll show up when you next open that file in the tech tree editor.  You can then modify it so that it appears at the right place in the tech tree, and has the right branch/category/AI value (this affects the AI's decision about which tech to research next).  it should then show up when you load the mod, if you have picked a race with that tech tree.

 

Reply #2 Top

There's actually an Add new... button in the tech tree editor, so no diving into the XML files is needed I guess.

Reply #3 Top

Quoting MarvinKosh, reply 1
Modified tech trees go in Mod Folder\Data\TechTrees\.  You don't need to include unmodified files as the game will read them from the install folder.

 
End of MarvinKosh's quote

 

Unless it has changed since DL, files in the ModFolder\Data folder will completely replace the original files in the Data\English folder, while files placed in a subfolder (i.e. \ModFolder\Data\TechTree) will append (add to) to the original file (or to the replaced file in ModFolder\Data).

That means, if you put a full tech tree file in the ModFolder\Data\TechTree folder you will probably end up with a lot of duplicate techs.

Reply #4 Top

It might have changed, I do know I couldn't get it to load trees in the English folder at all.

Reply #5 Top

Thanks for the info guys.

 

In the case of making new techs, does the same hold true for improvements and ship parts as long as there's some kind of model attached to them?

 

Also...I'd personally kind of prefer to use the tech editor because I THOUGHT it would be easier...but it doesn't really seem to be able to do what I want.  Honestly, I don't really know how to use the thing.

Reply #6 Top

One other thing...

 

I'm wanting to make each race a little more different by doing things like making it so that some races will have 5 types of weapons to research, but only one "level" of each or 2 types of weapons at 4 levels each, and things like that.

My current understanding is that to do so I would have to simply manipulate the specific race's techtree to simply not include the ones I don't want them to research while making sure the ones they can research are all properly connected through prerequisites.  Is that correct?

Reply #7 Top

Yes.  If it's not in their tech tree, they can't research it.  However, unless you play with tech trading off, they can still obtain the tech (and the weapons) unless you specifically forbid trading that tech.

You can make new improvements and components. using the respective editor.  You'll want to edit a copy of PlanetImprovements.xml and GC2Types.xml respectively to do that.

It takes a bit of practise to get the hang of them, and a bit of knowledge too.  One useful tip I can pass along (that I learned today) is that some ship components such as Armor Plating and Superior Duranthium show up in game even if you delete them from your modded components file.  But you can give them a tech pre-requisite of ImpossibleTech, in other words a tech which doesn't exist in any tech tree.  That means they will never show up.

Reply #8 Top

Got another question...

Is it possible to change the limit on how many starbases can go in a sector?

Reply #9 Top

Quoting Tharios, reply 8
Got another question...

Is it possible to change the limit on how many starbases can go in a sector?
End of Tharios's quote

No, not possible.

Reply #10 Top

Blast...that was somethin I really wanted to change.  I was hoping I could knock it down to one.  Ah well.

Reply #11 Top

Something just occurred to me...would it be possible to create a minor race that starts the game with three (invisible or nonexistent) starbases in every sector, but nothing else?  No worlds to take away from them?  Or perhaps some other way whereby they aren't participating other than to take up space?

I doubt it, but I thought I'd ask.  I'd really like to keep everyone to one starbase per sector if possible by any means.

Reply #12 Top

Quoting Tharios, reply 6
...

I'm wanting to make each race a little more different by doing things like making it so that some races will have 5 types of weapons to research, but only one "level" of each or 2 types of weapons at 4 levels each, and things like that.

...

End of Tharios's quote

It's important to note that the game can only recognize the three stock weapon and defense types - Beam, Mass Driver, Missile/Shield, Armor, Point Defense.  You set the type by the Category of the tech and the Class of the ship component.  So while you could certainly make a TechTree with more branches of weapons techs, you'll ultimately have to assign each branch one of the three types.  Since you end up with duplicate types, it pretty much defeats the purpose.  I don't think the AI could handle it very well, either.

Reply #13 Top

Quoting Tolmekian, reply 12
It's important to note that the game can only recognize the three stock weapon and defense types - Beam, Mass Driver, Missile/Shield, Armor, Point Defense.  You set the type by the Category of the tech and the Class of the ship component.  So while you could certainly make a TechTree with more branches of weapons techs, you'll ultimately have to assign each branch one of the three types.  Since you end up with duplicate types, it pretty much defeats the purpose.  I don't think the AI could handle it very well, either.
End of Tolmekian's quote
I don't plan on changing those types, or trying to make new damage types.  Nor do I plan to make secondary lines of the same types, it'd be a total replacement instead  Rather more like...

(beam) Laser    -->    Plasma Thrower    -->    Ion Beam    -->    Disruptor    -->    Spatial Beam

(gun)  Adapted Ballistics  -->  Railgun  -->  Coilgun  -->  Particle Stream  -->  Singularity Cannon

(missile) Adapted Explosive --> Directed Nuke --> Anti-matter --> Disruption --> Spatial Warhead

That's an example of the kind of pattern I'm wanting to implement, and throughout more than just weapons.  It's another aspect of an overall more realistic rebalancing I'd like to accomplish.

Engines especially are another area I'd like to redo big time.

Reply #14 Top

I see, when you said "5 types of weapons" I thought you meant 5 different weapons branches rather than five different weapons in one branch.  My bad.

I agree that the weapons and defenses need some help.  I did a little work while finishing up my mod, but they need a much closer look.

Reply #15 Top

It doesn't seem like it'll be particularly difficult, just time-consuming and tedious.  Ah well.