Issue: Problem Modding Colony Module

Can't add people

I was playing around with creating an advanced Colony module that following the same theme as the Troop/Advanced Troop.

So, I added something like the following to my GC2Types.xml

{Module Name="AdvColonyModule"}
{DisplayName}Advanced Colony Module{/DisplayName}
{Description}Each advanced 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).{/Description}
{Cost}70{/Cost}
{Size}10{/Size}
{MaxCapacity}1000{/MaxCapacity}
{Model}Colony0{/Model}
{Ability}Colonize{/Ability}
{Thumbnail}Colony0{/Thumbnail}
{Category}Capacity{/Category}
{Tech_Requirement}Planetary Invasion{/Tech_Requirement}
{/Module}

And yes, I could create it, and I did get the popup to ask how many people I wanted to board the ship, but I couldn't add anyone. Clicking the +100 buttons or moving the sliders did nothing.

However, I *have* been able to change the cost for the orginal colony module and see it reflected in game. Strange.

-Knyghte
7,645 views 6 replies
Reply #1 Top
As a side note, can anyone tell me how to get my posts to show up in the right place? I went to the mod board and created the post, but my post isn't showing there.

*Shrugs*
Reply #2 Top
As a side note, can anyone tell me how to get my posts to show up in the right place? I went to the mod board and created the post, but my post isn't showing there.


When you create the post, the pulldown menus on top of the text box show you where your post will go. Just edit the post, and change it that way.
Reply #3 Top
I was able to duplicate the problem, seems that it only works properly with ColonyModule for the name, anything else gives the yellow slider scale and no ability to load it
Reply #4 Top
Sweet! Thanks for the quick feedback Tetrasodium! I'll probably up the costs (way up ) on the colony modules for my next game, I was just trying it out to see if it would even work.
Reply #5 Top
Same problem here. I guess the colony module (and probably transport module) is coded based on internal name. Another thing to add to the modder wishlist