Author Topic: Modding new factions so they will work in Magictech  (Read 2868 times)

Jamesgamer

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Modding new factions so they will work in Magictech
« on: 14 February 2008, 00:01:06 »
I don't know about everyone else, but i like to use magic/tech with other new factions.

So... i thought i would work on converting the xmls for some factions (particularly SST:LR and Science)...

Who agrees that i should spend time on this/wants to help? =D


EDIT:Perhaps we could also make science more balanced =D
« Last Edit: 1 January 1970, 00:00:00 by Jamesgamer »

erandur

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Re: Modding new factions so they will work in Magictech
« Reply #1 on: 16 February 2008, 21:11:58 »
Quote from: "Jamesgamer"
I don't know about everyone else, but i like to use magic/tech with other new factions.

So... i thought i would work on converting the xmls for some factions (particularly SST:LR and Science)...

Who agrees that i should spend time on this/wants to help? =D


EDIT:Perhaps we could also make science more balanced =D

SST doesn't really work that good somehow... I adjusted the xml's, took me 30 minutes. But the bugs don't do anything. So i deleted them again. :D
« Last Edit: 1 January 1970, 00:00:00 by erandur »

Jamesgamer

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« Reply #2 on: 14 June 2008, 21:00:06 »
I thought I would bring this out of the "dead zone"...  :roll:  :D
« Last Edit: 1 January 1970, 00:00:00 by Jamesgamer »

osiris

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« Reply #3 on: 26 June 2008, 16:36:21 »
i would like to have a large tech tree, but the downside is that it would take FOREVER to load the game. i agree with balancing out science though.
« Last Edit: 1 January 1970, 00:00:00 by osiris »

Nihilirian

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« Reply #4 on: 26 June 2008, 18:12:35 »
Quote from: "osiris"
it would take FOREVER to load the game
 

I think this is an obvious no-no for a large tech-tree

It will work if you load only the stuff that are going to be used ingame.

I have always wondered why the engine loads everything even if only one tech is playing?
« Last Edit: 1 January 1970, 00:00:00 by Nihilirian »

erandur

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« Reply #5 on: 26 June 2008, 18:54:27 »
I might be mistaking, but didn't GAE solve that? Or at least it'll be inside one of the future releases. Load only units which are necessary.
« Last Edit: 1 January 1970, 00:00:00 by erandur »

SciFi Junkie

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« Reply #6 on: 27 June 2008, 04:11:53 »
Well, as mentioned in that one thread of mine I went and rigged it so I could play the Bugs and Humans from the SST mod and it worked well enough. They don't have any flying units, but they do pretty good with the Plasma Caves and plain old guns.

I did try to add in the musketmen and Nihilirian units, but ran into a bit of trouble when my attempts to change vital stats were met with messages about not being able to find the XML file (that I have up in front of me and just changed) and not saving properly. By the way, I was also trying to change the names for the musketmen mod when I met with the same problem. My father did give me a nice suggestion for the soldier unit's name though: Cannon Fodder.  :O
« Last Edit: 1 January 1970, 00:00:00 by SciFi Junkie »

Jamesgamer

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« Reply #7 on: 30 June 2008, 17:30:56 »
So can we get these together?  :)
« Last Edit: 1 January 1970, 00:00:00 by Jamesgamer »