After looking at many of the threads already here for information or just the titles (and knowing by that title that it's useless for what I'm looking for), I've decided it's about time for a thread about MODing to be started.
I started learning how by simply downloading the fairly few decent sounding (or looking) MODs I could find on the web and seeing what files are being changed in order to do certain things and what's being done with those files. I also found a simple program that was able to break out the *.mob files or the *.txt files (which were spreadsheets for various parts of the game) into more understandable and editable bites. That was MoO3 Edit 1.0, in case you're wondering. You're also able to make copies of the spreadsheets within the *.mob files in order to do editting from text editors like Wordpad.
Here's what I've learned so far...
You can cheat like crazy if you take the time to figure out the construction of racemodifiers.txt and wsRaceDesc.txt. The first of those files do the real work while the other one gives the descriptions in your "Costomize" screen. The hardest part of that was figuring out the window structure for creating your sellections and then attaching text tags in the right places. You have to do all that a certain way or the buttons either won't even show up or won't work quite right. You can easily add groups of buttons to add attributes to your race and add starting costomization points so that you can get every possible positive ability you want besides any completely new button you could make.
I've also figured out how to replace the sellection of galaxies you can start with, but went as simply as replacing the files with MODs other people made. Basically, just the GallaxyConfigurations.txt and wsStartUpScreens.txt files had some changes.
Then I started getting into doing the things I had to figure out on my own... How to add/modify weapons, ships, building by zone (DEA) or per planet (like shipyards), and so on. You need to play with the TechTables.txt and wsTechnology.txt files to add/change these. It's easy to change any lines that already exist and possible to add anything considered non-planetary such as ships and ship weapons, but that you can only have so many planetary "items" (but no clue as of yet as to that max number, if that's the real case).
I can help others figure that much out and maybe a little more, like how to properly edit the encyclopedia file (also figured out)... But, I'm also looking for help on doing a few things...
Does anyone know if it's even possible to make a set up costomization options for chosing a homeworld size other than 6 regions? I tried many different combos of commands that seemed like they would control that, but nothing worked... I always started with a size 6 planet... I did find a file that could change ALL race's homeworld size to whatever I wanted up to 12, but that's not a "buyable" race pick like I want.
Also, about that "planetary items" thing I mentioned. Is there a way to add buildings to the tech tree past the point which seems to be a max number of building? One reason, I want to keep all the existing buildings but add a couple here and there "more advanced versions" of existing buildings which seem to vanish (as far as upgraded versions go) around half-way through the tech tree.
However, I've also found that spies in MoO3 are sadly lacking compared to those in MoO2. They seem to be lacking too much in some ways and also don't seem to live long enough for the trouble of training them. In self-response to the above paragraph, the thought of replacing all the tech lines related to spies. (I've already disabled spy training so I don't have to worry about that).
I started learning how by simply downloading the fairly few decent sounding (or looking) MODs I could find on the web and seeing what files are being changed in order to do certain things and what's being done with those files. I also found a simple program that was able to break out the *.mob files or the *.txt files (which were spreadsheets for various parts of the game) into more understandable and editable bites. That was MoO3 Edit 1.0, in case you're wondering. You're also able to make copies of the spreadsheets within the *.mob files in order to do editting from text editors like Wordpad.
Here's what I've learned so far...
You can cheat like crazy if you take the time to figure out the construction of racemodifiers.txt and wsRaceDesc.txt. The first of those files do the real work while the other one gives the descriptions in your "Costomize" screen. The hardest part of that was figuring out the window structure for creating your sellections and then attaching text tags in the right places. You have to do all that a certain way or the buttons either won't even show up or won't work quite right. You can easily add groups of buttons to add attributes to your race and add starting costomization points so that you can get every possible positive ability you want besides any completely new button you could make.
I've also figured out how to replace the sellection of galaxies you can start with, but went as simply as replacing the files with MODs other people made. Basically, just the GallaxyConfigurations.txt and wsStartUpScreens.txt files had some changes.
Then I started getting into doing the things I had to figure out on my own... How to add/modify weapons, ships, building by zone (DEA) or per planet (like shipyards), and so on. You need to play with the TechTables.txt and wsTechnology.txt files to add/change these. It's easy to change any lines that already exist and possible to add anything considered non-planetary such as ships and ship weapons, but that you can only have so many planetary "items" (but no clue as of yet as to that max number, if that's the real case).
I can help others figure that much out and maybe a little more, like how to properly edit the encyclopedia file (also figured out)... But, I'm also looking for help on doing a few things...
Does anyone know if it's even possible to make a set up costomization options for chosing a homeworld size other than 6 regions? I tried many different combos of commands that seemed like they would control that, but nothing worked... I always started with a size 6 planet... I did find a file that could change ALL race's homeworld size to whatever I wanted up to 12, but that's not a "buyable" race pick like I want.
Also, about that "planetary items" thing I mentioned. Is there a way to add buildings to the tech tree past the point which seems to be a max number of building? One reason, I want to keep all the existing buildings but add a couple here and there "more advanced versions" of existing buildings which seem to vanish (as far as upgraded versions go) around half-way through the tech tree.
However, I've also found that spies in MoO3 are sadly lacking compared to those in MoO2. They seem to be lacking too much in some ways and also don't seem to live long enough for the trouble of training them. In self-response to the above paragraph, the thought of replacing all the tech lines related to spies. (I've already disabled spy training so I don't have to worry about that).
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