The f*king map !

- What file controls the allocation of the bonus on planetary tiles ?

- Is there any other file - other than RaceConfig.XLM that controls the home star system/home planets of the *minors* ? I've changed all the major Civs - giving them *real* star systems instead of the stupid ones they were given. But when it comes to the minors, editing that XLM doesn't do it. I'm thinking I'll have to add appropriate entries in the CustomPlanets.XLM - for each minor ...

- Is there a way to specify the color and size for any given star ? And if so which file(s) are pertinent ?

- Does the : Orbit 0.35 /Orbit value mean anything ? Logically this sould indicate the distance between a planet and its star... the higher the farther. However after testing all planets in a 5 stars system - they remain equidistant... Pretty useless if you ask me. There are also other variables (inner distance/outer distance) that have no apparent use...

Finally some comments... Are we - the buyers if this needs to be recalled - expected to jump into a trance and 'divine' the meaning of the various XLM variables and their uses ? If this game is to be modable then why wasn't any documentation published alongside the game itself ? Right in the box instead of having to wade through countless posts on this god-awfully interfaced forum with no search function active !? This reminds me of the CivIV debacle - same 'new technology' - same "extreme modability" - and same utter lack of guidelines. As if it wasn't bad enough to have to do the editing for the coding team with no GUI - we have to spend hours sifting for information scattered online too

Needless to say CivIV has been returned to the retailer.


G.
10,088 views 9 replies
Reply #1 Top
What file controls the allocation of the bonus on planetary tiles ?


If you mean adding specific bonuses to custom planets, it's my understanding that it's simply random no matter what.

I'm thinking I'll have to add appropriate entries in the CustomPlanets.XLM - for each minor ...


If my understanding is correct, you should be able to add any system you like to CustomPlanets.xml. If the random galaxy the game generates uses a system you've named and detailed in that file, it should use it (even if it's not a starting system).

There are also other variables (inner distance/outer distance) that have no apparent use...


Unlike the UI, there's nothing forcing devs to clean up vestigal variables from the data files (other than to slim them down a bit). There are a number I'm aware of, those are probably some of them.

I'm rather surprised a retailer would let you return a game simply because you didn't think it was easy enough to mod. In any case, the devs have said countless times (even before release) that they fully intend to post more modding tutorials once things calm down. Of course, they are not obligated to do any such thing, as that goes above and beyond the base game you bought. But I'm sure they will stay true to their word and do it. Just have a bit of patience.
Reply #2 Top
This reminds me of the CivIV debacle - same 'new technology' - same "extreme modability" - and same utter lack of guidelines. As if it wasn't bad enough to have to do the editing for the coding team with no GUI - we have to spend hours sifting for information scattered online too


If you're buying something to make a game out of it, perhaps you should consider looking into Garage Games's products.

Be glad that StarDock was nice enough to make those files .xml rather than binary files of an unknown format. They didn't have to, you know. And they aren't under any obligation to give you any documentation about how their engine works. If you want to mod it, either take the time to figure out how, ask someone how, or wait until someone with some patience decides to figure it out.

This isn't HL2 or Doom3 or UT2k5. StarDock isn't making money by licensing its engine to other strategy game developers; they make money from people who want to play their game. The moddability is a bonus; it is not a requirement or even a "would like to have".
Reply #3 Top
Check the wiki for a pretty good help on modding. It has all the wisdom from the forums here. OR you can check out the modding section.
Reply #4 Top
Well after spending an hour adding the appropriate custom star systems matching those listed in the raceconfig for all minors and testing it - the game still generate random systems for said minors... Something else controls this... unless - doh! - it's hardcoded ...

Aggravation is me !


G.
Reply #5 Top
This forum needs moderation (to delete threads with titles like this one and ban the user into submission) - and it needs much better performance, but that's another rant.

It's odd - I've been a programmer for 20+ years yet I have no desire to mod games or use mods for games. I've also designed roleplaying games and some computer games.

IMO, most modders should just give it up and design and code their own games instead of complaining about the games they buy, play for a few hours, then want to completely change. But that's just me.
Reply #6 Top
Did you have something worthwile to contribute or were you just feeling sanctimonious this afternoon ?


G.

Reply #7 Top
No, he was just filling the thread with posts as worthwhile as the OP.
Reply #8 Top

Finally some comments... Are we - the buyers if this needs to be recalled - expected to jump into a trance and 'divine' the meaning of the various XLM variables and their uses ? If this game is to be modable then why wasn't any documentation published alongside the game itself ? Right in the box instead of having to wade through countless posts on this god-awfully interfaced forum with no search function active !? This reminds me of the CivIV debacle - same 'new technology' - same "extreme modability" - and same utter lack of guidelines. As if it wasn't bad enough to have to do the editing for the coding team with no GUI - we have to spend hours sifting for information scattered online too

I have promised that I will make a modding guide as soon as I get a chance to finish working on the mods folder, but there have been other things that needed my attention.   Currently, you mod at your own risk of having to re-install GC2 and if you do a total conversion mod, you'd have to add, copy, and remove files yourself.  Once the mods folder is done, you will be able to put all of your mods in this folder without having to change your standard install of GalCiv2, and you will be able to change the mods directory in the prefs.ini file, which will make total conversion mods easier.  We'd also like to put in some kind of interface either on the options menu or on one of the setup screens to allow you to choose among installed mods, but first I have to get the mods folder working.

Reply #9 Top
Thank you CariElf. That's the kind of answer I was looking for. The other sanctimonious fools should model their attitude on you.



G.