How does the game handle having all of these ? As I would like to keep Gauntlets abilities and expanded use of 4 abilities instead of 2. But Horem has added abilities of his own. I noticed the Cybernetic ability seemed to be different. The GRM version said you had access to certain techs for those who did not fear... then I notice a range bonus instead with the UCP version.
1-GRM AbilityDefs
UCP_AbilityDefs
AbilityDefs
Newbie questions perhaps, but when I get a good understanding of all this , I may be able to contribute to the community rather than asking questions.
I need to understand why you can name an entry with a 1-GRM and the program knows what to do with it. As a former programmer I would assume an error because the program would be looking for a specific name and would either ignore it or give a syntax error.
If folder names do not matter then I could name it XXXX and the program would use it hence I would assume the names of the folders are for our sake since the program goes through each entry line by line. is that the case ? So essentially a mod could all be combined into one folder named GRM with no separate folders for anomalies, governance etc
if I add UCP_AbilityDefs to the GRM game folder with 1-GRM AbilityDefs , will the program pick up all the abilities or do i have to combine files by editing the xml ?
and which file do I edit the number of abilities allowed ? I would like to fix this to 4.
is there a good tutorial because I found the ones online to be insufficient to explain these things,at least for me
a quick review of the methods from an expert would be of great help to me.
detailed explanations will enable me and hopefully others to manipulate these files with no trouble.
JJ