They do already have an 'All Hulls Mod' in the new beta, which is mostly what I was looking for from the KHSM mod in the first place.
Knyghte
It would help if you put the code for the improvement up. I suspect your missing the {EnhanceLevel} field, but that's just a guess. You need the {EnhanceLevel} tag to mod the yellow, orange and red squares.
I usually have mine set to cost 200 and the number of colonists to 100. I also mod the range so that the first two are pretty small (like 1 and 2).
Pnakotus: Very good idea. Each planet has something like 72 tiles...we could probably use the lowest row to work with the Subterrainen (sp?) and Orbital mods.
I've seen the AI with Soldiering bonus 85 and above, a number of times. A lot of it depends on who your fighting too. The Drengin value it quite a bit, obviously.
Andrew Cory, Most of the lines are in the PlanetImprovements.xml, I just made up the costs/name/tech requirements. {Improvement} - standard notation {S_Name}Orbital Defense Factories{/S_Name} - made up name, could probably be anything {S_InternalName}OrbitalDefenseFactories{/S_InternalName} - made up name, could probably be anything {S_Type}SuperProject{/S_Type} - Needs to be a SuperProject in order to mod the Race Ability {S_TechRequirement}Industrial
I was playing around with a variety of things this morning and discovered a trick using the {EnhanceLevel} tag. I created an Improvement called Orbital Defense Factories. {Improvement} {S_Name}Orbital Defense Factories{/S_Name} {S_InternalName}OrbitalDefenseFactories{/S_InternalName} {S_Type}SuperProject{/S_Type} {S_TechRequirement}Industrial Complex{/S_TechRequirement} {Cost}800{/Cost} {AI}15{/AI}
Your guess is as good as mine
Followup: Apparently there's an unwritten rule somewhere that basically says you can only add ONE ability mod to a TradeGood, SuperProject or GalacticAchievement. I'm hoping this changes in the future as I'd like to create a building that has mods to both Weapons and Defenses, which is currently impossible. Running into a lot of walls here lately.
There's a pic for it in the \Gfx\Improvements directory...that's where I got the idea to use the S_InternalName.
I checked it out, and your right, fsk+. If I create a building as a SuperProject type, it applies to the racial ability. Which is good and bad in that Repair is pretty much useless at a Planetary scale, as are a number of other abilities. I was hoping to add +Repair as part of a Starport upgrade (like +2 to 4% per modded Starport). Looks like (for now), its a one of a kind type deal.
That's what I'm doing and it does show in the on the Planet screen, but not always on the Race bonus screen. IOW, it shows for Espionage, but not Repair.
You can use either BasicStarport or UpgradedStarport for S_InternalName to treat the building as a starport. I use UpgradedStarport for my modded starports because if you use BasicStarport and you already have one, you don't see the upgrades .
'Nother idea, this time for the GUI. On the Planet screen, it would be nice to either have a popup or option to use scroll wheel for things like factories, research and morale improvements. If you do a popup, you could have them broken into categories: Factories Research Moral Trade Goods SuperProjects GalacticeAchievments If left as a scroll wheel, click on the improvement type and scroll up or down to pick which one you wish build. Assuming you
I'd love to be able to build a building and have it trigger some sort of event. The game already has some hardcoded events (creating your first Medium Scale ship, your first trade route, your first invasion, etc). How neat would it be to build the Temple of Righteousness and have it trigger a bump in Planetary Quality? Or a Temple of Debauchery and your races Population % increases... You get the idea, I'm sure. Also, I'd like to see the 'extra' tiles (the ones you have to
Ok, I've gotten Espionage to work, but Repair, even though it shows up on the building, doesn't show on the Race bonus screen. Urgh!
Has anyone been able to create a building that can add to Repair or Planet Quality? I *can* add bonuses for the regular attribultes (Morale, Industry, Research) and I can add to logistics, but it seems that anything with a SpecialId doesn't work. I'd like to create a starport upgrade, or even a building that adds a small amount to the racial Repair ability. Anyone else have any luck? As a side note, Soil Enrichment, Ha
Some of the civs start off with the required tech for Manufacturing Capital. Not sure if that's possible to do with a Custom Race, unless you mod it. The other races seem to have from 400-500 points of tech, while a Custom Race has 200. Consulting the PlanetImprovements.xml, the cost for a Manufacturing Capital is 250.
I believe it *used* to do the above. Hopefully will do so again soon (the tool tip telling you what the heck the piece is).
One thing that hasn't been mentioned so far...if your planet isn't building anything (no starships, no planetary improvements, etc), that translates to money in your economy.
In my sandbox games, I modded the PlanetImprovements to have three levels of Starport, usually requiring Miniturization and something else. Level 2 Starports incorporate the Orbital Fleet Manager benefits. Level 3 incorporate the Omega Defense benefits. The only problem is that since you can only have one Starport on a planet, you have to destroy it first before building the next level Starport. I find that lately, I've been waiting until I can buil
Its pretty much as easy as you say, Fsk+. You mod the PlanetImprovements.xml and that's pretty much about it.
The interesting thing is, the player builds a starport, they can't build another one on planet.
I'm pretty sure I saw them in the PlanetImprovements.xml file. I'm at work so I coudn't tell you what the requirements are.
I had a related issue (because I screwed up my English.str file while modding), but instead of not seeing any text, it says string not found...pretty much anywhere there is a text string . Grabbin' at straws here, but who knows?