- curremntly ResearchCost (the value used to determine how much research is needed to research a tech) is not valid for GlobalTriggers/GlobalFactionMods due to not being in the schema. If these can be expanded, mods like my ILO & naselus' IAB will be mostly drop-in compatible and with a ciouple more events types to match OnEvents against we won't have to worry much about updating them even with big changes in future patches.
- I also need/want a little help making this work if the xml limitation isn't the only problem
<GlobalFactionMods>
<Trigger>
<OnEvent>OnTechAgeReached</OnEvent>
<Target>Faction</Target> (should this be <CriteriaCampaignID>? kinda tough wading out into the darkness with a modifier type I can't use)
<CriteriaInternalName>AgeOfWar</CriteriaInternalName>
<PerformAction>
</PerformAction>
</Trigger>
<Modifier>
<Target>
<EffectType>ResearchCost</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>.25</Value>
<Modifier>
</GlobalFactionMods>
[/quote]
- The things we would need to be able to match against are specific building improvenents, specific ShipComponents, ShipHulls, StarBase modules, AICategoryWeights & possibly a few other things off the top of my head. A simple text file with xml examples ofa few basic things (mod ResearchCost by TechAge, mod a specific tech/improvement/shipcomponent/shiphull/StarBaseModule)would likewise be useful for everyone. ModifierEffectTypes.xsd has a bunch of them
- making something like this would be helpful all over as well:
<GlobalFactionMods>
<Trigger>
<OnEvent>OnConstructImprovment</OnEvent>
<Target>Planet</Target>
<CriteriaInternalName>ColonyCapital</CriteriaInternalName>
<PerformAction>
</PerformAction>
</Trigger>
<Modifier>
<Target>
<EffectType>Manufacturing</EffectType>
<Target>
<TargetType>Planet</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>ToNull</Value>
<Modifier>
<Modifier>
<Target>
<EffectType>SocialManufacturing</EffectType>
<Target>
<TargetType>Planet</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>5</Value>
<Modifier>
</GlobalFactionMods>
Going from memory on what he changed there in iab, but the concept remains sound even if different values , it's a way to null out a value there already by default that may or may not still be $DefaultNum and replace it with $newEffect and $newNum. if that can apply to all the stuff I mentioned above, significant overhaul mods will be dropin compatible once we have the ability to set which should take precedence in the event of a conflict & in some ways
much easier to make/keep updated.