Okay guys. First of all: It works! Huge thanks to all your input, I've got the modified tech tree up and running and it also includes the correct descriptions, the buildings/upgrades/modules/etc and everything is fine. I've got a little issue of mixed german and english translation, but hey, its okay. Thing I learned: - I cannot put together 2 lose ends of tech trees of two different species into 1. I have to decide for one and end  
shevanoquam
[quote who="joeball123" reply="12" id="3642795"] Quoting shevanoquam, reply 6 In game, you can get multiple special techs by researching the option your trading partner has NOT chosen and then you just trade it in later on. So if you want to have both mass reduction and range increase on your ballistic weapon, you just sea
Wow, nice input! Yes, I'm using notepad++. Time to test and edit. Thanks a lot guys! :) Its really helpful!
Ah, I see. I've just renamed everything in my custom tech tree from generic to my new name and also created a new TechDefsText.xml where I replaced everything Terran/Generic to the new name and the game crashed. I'll try it out. Thanks! So many tiny things to take care of... :D phew... okay, here is what I've got: Tech-tree data file: named: ShevaTechDefs.xml begins with: -----------------
[quote who="joeball123" reply="5" id="3642770"] Quoting Horemvore, reply 1 I think only if they have the same GenericName set in your tech trees. (TBH Unsure) This won't work, at least not in a way that actually gives you the other faction's unique technology. If your tech tree and the tech
Ha! Thanks! Will mod it and give you feedback on how it went. Thanks a lot! :) Okay, I'm in. My first babystep will be to include "Gravitonics" and the 3 specializations from the Thalan tree to my new tree. Also I'm try to put all of those specializations behind each other (so they become a full technology instead of a choice of 3) Things that are time consuming: - <span style="text-decoration: line-through;"
Nice! Thanks! I guess I have to create a new XML or do I have to mod an existing one? (for this "new" tech tree)
Heya folks! I've started to build my own maps and creating my own race and now I'm fiddling around to optimize. My questions to that: Can I create a custom tech tree that can be added to my custom race? (and if yes, how) Can I trade unique technology with other races that have tech that is not in my tech tree? The issue is: I want to build the best ships possible in the game and thus want to have access to al
Heya dear Dev-team, after playing the campaign, I've encountered some bugs I want to share with you. Also a little bit of feedback at the end: Bugs: 1 ) When deleting a custom designed ship blueprint after the ship has been build, the icon vanishes from the fleet-overview. You can still select it, but the icon is blank (transparent) 2 ) Scrapping a building that can only be build once will permanently delete it. You cannot scrap it and place it somewhere el
My problem with the AI is that it wont interact with each others. I've created a map, where I play against 6 AI players. With two of them, I want to create diplomatic pacts, while I fight the remaining four. Both allies have good terms with each other and I'm in the middle of them, but they clash together in my terretory and their reputation is going down the river if they do. It would be nice, if they can at least form non aggression pacts, if they are on good
I've made me a little list of what effects bonuses have - the sins wiki won't help that much, because the names there are not the file-names of editor. I can place many bonuses on planets. Have set the artifacts and bonus probability to 0 and will place everything normally. I have planets with 9 bonus items - so it works. For the metal/crystal asteroids: If you create a metal/crystal asteroid, it will show in the gravity-well. But you have to edit its va
[quote who="GoaFan77" reply="10" id="3217360"] I'm not understanding what you are trying to ask here. You only need a new group if the spawn conditions or owner are different.[/quote] The question is, if it makes any difference, if I place one group item for each content (so one item for every bonus) or if I create one item and store multiple bonuses inside them. As far as I've seen it, it wont make any difference - but I don't know if there are some tr
Okay, and one thing I've found out, is that you can place metal and crystal asteroids into your system. Use the ateroid button on the "selection toolkit", zoom far far into the planet until you see the gravity well in the editor and the double click inside the gravity well. The asteroids will appear in the game and will replace the normal random spawned ones. I've placed three ones inside my home system, two metal and one crystal and they were there, exactly on
Aaah, I've always set them to "planet owner" instead of "no owner". Yes, I'm scouting, then colonizing, then exploring. Every bonus I set on the planet was never available, but as I reloaded the Map in Galaxy Forge, it was still there. In the previous Maps I set the owner to planet owner and it always worked. So, do I have to set them double, to "no owner" AND "planet owner" and fill two items with all the bonus items or just "now owner"?<
While this topic is already here - in version 1.04 I've tried everything to set multiple planet bonus on my map. I've read the tutorial and everything worked in entrenchement. Now I have the rebellion, new Forge editor (everything through steam- I did not modify anything) and edited my planets. Inserted a new item with the group manager and filled it with a planet bonus. Nothing will work. Only bonuses I place on the home planet will work, but if I place them on