GC2 Twilight of the Arnor Mod Validation program.
Modding made easy
https://www.dropbox.com/s/m447rgrdev1bp30/GC2TOAMV.zipHello everyone. While making APT 2.0 I got sick of finding errors in my test games. Missing connection, missing descriptions. Arg! It was just to much data to go through every time. So I wrote a program to do it.
GC2 ToA Modvalidation (the program) will check the your mod for errors and it can be downloaded here. Use at your own risk. The download is a ZIP file so you need to extract the .EXE file first. No installation is needed just run it from where ever you want to.
First select your mod and game folders, Tick/untick the checks you want to perform and hit Go. The program will log anything it finds. You can copy and paste this freely. The program will reload all files each time you hit Go so you can edit, check, edit, check, etc.
The program is NOT compatible with double values. So multiple requirements, AIValue, etc. DO NOT WORK.
Please report any bugs or ideas by replying to this thread. Thanks.
Enjoy,
Regards Altarn
30-01-2013 Bugfixes:
- Fixed module requirement tech requirement notification
- Removed module requirement check from techtree check, this is done during StarbaseModule check
- Fixed two bugs that resulted in a object link-error.
- Fixed a bug where the category from a racial tree would be overwritten by one from techtree.xml.
- Added Null as acceptable technology category.
It will only check these files if they are present in your mod folder! The program will NOT load files from your game if it can't find them.
All racial techtrees files:
- Check for properties (if not found TechTree.XML is checked):
- DisplayName
- Details
- Requires
- Race TechTree is checked for presence of requirement.
- Values None and ImpossibleTech are ignored
- AIValue
- Cost
- Category
- Category is checked for validity
- Race Tree Branch is compared to TechTree branch for differences
- Checks Starbase Module prereqs.
- If a tech unlocks a starbase module, then the starbase module's module requirement tech requirement is checked for in the Racial Techtree.
PlanetImprovements.XML
- Check for properties
- S_InternalName
- S_Name
- AI
- S_Type
- Maintenance
- Cost
- S_IconName*
- S_QueryGraphicName*
- * the program checks if these files exist in:
- The mod folder
- GC2
- DarkAvatar
- Twilight
- S_TechRequirement
- Each race techtree is checked if this tech exists.
- Values None is ignored
- S_UpgradeTarget
- Checked if it exists in PlanetImprovements.XML
- None is ignored
- Ignored:
- BasicStarbase
- Decomission
- CapitalCity
- InnitialColony
StarbaseModules.XML
- Check for properties
- Name
- Model
- Tech_Requirement
- Each race techtree is checked if this tech exists.
- Value None is ignored
- Module_Requirement
- Checked if it exists in StarbaseModules.xml
- Value None is ignored
- Description
- StarbaseAbility
- Type
GC2Types.XML
- Check for properties
- There are various types in this file and their properties vary a lot. Suffice to say the essential properties are checked for each type. Types with a Class and Category are checked for valid combinations, e.g. Shield/S is valid Shield/A is not. Engined are checked for speed, weapons for damage, etc.
- Tech_Requirement is checked vs all racial techtrees
- Value None is ignored
TechTree.XML
- Each tech is looked up in the Racial techtrees to see if it is used or not.
- Ignored:
- SporeWeapons
- GermWarfare