Political Party Mod trouble

 

Hi

I am attempting to make a couple political parties for Twilight of the Arnor. I chose to start with the Environmentalists party. I made a nice PNG using PS and I altered the following code. I am at a loss however as to where exactly to put them. I could not find a Political Parties XML file in either expansion so I first tried altering the original one in GalcivII simply by adding my code at the end, but before the closing XML tag. 

Here is the XML for my test party.

 

<PoliticalParty InternalName=" Environmentalists">
<ID>6</ID>
<DisplayName> Environmentalists</DisplayName>
<Description>The Environmentalists are the antithesis of Industrialists. Environmentalists receive a bonus to their home planet Quality.</Description>
<Model>gfx/Government/ Environmentalists.png</Model>
<OpposingParty>Industrialists</OpposingParty>
<Bonus>30:2</Bonus>
<Penalty>4:-10</Penalty>
<ColorRed>20</ColorRed>
<ColorGreen>180</ColorGreen>
<ColorBlue>40</ColorBlue>
</PoliticalParty>

Could anyone tell me where to place the XML file and PNG. 

 

 

57,986 views 11 replies
Reply #1 Top

Just in the default DL folder. The parties have not been touched by Stardock since the original game was released, so there was no need to add another file in the expansions. The PNG can go in the GFX folder, Government subfolder.

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Reply #2 Top

Thank you, I actually got it working but there's still one major problem. I can't get the +1 (or +10%) to home planet quality to work. I increased the default value of all the home worlds to 12 and I changed the earth-like class range to 10-19. and eden to 20 - 99. 

So I added a bonus of 1 to (30) (home planet quality) but it never worked. I then tried 10 thinking that 30's units may be in % but that never worked either. I made the penalty a -10 moral hit.

I can't figure a solution for this problem.

 

not that it matters but I increased the default value of all the home worlds to 12 and I changed the earth-like class range to 10-19. and eden to 20 - 99. I did this in case someone spent the 8 points on +20% planet quality and also chose Environmentalists for their political party.

any idea how I could get this to work.

Reply #3 Top

 

I do not think that it is possible to have a PQ bonus for political parties that only effects your home planet.

 

not that it matters but I increased the default value of all the home worlds to 12 and I changed the earth-like class range to 10-19. and eden to 20 - 99. I did this in case someone spent the 8 points on +20% planet quality and also chose Environmentalists for their political party.

However, there are several people (myself included) wondering how to change class ranges. PLEASE tell us what to do to change them!

Reply #4 Top

Stardock Games >>GalCiv2>>Data>> PlanetDiscriptions XML

 

<PlanetDescription>

<Name>Testing123</Name>

<ColorScheme>Earthlike</ColorScheme>

<UsableElevationRange>0.35,0.7</UsableElevationRange>

<EnhancementPotential>17</EnhancementPotential>

<ClassRange>10,19</ClassRange>

</PlanetDescription>

*******************************************************************

 

The list goes as so

0= economic

1= weapons

2= defense

3=speed

4=moral

5= population

6=Social Production

7= Military Production

8= Research

9= Influence

10= Trade

11= Diplomacy

12= Hit Points

13= Repair

14= Sensors

15= Espionage

16= Soldiering

17= Interest Rates

18= Planet Quality

19= Trade Routes

20= Crime

21= Cabinet

22= Range

23= luck

24= Courage

25= Creativity

26= Government

27= Loyalty

28= Logistics

29= Miniaturization

30=  home planet quality

 

So I assumed any of these codes could be used to award political party bonuses.

Reply #5 Top

So I assumed any of these codes could be used to award political party bonuses.

 

Don't assume anything with such stuff...

The particularity of Parties modding is more about where files MUST be located to either add to the defaults or replace them altogether.

I wouldn't recommend "overwriting" default files straight into GC main folders for a specific reason; once you update the core program, SD has a knack for automatic verifications of THEIR valid stuff and will put their own PP.xml file right where it belongs - erasing yours!

The only solution to this is to keep and maintain a general drop zone for your personalized things as a true MOD folder, activate it, settings all & forget it. Nobody is going to screw up these files unless you want to.

 

Now, HW PQs; presuming this is for TA only, btw...

The usual "Bonuses" are tied up with some SuperProjects, plenty of normal buildings & the regular set of "Abilities" (as shown on your list above) to either the RC.xml upon initialization or a number of key PIs during gameplay. The difference being that a local planet isn't a general container where Skills (my definition of general Abilities instead of pure Bonus) can be altered at will... there are a few in-code pre-requisites which are specific to Planetary tiles Bonus(es) or, indirectly their variation in Quality as perceived from the actual 'improvable' values; Enhance levels, terraforming calibration of Extremes and what else.

My own experience tells me that through observation of the actual PIs values (Including GAs, btw) & what ability they are trying to modify, one can guess what is possible for each types. Say, MPs for factories, Food for Farms -- resources. And, pure percentages with data & category lines inserted in a new PI.xml file -- for ability (as in skills) factors. Bonuses being more of a PI booster than anything else.

 

One thing is certain - the PlanetaryQualityBonus tagging of any normal PI never worked for me, so i suspect yet another In-Code function that prevents us from using **it**. According to Carielf' ModGuide, it should but it doesn't... sadly.

 

Oh, and have a look at MrKorx's ASA custom race, IIRC... he could make a HW PQ bonus to work with either his own Environmentalist party or through the corresponding RC ability tags.

Reply #6 Top

Yeah, I had to add to the PoliticalParties.XML located GalCiv2>>DarkAvatar>>Data>>English. I save a copy of all of my mod stuff so if SD writes over it I can simply paste it back again. As for the party logos I coppied the Govermants folder and dropped it in the GFX Twlight mod folder so the graphics are safe there. 

I gave up on the HWPQ and just went with an overall PQ bonus and it seems to work well. I have tested it using many different senerios.  Now if you dump 8 points into +20 PQ and also take the Enviornmentalist, PQ is still restricted by the class boundries. i.e you can only turn a PQ 7 into a max 9. So I think this combo is not as sweet as it may look. Moreover, the penalty for losing an election is -10 to Morale. 

Now I am a newbie to XML and modding although I do have some programming experience with C++ and VB.net. There are a few things you touched on in which I am not clear. 

What are you refering to when you say "PI's"? Also you said.

 

I wouldn't recommend "overwriting" default files straight into GC main folders for a specific reason; once you update the core program, SD has a knack for automatic verifications of THEIR valid stuff and will put their own PP.xml file right where it belongs - erasing yours!

The only solution to this is to keep and maintain a general drop zone for your personalized things as a true MOD folder, activate it, settings all & forget it. Nobody is going to screw up these files unless you want to.

As stated earlier I have a backup folder(drop zone) but I am unclear to what you mean when you say "Activate it, settings all & forget it." 

I really appreciate all of the help.

Here are the 3 parties I added, I created the Spiritualist and Environmentalist. SD created the Totalitarian, I just made the logo.

 



<PoliticalParty InternalName="Totalitarians">

<ID>8</ID>

<DisplayName>Totalitarians</DisplayName>

<Description>The Totalitarians desire complete control over both the economy and military.  They receive bonuses to economy, loyalty, and military production.</Description>

<Model>gfx/government/Totalitarian.png</Model>

<OpposingParty>Federalists</OpposingParty>

<Bonus>0:10 7:20 27:10</Bonus>

<Penalty>0:-10 7:-20 27:-10</Penalty>

<ColorRed>200</ColorRed>

<ColorGreen>20</ColorGreen>

<ColorBlue>20</ColorBlue>

</PoliticalParty>


<PoliticalParty InternalName="Spiritualists">

<ID>9</ID>

<DisplayName>Spiritualists</DisplayName>

<Description>The Spiritualists live by the rules of their faith and will die to to spread it. They receive bonuses to Influence, loyalty, and Morale.</Description>

<Model>gfx/government/Spiritualists.png</Model>

<OpposingParty>Universalists</OpposingParty>

<Bonus>4:10 9:15 27:15</Bonus>

<Penalty>4:-10 9:-15 27:-15</Penalty>

<ColorRed>20</ColorRed>

<ColorGreen>20</ColorGreen>

<ColorBlue>180</ColorBlue>

</PoliticalParty>


<PoliticalParty InternalName="Enviornmentalists">

<ID>10</ID>

<DisplayName>Enviornmentalists</DisplayName>

<Description>The Enviornmentalists have the upmost repect for nature and to that end they keep pollution levels to a minimum. Enviornmentalists receive a bonus to planet Quality.</Description>

<Model>gfx/Government/Enviornmentalists.png</Model>

<OpposingParty>Industrialists</OpposingParty>

<Bonus>18:10</Bonus>

<Penalty>4:-10</Penalty>

<ColorRed>20</ColorRed>

<ColorGreen>180</ColorGreen>

<ColorBlue>40</ColorBlue>

</PoliticalParty>

 

 

I tried using the XML code insert utility but it made a mess of things. ;)  

ps I searched for the MrKorx stuff and came up blank. Do you have a link or links to this info. I appreciate your comments and assistance. Thanks

Trent

 

 

Reply #7 Top

Quoting MarzGuitarz, reply 6
What are you refering to when you say "PI's"?

Planet improvements.

Quoting MarzGuitarz, reply 6
As stated earlier I have a backup folder(drop zone) but I am unclear to what you mean when you say "Activate it, settings all & forget it."

See here to set up a mod folder that lets you do what you want without fear of messing up the default files.

 

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Reply #8 Top

As stated earlier I have a backup folder(drop zone) but I am unclear to what you mean when you say "Activate it, settings all & forget it."

See Macmatt suggestion above!

ps I searched for the MrKorx stuff and came up blank.

From the man himself...

https://forums.galciv2.com/339063

 

I gave up on the HWPQ and just went with an overall PQ bonus and it seems to work well.

 

So have i a few months ago... but, it doesn't necessarily mean i won't be looking over this particular issue again later if & when anyone at SD can actually provide some clear hints or straight answers. :annoyed:

 

PS; I took the habit of using short abbreviations for most usual & regularly moddable files some time ago too; G-alactic A-chievements, S-uper P-rojects, A-bility T-ags #x, T-erran A-lliance, m-inor R-aces, BMD-SPA for Beam_Missile_Drivers & Shields_PointDef_Armor... TSMLCH (hull sizes),  BGEAU (Supports), etc.

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Reply #9 Top

Thank you very much. What and where is this XML file he is talking about?

First of all, go to either C:\Program Files\Stardock\TotalGaming\GalCiv2\Mods or C:\Program Files\Stardock\TotalGaming\GalCiv2\DarkAvatar\Mods . Once in there, create a folder for your mod. So now you have, for example, GalCiv2\DarkAvatar\Mods\YourModFolder.

Then, in that folder, put
the attached xml file and edit it appropriately. <<-----

I assumed there must be an attachement to the thread/post that I could not see until I registered. I registered and I still found no XML attachment. o_O  

I apologize for my noobieness.:grin:  

 

It sucks being a noobie boobie :X  

Reply #10 Top

Sorry about that, the attachment seems to have gone walkabouts. What you need is to save this in a file called ModDescription.xml and put it into your mod folder.

<?xml version="1.0" standalone="yes"?>
<GC2Mods>
  <Mod Name="Generic">
    <Description>Default Mod TA Description</Description>
  </Mod>
</GC2Mods>

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