Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Post reply

Warning: this topic has not been posted in for at least 100 days.
Unless you're sure you want to reply, please consider starting a new topic.
Name:
Email:
Subject:
Message icon:

Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What is the name of the planet we live on? Type it backwards then add a 5.:
Who is taking revenge? (lowercase):

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: mwonch
« on: June 22, 2013, 05:58:44 PM »

Within FTGU.xml (or whatever it is called) there are three copies of the GC, one for each playable faction.  You need to replicate your changes in all three copies (or at least in the ones you want to play those changes).

Ah, yes - of course! I didn't see those. Thank you all for helping.

 
Posted by: Slornie
« on: June 22, 2013, 12:14:04 PM »

Within FTGU.xml (or whatever it is called) there are three copies of the GC, one for each playable faction.  You need to replicate your changes in all three copies (or at least in the ones you want to play those changes).
Posted by: mwonch
« on: June 22, 2013, 11:27:26 AM »

For the campaign, every GC has a version for each faction. You added the ships and changed the credits for the Remnant in the NR's version of it, but not for the other two.

I'm not sure what you mean by this. Can you explain further?

As for your other question: Even though I changed the files and made sure the newer ones replace the older, no changes take effect. The starting credits and fleet were made so high so I would know right away if the intended changes will be effective. So far...nope. LOL
Posted by: Corey
« on: June 22, 2013, 01:51:01 AM »

For the campaign, every GC has a version for each faction. You added the ships and changed the credits for the Remnant in the NR's version of it, but not for the other two.

For structure slots, yes, you'd do that by going into the individual map files and adding the markers. What about the number increases isn't showing to make you think it's not working?
Posted by: mwonch
« on: June 22, 2013, 12:58:54 AM »

Upload the files somewhere and post the links here, I'll look at them. Also, JSYK if you put 8 allowed special structure on a planet and there's not 8 markers, you're going to have a bad time.

How does one go about changing the amount of markers? Would that be a little editing in the actual TED files?

The files can be downloaded from the following links:

http://www.4shared.com/document/WNc0p1dD/Planets.html

http://www.4shared.com/document/bEszoj9C/Campaigns_FTGU.html

These are the only two files I changed. I kept the changes to the build slot numbers. Most of the changes are to the IR (Empire) homeworld. If you have any problems accessing or downloading the files please let me know.
Posted by: Lord Xizer
« on: June 21, 2013, 10:50:46 PM »

JSYK if you put 8 allowed special structure on a planet and there's not 8 markers, you're going to have a bad time.

What will it do?
Posted by: Corey
« on: June 21, 2013, 07:21:08 PM »

Upload the files somewhere and post the links here, I'll look at them. Also, JSYK if you put 8 allowed special structure on a planet and there's not 8 markers, you're going to have a bad time.
Posted by: mwonch
« on: June 21, 2013, 07:19:19 PM »

There are files that list what files the game should be reading, but as long as your just editing them you wouldn't need to add these back in (since they have the same name), and if you renamed the originals then those won't be read. What did you actually change?

Starting units, starting cash, build slots on every planet to 8, max space stations allowed set to level 3, max gun satellites allowed to 5 everywhere. I did NOT change the pop cap.

I figured - like most games - when a mod is slightly off it won't start or will crash. Instead, what happened is as described above: as if nothing was changed. The two original files were renamed before placing the edited files.

I think that's it. Pretty standard modding behavior, just not standard game behavior (I assume). LOL
Posted by: Corey
« on: June 21, 2013, 07:11:11 PM »

There are files that list what files the game should be reading, but as long as your just editing them you wouldn't need to add these back in (since they have the same name), and if you renamed the originals then those won't be read. What did you actually change?
Posted by: mwonch
« on: June 21, 2013, 07:02:58 PM »

No, they need to be in the same place.

I did that. No go. When I start the game, it's as if the files were NOT changed.

Maybe I'm not understanding something. Is there a master set of files that play into this, or does the original unchanged file have to be totally removed (rather than renamed).

I'm at a loss here. If you like, I can send you the two files I changed (just Planets and FTGU - I didn't touch regions). It's gotta be something simple, such as adding too many starting units or something dumb like that.
Posted by: Corey
« on: June 21, 2013, 06:55:28 PM »

No, they need to be in the same place.
Posted by: mwonch
« on: June 21, 2013, 06:33:43 PM »

I made some changes to three files (Planets, Planet_Regions, and FTGU main file). The most changes were made to the FTGU, of course. However, the changes did NOT take.

When changing these files, do I need to put them elsewhere for them to override the original? or am I missing something?

Thanks again in advance!

Mike
Posted by: Slornie
« on: June 21, 2013, 05:38:51 PM »

One last question that you may have answered a lot over the years: why is Imperial Remnant stuck at Tech level 3 when everyone else is Tech 5? Is 3 the actual top IR can achieve, regardless of ruling the entire galaxy? Just curious.
Era 3 is the point at which, technologically speaking, the Remnant is most powerful, whereas the New Republic and Empire of the Hand get progressively more powerful as the years pass.

Sorry, I also had a second additional question regarding increasing building slots for the individual planets - is that done through XML files, too?
Ground structures are controlled via the individual planet entries in the Planets xmls (the mod has two).
Posted by: mwonch
« on: June 21, 2013, 05:35:43 PM »

That really helps, Cory. Thank you!

I know you've heard this many many times before, but this ICW thing is really frigging NICE! I seriously doubt I'll play the other two "games" again. LOL It's THAT good.

One last question that you may have answered a lot over the years: why is Imperial Remnant stuck at Tech level 3 when everyone else is Tech 5? Is 3 the actual top IR can achieve, regardless of ruling the entire galaxy? Just curious.

Mike

Sorry, I also had a second additional question regarding increasing building slots for the individual planets - is that done through XML files, too?
Posted by: mwonch
« on: June 21, 2013, 05:31:14 PM »

That really helps, Cory. Thank you!

I know you've heard this many many times before, but this ICW thing is really frigging NICE! I seriously doubt I'll play the other two "games" again. LOL It's THAT good.

One last question that you may have answered a lot over the years: why is Imperial Remnant stuck at Tech level 3 when everyone else is Tech 5? Is 3 the actual top IR can achieve, regardless of ruling the entire galaxy? Just curious.

Mike
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!