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Making MODs - learning how and any questions/answers that come up

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  • Making MODs - learning how and any questions/answers that come up

    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).

  • #2
    OK.... You could smack me for the tech-tree problem I was having before... I think I solved it. The correction for having techs of any kind not show up is in the names tags for each tech line in TechTables.txt......

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    • #3
      New problem........ In trying to add all these new techs (some completely new with some advanced versions of existing techs), I've run into a major roadblock...... It seems you can't extend the game's tech lines past level 50 in any field... If anyone can figure out how to get the game to do research past level 50, that would be GREAT!!!

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      • #4
        First of all, I noticed this thread is making a big hit since I started it..... NOT!! Anyway........

        I decided, a couple days ago, that the only way I could add techs that would go into the 50's would be to adjust all the other techs down a level or 4 (or whatever, depending on their original level) so there would be room to stick them at the top (at or just under level 50). After doing that, I'll also do a tech-slowdown change so that all fields for all races (including the Orions) will take 5 times longer to research.... That should slow down research enough for even the most massive and impossible of games.....

        For added fun, I'm also editting the "StartShips.txt" file so that you get a few more ships to start with (2 system colony ships, 2 eagle attack, 4 system defense for all but Orions, and to add maybe 10-20% to the Orions starting numbers --not done at this point since they're so powerful at even later stages of the game)...

        The next more-ish fun thing I did was to increase the starting planet size for all races in the HomeWorldDefault.txt so that all "gaming races" get a size 10 instead of 6 to start with, and the Orions get a 12 instead of 9... When I thought about doing this, I realized it would actually make the game harder and more interesting in the way that it gives all races a bit of a jump at developing on a homeworld before having to build colony ships. It might be quite interesting to see what races do with 4 more spaces to stick 8 more DEAs into right from the start. I'm guessing the smart race would turn half of them into research DEAs with the rest going to mining, farming, and construction...

        I'm also going to be making sure that the wsTechnology.txt and encyclopedia files are up-to-date as I do this (so far only adding to the Tech file). All-in-all, between making use of just a few MODs downloaded from the net then doing this might make it quite the MOD-pack........

        More to follow.... If anyone is watching.....

        It would make my life easier if I could get insights from anyone more experienced in MODing MoO3 for at least finding a way to make a set of options to chose a starting homeworld's size or in extending the maximum research tree level past 50 as a cap.... I might run into some more things that I can't figure out and will post those troubles when I find them... ---looking for input---

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        • #5
          Update...
          It turns out altering the size of all stating homeworlds is a bad idea. The game will probably run just fine if you ignore your homeworld completely after round 1 or 2 is over, but that would mean never being able to take a look at it. The problem is that building any DEA on any of the "extra" regions causes the error (- "no direct X surface..." -)........ If you have a save editor which can change the regions you have, you'll see the odd data inserted onto the homeworlds for the extra regions. Oh well... Back to original sizes and hoping there can be a way to setup starting race picks as part of the game...

          Also, I've added around 100 new techs to the tech tree where a majority are simple upgrades of existing tech of each type (such as hulls, engines, and so on). There are also several which I basically created out of thin air, but still are really sorts of upgrades of other techs. The wsTechnology file is up-to-date with it, except there are just a few techs I didn't fully notate (about 5 of them) and plan on doing later. And, I've backed off the tech-slow-down to taking just 4 times as long as original for now to see how long it will take now. Finally, the library file hasn't been touched yet, but that is planned...

          Right now it's time for some play-testing (more than the last couple of 5-round games I did).

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          • #6
            Update (for anyone who's been reading these)---

            Made an important discovery about the TechTables.txt file... For any set of tech lines, since they're really all in sets of tech types (like the set of engine types, or hull sizes, etc.)...... If it's a set of techs in which only 1 or some limitted number of those techs are allowed to be picked, there has to be a number at the end of that tech's line (in sequence) so the game can basically keep track of it. I'm guessing they have to be in numeric order so the game knows which tech of each set is the next better one in line, especially for such sets as engines (for example)...... Soooooo.... Now that I know that, I'll need to do some fixing of my tech file as I neglected to add any new numbers just yet to it (mostly because I didn't know how many new techs I would end up with and wanted to keep the numbers in order)........

            This could take me a little while....... Until next time....

            BTW.... If anyone is reading this set of posts, please let me know so I can know if I'm wasting my time in doing them or not.

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            • #7
              Possibly the last update...

              Major roadblock hit....... It seems there's some game formatting (which is either hard-coded somewhere or just plain hard to find) which deals with in-game lists. This would be mostly for such screen/windows as the planetary infrastructure sub-window in the planet main window and the Weapons sub-window in the shipyards screen. The problems range from simply not listing the new technologies (planet infras.) to causing a "direct X surface unavailable" crash (ship weapons), just to name a couple problem areas... With that, I'm going to save all the changed files I made to a new directory and revert to basic (or basic with other people's mods) as long as it works... The string files will be the only files that don't need to be replaced as any unused parts of them are ignored by the game's programming. If anyone knows has been reading this and knows of a way to fix this, post it here and I'll give it a try.

              Oh yeah... I have figured out that the DataTags.mob file should be where this could be fixed, but I have no way of breaking that out in a way that can be read and editted.
              Last edited by Keeblerdawg89; March 25, 2005, 11:10.

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