Adding a New World

Specific details?

I am working on a modest mod--I am not messing with meshes, textures or models so I don't touch those parts of the entity files.  I am using existing planet types and then copying and renaming them and changing the attributes within those files in an effort to create additional world types.

As I understand things so far (thanks mostly to Harpo):

  • Modded files must be coverted back bin after being edited as text.
  • The files must be placed in the appropriate GameInfo folders
  • Be added to the GalaxyScenarioDef.galaxyScenarioDef file. 
  • For Entrenchment and Diplomacy they must be added to the entity.manifest file as well.

So as a start, I created a variation of the PlanetAsteroid.entity file and another of the PlanetDeadAsteroid.entity file.  At first, I got the game to load alright but none of the worlds would appear in the game.  I tried a few tweaks and they then locked up or froze the game on attempting to load the map. I suspect I am not naming them properly or in the correct places or perhaps am not changing some untouched parameters and am just "not getting it". 

I am posting the entity file text with no renaming but with my changed parameters.  The first I want to name PlanetRelicAsteroid.entity and it will use the same model/texture/mesh  files as the PlanetDeadAsteroid.entity does.  the second will use the same model/texture/mesh  as the PlanetAsteroid.entity does and will be named as PlanetAsteroidMinor.entity.  If someone could show the changes needed to properly name these files and point out if I have bjorked something else without realizing it, I would appreciate it.

Here's the PlanetRelicAsteroid:

TXT
entityType "Planet"
meshInfoCount 5
meshInfo
 typeNameStringID "IDS_PLANETTYPE_ASTEROID"
 asteroidTemplate "Dense"
 dustCloudTemplate "Sparse"
 meshName "AsteroidBig00"
 cloudColor 0
 nullMeshRadius 0.000000
 nullMeshParticleEffect ""
 hudIcon "HUDICON_PLANET_ASTEROID0"
 smallHudIcon "HUDICONSMALL_PLANET_ASTEROID0"
 infoCardIcon "INFOCARDICON_PLANET_ASTEROID0"
 mainViewIcon "MAINVIEWICON_PLANET_ASTEROID0"
 undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_ASTEROID0"
 picture "PICTURE_PLANET_ASTEROID0"
meshInfo
 typeNameStringID "IDS_PLANETTYPE_ASTEROID"
 asteroidTemplate "Dense"
 dustCloudTemplate "Empty"
 meshName "AsteroidBig01"
 cloudColor 0
 nullMeshRadius 0.000000
 nullMeshParticleEffect ""
 hudIcon "HUDICON_PLANET_ASTEROID1"
 smallHudIcon "HUDICONSMALL_PLANET_ASTEROID1"
 infoCardIcon "INFOCARDICON_PLANET_ASTEROID1"
 mainViewIcon "MAINVIEWICON_PLANET_ASTEROID1"
 undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_ASTEROID1"
 picture "PICTURE_PLANET_ASTEROID1"
meshInfo
 typeNameStringID "IDS_PLANETTYPE_ASTEROID"
 asteroidTemplate "Sparse"
 dustCloudTemplate "Sparse"
 meshName "AsteroidBig02"
 cloudColor 0
 nullMeshRadius 0.000000
 nullMeshParticleEffect ""
 hudIcon "HUDICON_PLANET_ASTEROID2"
 smallHudIcon "HUDICONSMALL_PLANET_ASTEROID2"
 infoCardIcon "INFOCARDICON_PLANET_ASTEROID2"
 mainViewIcon "MAINVIEWICON_PLANET_ASTEROID2"
 undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_ASTEROID2"
 picture "PICTURE_PLANET_ASTEROID2"
meshInfo
 typeNameStringID "IDS_PLANETTYPE_ASTEROID"
 asteroidTemplate "Wall"
 dustCloudTemplate "Dense"
 meshName "AsteroidBig03"
 cloudColor 0
 nullMeshRadius 0.000000
 nullMeshParticleEffect ""
 hudIcon "HUDICON_PLANET_ASTEROID3"
 smallHudIcon "HUDICONSMALL_PLANET_ASTEROID3"
 infoCardIcon "INFOCARDICON_PLANET_ASTEROID3"
 mainViewIcon "MAINVIEWICON_PLANET_ASTEROID3"
 undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_ASTEROID3"
 picture "PICTURE_PLANET_ASTEROID3"
meshInfo
 typeNameStringID "IDS_PLANETTYPE_ASTEROID"
 asteroidTemplate "Ring"
 dustCloudTemplate "Empty"
 meshName "AsteroidBig04"
 cloudColor 0
 nullMeshRadius 0.000000
 nullMeshParticleEffect ""
 hudIcon "HUDICON_PLANET_ASTEROID4"
 smallHudIcon "HUDICONSMALL_PLANET_ASTEROID4"
 infoCardIcon "INFOCARDICON_PLANET_ASTEROID4"
 mainViewIcon "MAINVIEWICON_PLANET_ASTEROID4"
 undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_ASTEROID4"
 picture "PICTURE_PLANET_ASTEROID4"
minZoomDistanceMult 1.250000
glowColor 0
ringColor 0
cloudLayerTextureName ""
planetResourceSetupInfo
 asteroidSpawnAngleVariance 3.141593
 totalMaxResourceAsteroids 0
 metalResourceAsteroidSetup
  minCount 0
  maxCount 0
  extractionRate 0.000000
  refineryRate 0.000000
  maxRefineryCount 0
 crystalResourceAsteroidSetup
  minCount 0
  maxCount 0
  extractionRate 0.000000
  refineryRate 0.000000
  maxRefineryCount 0
 neutralMetalResourceAsteroidSetup
  minCount 0
  maxCount 0
  extractionRate 0.000000
  refineryRate 0.000000
  maxRefineryCount 0
 neutralCrystalResourceAsteroidSetup
  minCount 0
  maxCount 0
  extractionRate 0.000000
  refineryRate 0.000000
  maxRefineryCount 0
isAsteroid TRUE
healthRegenRate 6.000000
planetUpgradeDef
 path:Population
  stageCount 2
  stage
   price
    credits 0.000000
    metal 0.000000
    crystal 0.000000
   upgradeTime 0.000000
   maxPopulation 10.000000
   populationGrowthRate 0.025000
   developmentTaxPenalty -2.000000
  stage
   price
    credits 150.000000
    metal 50.000000
    crystal 25.000000
   upgradeTime 15.000000
   maxPopulation 5.000000
   populationGrowthRate 0.005000
   developmentTaxPenalty 0.000000
 path:CivilianModules
  stageCount 2
  stage
   price
    credits 0.000000
    metal 0.000000
    crystal 0.000000
   upgradeTime 0.000000
   maxModuleSlotCount:Civilian 1.000000
   maxModuleConstructorCount 0
  stage
   price
    credits 450.000000
    metal 150.000000
    crystal 75.000000
   upgradeTime 45.000000
   maxModuleSlotCount:Civilian 3.000000
   maxModuleConstructorCount 1
 path:TacticalModules
  stageCount 3
  stage
   price
    credits 0.000000
    metal 0.000000
    crystal 0.000000
   upgradeTime 0.000000
   maxModuleSlotCount:Tactical 3.000000
   maxModuleConstructorCount 1
  stage
   price
    credits 450.000000
    metal 150.000000
    crystal 75.000000
   upgradeTime 45.000000
   maxModuleSlotCount:Tactical 12.000000
   maxModuleConstructorCount 2
  stage
   price
    credits 550.000000
    metal 175.000000
    crystal 125.000000
   upgradeTime 60.000000
   maxModuleSlotCount:Tactical 21.000000
   maxModuleConstructorCount 3
 path:Home
  stageCount 2
  stage
   price
    credits 0.000000
    metal 0.000000
    crystal 0.000000
   upgradeTime 0.000000
   isHomePlanet FALSE
   homePlanetTaxRateBonus 1.000000
   homePlanetMetalIncomeBonus 0.100000
   homePlanetCrystalIncomeBonus 0.100000
  stage
   price
    credits 2000.000000
    metal 300.000000
    crystal 200.000000
   upgradeTime 75.000000
   isHomePlanet TRUE
   homePlanetTaxRateBonus 3.000000
   homePlanetMetalIncomeBonus 0.300000
   homePlanetCrystalIncomeBonus 0.300000
 path:ArtifactLevel
  stageCount 3
  stage
   price
    credits 0.000000
    metal 0.000000
    crystal 0.000000
   upgradeTime 0.000000
  stage
   price
    credits 450.000000
    metal 150.000000
    crystal 75.000000
   upgradeTime 45.000000
  stage
   price
    credits 550.000000
    metal 175.000000
    crystal 125.000000
   upgradeTime 60.000000
 path:Infrastructure
  stageCount 2
  stage
   price
    credits 0.000000
    metal 0.000000
    crystal 0.000000
   upgradeTime 0.000000
   maxHealth 750.000000
  stage
   price
    credits 450.000000
    metal 150.000000
    crystal 75.000000
   upgradeTime 45.000000
   maxHealth 1250.000000
ringsChance 0.000000
isColonizable TRUE
planetTypeForResearch "Asteroid"
skyboxScalarsCount 5
skyboxScalars
 diffuseScalar 1.000000
 ambientScalar 1.000000
skyboxScalars
 diffuseScalar 1.000000
 ambientScalar 1.000000
skyboxScalars
 diffuseScalar 1.000000
 ambientScalar 1.000000
skyboxScalars
 diffuseScalar 1.000000
 ambientScalar 1.000000
skyboxScalars
 diffuseScalar 1.000000
 ambientScalar 1.000000
requiredPlanetBonusesCount 0
possibleRandomPlanetBonusesCount 9
bonus "PlanetBonusCrystalMiners"
bonus "PlanetBonusIndustrialWasteland"
bonus "PlanetBonusLowGravity"
bonus "PlanetBonusMetalMiners"
bonus "PlanetBonusMeteoriteCraters"
bonus "PlanetBonusPenalColony"
bonus "PlanetBonusRareMetalDeposits0"
bonus "PlanetBonusSalvagerOutpost"
bonus "PlanetBonusSignalAbsorption"
ambienceSoundID ""
renderAsVolcanic FALSE
ShieldMeshName "Shield_PlanetAsteroid"
renderShield TRUE
moveAreaRadius 21000.000000
hyperspaceExitRadius 18000.000000
isWormhole FALSE
maxStarBaseCountPerPlayer 1
maxSpaceMineCountPerPlayer 150
minShadow 0.000000
maxShadow 0.000000
ability:0 ""
ability:1 ""
ability:2 ""
ability:3 ""
ability:4 ""

Here's the PlanetAsteroidMinor:

TXT
entityType "Planet"
meshInfoCount 5
meshInfo
 typeNameStringID "IDS_PLANETTYPE_DEADASTEROID"
 asteroidTemplate "Empty"
 dustCloudTemplate "Sparse"
 meshName "AsteroidBig00"
 cloudColor 0
 nullMeshRadius 0.000000
 nullMeshParticleEffect ""
 hudIcon "HUDICON_PLANET_DEADASTEROID0"
 smallHudIcon "HUDICONSMALL_PLANET_DEADASTEROID0"
 infoCardIcon "INFOCARDICON_PLANET_DEADASTEROID0"
 mainViewIcon "MAINVIEWICON_PLANET_DEADASTEROID0"
 undetectedMainViewIcon

"MAINVIEWUNDETECTEDICON_PLANET_DEADASTEROID0"
 picture "PICTURE_PLANET_DEADASTEROID0"
meshInfo
 typeNameStringID "IDS_PLANETTYPE_DEADASTEROID"
 asteroidTemplate "Sparse"
 dustCloudTemplate "Sparse"
 meshName "AsteroidBig01"
 cloudColor 0
 nullMeshRadius 0.000000
 nullMeshParticleEffect ""
 hudIcon "HUDICON_PLANET_DEADASTEROID1"
 smallHudIcon "HUDICONSMALL_PLANET_DEADASTEROID1"
 infoCardIcon "INFOCARDICON_PLANET_DEADASTEROID1"
 mainViewIcon "MAINVIEWICON_PLANET_DEADASTEROID1"
 undetectedMainViewIcon

"MAINVIEWUNDETECTEDICON_PLANET_DEADASTEROID1"
 picture "PICTURE_PLANET_DEADASTEROID1"
meshInfo
 typeNameStringID "IDS_PLANETTYPE_DEADASTEROID"
 asteroidTemplate "Empty"
 dustCloudTemplate "GrittySparse"
 meshName "AsteroidBig02"
 cloudColor 0
 nullMeshRadius 0.000000
 nullMeshParticleEffect ""
 hudIcon "HUDICON_PLANET_DEADASTEROID2"
 smallHudIcon "HUDICONSMALL_PLANET_DEADASTEROID2"
 infoCardIcon "INFOCARDICON_PLANET_DEADASTEROID2"
 mainViewIcon "MAINVIEWICON_PLANET_DEADASTEROID2"
 undetectedMainViewIcon

"MAINVIEWUNDETECTEDICON_PLANET_DEADASTEROID2"
 picture "PICTURE_PLANET_DEADASTEROID2"
meshInfo
 typeNameStringID "IDS_PLANETTYPE_DEADASTEROID"
 asteroidTemplate "Sparse"
 dustCloudTemplate "Dense"
 meshName "AsteroidBig03"
 cloudColor 0
 nullMeshRadius 0.000000
 nullMeshParticleEffect ""
 hudIcon "HUDICON_PLANET_ASTEROID3"
 smallHudIcon "HUDICONSMALL_PLANET_DEADASTEROID3"
 infoCardIcon "INFOCARDICON_PLANET_DEADASTEROID3"
 mainViewIcon "MAINVIEWICON_PLANET_DEADASTEROID3"
 undetectedMainViewIcon

"MAINVIEWUNDETECTEDICON_PLANET_DEADASTEROID3"
 picture "PICTURE_PLANET_DEADASTEROID3"
meshInfo
 typeNameStringID "IDS_PLANETTYPE_DEADASTEROID"
 asteroidTemplate "Empty"
 dustCloudTemplate "Empty"
 meshName "AsteroidBig04"
 cloudColor 0
 nullMeshRadius 0.000000
 nullMeshParticleEffect ""
 hudIcon "HUDICON_PLANET_DEADASTEROID4"
 smallHudIcon "HUDICONSMALL_PLANET_DEADASTEROID4"
 infoCardIcon "INFOCARDICON_PLANET_DEADASTEROID4"
 mainViewIcon "MAINVIEWICON_PLANET_DEADASTEROID4"
 undetectedMainViewIcon

"MAINVIEWUNDETECTEDICON_PLANET_DEADASTEROID4"
 picture "PICTURE_PLANET_DEADASTEROID4"
minZoomDistanceMult 1.250000
glowColor 0
ringColor 0
cloudLayerTextureName ""
planetResourceSetupInfo
 asteroidSpawnAngleVariance 3.141593
 totalMaxResourceAsteroids 0
 metalResourceAsteroidSetup
  minCount 0
  maxCount 0
  extractionRate 0.000000
  refineryRate 0.000000
  maxRefineryCount 0
 crystalResourceAsteroidSetup
  minCount 0
  maxCount 0
  extractionRate 0.000000
  refineryRate 0.000000
  maxRefineryCount 0
 neutralMetalResourceAsteroidSetup
  minCount 0
  maxCount 0
  extractionRate 0.000000
  refineryRate 0.000000
  maxRefineryCount 0
 neutralCrystalResourceAsteroidSetup
  minCount 0
  maxCount 0
  extractionRate 0.000000
  refineryRate 0.000000
  maxRefineryCount 0
isAsteroid TRUE
healthRegenRate 6.000000
planetUpgradeDef
 path:Population
  stageCount 2
  stage
   price
    credits 0.000000
    metal 0.000000
    crystal 0.000000
   upgradeTime 0.000000
   maxPopulation 0.000000
   populationGrowthRate 0.025000
   developmentTaxPenalty -1.750000
  stage
   price
    credits 4500.000000
    metal 1500.000000
    crystal 750.000000
   upgradeTime 45.000000
   maxPopulation 0.100000
   populationGrowthRate 0.025000
   developmentTaxPenalty 2.500000
 path:CivilianModules
  stageCount 1
  stage
   price
    credits 0.000000
    metal 0.000000
    crystal 0.000000
   upgradeTime 0.000000
   maxModuleSlotCount:Civilian 0.000000
   maxModuleConstructorCount 0
 path:TacticalModules
  stageCount 3
  stage
   price
    credits 0.000000
    metal 0.000000
    crystal 0.000000
   upgradeTime 0.000000
   maxModuleSlotCount:Tactical 8.000000
   maxModuleConstructorCount 8
  stage
   price
    credits 450.000000
    metal 150.000000
    crystal 75.000000
   upgradeTime 45.000000
   maxModuleSlotCount:Tactical 24.000000
   maxModuleConstructorCount 16
  stage
   price
    credits 550.000000
    metal 175.000000
    crystal 125.000000
   upgradeTime 60.000000
   maxModuleSlotCount:Tactical 40.000000
   maxModuleConstructorCount 24
 path:Home
  stageCount 1
  stage
   price
    credits 0.000000
    metal 0.000000
    crystal 0.000000
   upgradeTime 0.000000
   isHomePlanet FALSE
   homePlanetTaxRateBonus 0.000000
   homePlanetMetalIncomeBonus 0.000000
   homePlanetCrystalIncomeBonus 0.000000
 path:ArtifactLevel
  stageCount 9
  stage
   price
    credits 0.000000
    metal 0.000000
    crystal 0.000000
   upgradeTime 0.000000
  stage
   price
    credits 4500.000000
    metal 1500.000000
    crystal 750.000000
   upgradeTime 45.000000
  stage
   price
    credits 5500.000000
    metal 1750.000000
    crystal 1000.000000
   upgradeTime 60.000000
  stage
   price
    credits 6500.000000
    metal 2000.000000
    crystal 1250.000000
   upgradeTime 75.000000
  stage
   price
    credits 7500.000000
    metal 2250.000000
    crystal 1500.000000
   upgradeTime 90.000000
  stage
   price
    credits 8500.000000
    metal 2500.000000
    crystal 1750.000000
   upgradeTime 105.000000
 stage
   price
    credits 9500.000000
    metal 2750.000000
    crystal 2000.000000
   upgradeTime 120.000000
  stage
   price
    credits 10500.000000
    metal 3000.000000
    crystal 2250.000000
   upgradeTime 135.000000
 stage
   price
    credits 11500.000000
    metal 3250.000000
    crystal 2500.000000
   upgradeTime 150.000000
 path:Infrastructure
  stageCount 2
  stage
   price
    credits 0.000000
    metal 0.000000
    crystal 0.000000
   upgradeTime 0.000000
   maxHealth 9000.000000
  stage
   price
    credits 450.000000
    metal 150.000000
    crystal 75.000000
   upgradeTime 45.000000
   maxHealth 12000.000000
ringsChance 0.000000
isColonizable TRUE
planetTypeForResearch "Asteroid"
skyboxScalarsCount 5
skyboxScalars
 diffuseScalar 1.000000
 ambientScalar 1.000000
skyboxScalars
 diffuseScalar 1.000000
 ambientScalar 1.000000
skyboxScalars
 diffuseScalar 1.000000
 ambientScalar 1.000000
skyboxScalars
 diffuseScalar 1.000000
 ambientScalar 1.000000
skyboxScalars
 diffuseScalar 1.000000
 ambientScalar 1.000000
requiredPlanetBonusesCount 4
possibleRandomPlanetBonusesCount 0
bonus "PlanetBonusLowGravity"
bonus "PlanetBonusConductiveInterior"
bonus "PlanetBonusSatelliteInfrastructure"
bonus "PlanetBonusThermalLift"
ambienceSoundID ""
renderAsVolcanic FALSE
ShieldMeshName "Shield_PlanetAsteroid"
renderShield TRUE
moveAreaRadius 30000.000000
hyperspaceExitRadius 20000.000000
isWormhole FALSE
maxStarBaseCountPerPlayer 1
maxSpaceMineCountPerPlayer 150
minShadow 0.000000
maxShadow 0.000000
ability:0 "AbilityMagneticCloud"
ability:1 "AbilityPlasmaStorm"
ability:2 "AbilityUnstableGas"
ability:3 "AbilityAsteroidBelt"
ability:4 ""

It might help to see how they should properly be named in the entity.manifest as well in case I am messing up the syntax and on a seperate note, what effect would "render as volcanic" have on these if changed to "true"?. 

For those wondering "why" these types of worlds, the minor asteroid is limited in logistical slots to allow things such as culture broadcast centers or phase blockers but not ship production or lab facilities (needed for a campaign map I have) and the Relic is to represent an ancient ship hull still possessing defensive capability.

All knowledgeable replies appreciated and thanks in advance.

17,282 views 15 replies
Reply #1 Top


Modded files do not have to be coverted back bin after being edited as text.

The files must be placed in the appropriate folders

Be added to the GalaxyScenarioDef.galaxyScenarioDef file (in several field areas).

Fixed.

The syntax in the entity.manifest files should be pretty self explanatory. Just be sure to add .entity on the end of the file name if it isn't there already.

Also want do you mean that your planets "Don't show up"? Did you make a custom map in galaxy forge that references them, or something else?

 

 

+1 Loading…
Reply #2 Top

sinimperium, the entity.manifest line structure is

TXT                                                      ' the sins entrenchment& diplomacy engine NEEDS this line
entityNameCount 1066                           ' add to this number the number of NEW line(s) you add to the entity file
entityName "AbilityAbilityGuidance.entity"  ' the actual line should contain the entire filename for entitys, but only the file name no path info

the differences with the brush.manifest is in the name and the start of each brush line

TXT
brushFileCount 28
brushFile "Achievements.brushes"

and the skybox manifest uses

TXT
meshFileCount 7
meshFileName "SkyboxBackdrop2.MESH"

but the galaxy,playerthemes & playerpictures manifests have a different line starts in that they just use the word 'file' where as the entity and brush both use the entity name at the start of each line

TXT
fileCount 6
fileName "NPC.playerThemes"

TXT
fileCount 4
fileName "NPC.playerPictures"

TXT
fileCount 47
fileName "Agamemnon's Bounty"

all of these examples are from the current manifests from entrenchment, but are the exact same structure and requirements in diplomacy, and I underlined the differences between the different manifests

harpo

 

+1 Loading…
Reply #3 Top

Thanks--haven't had a chance to follow go through the suggestions here but will shortly.

I made a small,  six planet, single star map in GF, then hand edited it to the new planet types and made sure it was all together.

On loading the map into the game, the two generic HW's showed up but no planets or jump lanes existed.  I "surrendered and continued" to look about in game but only the HW's existed.

I did not see the line count item--thanks Harpo nor did I note the "several areas" (argh) thanks Goa.

Back to the salt mine...hopefully smarter ;)

As I am using the same files as asteroids and dead asteroids for meshes, textures and the like, will I need to duplicate and rename them or can I recycle the present ones by just leaving the entity file pointing to the ones that already exist without making additional entries?

Reply #4 Top

sin-imperium, you SHOULD be able to re-use meshes & textures without placing a second version, just point the new entity to the old mesh which links to the texture. the re-cycling of meshes and textures IS workable as the terran & desert homeworlds use the same mesh & therefore texturesas the terran & desert worlds.

harpo

 

Reply #5 Top

For the record--adding the line entry in the manifest and updating the line-count in addition to placing the files into the folders and updating the scenario def file has still left me with no worlds showing (but the game starts).

I'm going line-by-line right now through the Scenario def file to look for little things I may have missed.

Reply #6 Top

sin-imperium, could it be the pipelineeffect issue? ie the

GS_Asteroid.fx
GS_Planet.fx
GS_Ship.fx
GS_ShipBuilding.fx
GS_ShipPhasedOut.fx


files?

harpo

 

+1 Loading…
Reply #7 Top

I am wondering if not creating a dupe set of the mesh/effects for the new world is the issue. 

I am trying a different tack now.  I'll modify the in-place file valuess, insure they work using already existent names and then I'll "add" the original files back with new names and mesh/texture files and see if they will work.

I have a variant of Volcanic, Ice and Terran planets that Ill swap and add as well.   For such a simple game it's quite annoying to have to play hide-and-seek, trial-and-error with all the needed details.  At least I know it CAN be done.

As regarding the above, good question.  I am right now trying to trial and error check every thing remotely connected to the asteroids I am trying to mod.  Grrr.

 

Reply #8 Top

sin-imperium, I simply copied the asteroid dead entity to a new name and edited it to alter the settings to similar to what you appear to want, then added it to my galaxyscenariodef and have not had any isues yet, but am sitll testing

harpo

 

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Reply #9 Top

Quoting harpo99999, reply 8
sin-imperium, I simply copied the asteroid dead entity to a new name and edited it to alter the settings to similar to what you appear to want, then added it to my galaxyscenariodef and have not had any isues yet, but am sitll testing
harpo

Lol--I must hate you now.  I had to go to sleep last night so I am just starting up again.

 

What magic is this!??  Could you point to what you changed in the file?  Maybe I missed something.

Reply #11 Top

Now I love you...in a completely heterosexual manly way of course.  At last we will have our revenge.  Perhaps I will even get smarter.

Reply #12 Top

I used my utilities and the diplomacy dev.exe and notpad++ attacking each error as it appeared.

basically I take lots of small steps while testing EACH step, which is also known as standard debugging methods

harpo

 

Reply #13 Top

I generally try to do the same but am working two jobs at present with a lot of changing schedules.  I haven't been using the dev.exe and will have to get back to that.

Is the english.string file in the download you provided to replace all of the strings or only some?  I accidentally dropped it in one folder I didn't mean and get a dump now.  I'll go back in and se if I can rejigger it.

Reply #14 Top

the strings is a complete strings from diplomacy + the strings for the mod only. I had copied the english.string from my diplomacy references then added the extra strings for the planets. I also did similar for the galaxysenariodef.

harpo

+1 Loading…
Reply #15 Top

Quoting harpo99999, reply 14
the strings is a complete strings from diplomacy + the strings for the mod only. I had copied the english.string from my diplomacy references then added the extra strings for the planets. I also did similar for the galaxysenariodef.

harpo

Thanks.  I've been swamped at work and this is the first I've even gotten back to forum.  Appreicate the help very much guys.