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Topic Summary

Posted by: JakMezak
« on: August 29, 2015, 07:28:13 PM »

Well in case anyone finds this post looking for the answer to my sub-post, it turns out that the TR mod had all the trade routes in the two traderoute.xml files set to a <HS_Speed_Factor> of 0.  Setting it to 1.0 or anything higher will fix the galactic path finding problem for fleets when you allow the fleets to travel more than 10 units (using the gameconstants.xml file). 
Posted by: JakMezak
« on: August 29, 2015, 04:56:06 PM »

Sorry about cutting into this topic, but it's related to the OP and might be helpful to others looking for advise on the topic.  If the mods feel differently, please relocate as you see appropriate. 

In any case, I've been doing a fair amount of editing of TR, just as Corey has suggested, for my own personal flavor reasons.  However, at some point in adding planets to the Art of War GC (of course I edited the planets.xml and traderoutes.xml as well) the galactic path finding system for fleets went crazy when I allowed hyperspace jumps outside of the specified trade routes.  The path finding AI started sending fleets to neighboring star systems via weird circuitous paths that even go in the opposite direction of the intended path.  Any thoughts? 
Posted by: Corey
« on: July 24, 2015, 03:28:45 PM »

No you won't. Enc wrote that tutorial for tactical maps, he's never worked on the actual scenarios (though he probably knew how since he hears me and Slornie complaining about how tedious it was often enough).

Anyways, it's extremely straightforwrad. Just look at any of the ones in the mod, we evenj separate them into theor own folders and files (Data/XML/Campaigns). Every line says exactly what it does. If you make a new file or folder for it, just make sure to  add it to CampaignFiles.xml, and that you have a different entry for each playable faction with the same set name (GCs are coded seperately for each faction, then grouped by the set name, so if you wanna change something you need to change it in every faction's version)
Posted by: kucsidave
« on: July 24, 2015, 10:17:45 AM »

Posted by: RC-1138
« on: July 24, 2015, 09:11:24 AM »

I don't really know much about these technical things, but I did read in a thread that there would be an update where you would be able to play as the Duskhan League, Hapes Consortium, and Zsinj, Haarsk, and another Imperial Warlord's mini-empire. Teradoc I think. I don't know if waiting for this update, updating your ICW, and then starting your own mod would help, but I thought you should know it.
Posted by: KommissarReb
« on: July 20, 2015, 10:31:55 AM »

I have ideas (some unorthodox) for ICW that I really want to see, but I doubt I'll see them, so I'd like to make my own submod for ICW like how Vulcanus made his submod. I don't know where to start. My FoC game is from the EaW Gold Pack, in case you were to ask about the version I use.

Would anybody tell me what I need to do to make my own GC for ICW, or how to make an unplayable faction playable? If there was a thread (or threads) that already explain this, would someone send me a link to the exact thread(s)?
Those working on this mod do so in their own free time and for no pay.
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