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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Anomaly Mod(s) problem
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by Citizen Schwarzbart - 9/18/2004 2:52:51 PM

I have the problem that modded anomalys are adding +100 instead of the setted Value. I am not sure if it is something that hapened because of the GalCivWriter I use, so I need to know how to edit anomalitys without this tool. Btw. it is 100% sure a anomality mod, without all mods it works fine and if I add only the anomaly files I have the problems again.

      
#1  by Diplomat Peace Phoenix - 9/18/2004 5:31:33 PM

I need to know how to edit anomalitys without this tool.

Notepad will allow you to open any files in the data directory, except savegames.


                          
#2  by Citizen Moser_Alchemist - 9/18/2004 6:31:51 PM

After opening .anomaly files with .txt editor, like Notepad, make sure that you remember to save as an .anomaly file when finished editting or they won't work in-game. Same holds true for all data file types.

                            
#3  by Citizen Schwarzbart - 9/19/2004 2:52:05 AM

Thanks for this infos even if I already knowed it so fare. What I am need are infos how the anomaly Files have to look like and what each falue means. As I already writen in my first posting I have problems that the anomalys are messed up and now I have to find out whats going on without the galcivwriter because I think this tool is where my problems came from.

      
#4  by Citizen Moser_Alchemist - 9/19/2004 4:13:33 PM

Ok here's sample of a modded anomaly:

//------------------------------------------------------------------------
ANOMOLY creativity2
//------------------------------------------------------------------------
Title "Creativity2"
Description "Our researchers have discovered the recipe for a new elixir in the memory banks of an ancient space station. Not only does it increase our creativity by 2 percent, it tastes great and is less filling."
Image "Gfx\\Anomaly_Data2.pcx"
Model "2"
Quantity 25
Commoness 4
Power 2.0
Class 1
Type 11
ENDANOMOLY

Title: the name of anomaly

Description: shows up in pop-up when anomaly is discovered

Image: points to graphic file in gfx folder that is used in-game with descrition

Model: this is actual image used on map. Model 2 here being the "multi-colered swirl" model

Quantity: 25 refers to attribute number, which in this case is "creativity"

Commoness: 4 is a number 1-9, 1 being rare and 9 being very common.

Power: 2.0 refers to in the case of player attributes +2.0%

Type: type 11 is "player attribute increase" type of anomaly.

From what I can gather, your problem is probably with the "power" number. If not, please, paste a copy of the anomaly in question, like I did here, so we can look at it.


                            
#5  by Citizen Schwarzbart - 9/19/2004 4:29:13 PM

You are right the .0 at Power was missing in most of the anomalys in my mod folder.

Thanks

      
#6  by Citizen Moser_Alchemist - 9/23/2004 10:40:11 PM

Commoness: 4 is a number 1-9, 1 being rare and 9 being very common.

Oops!
Double checked this and it is 1-5 for anomalies with being 1 being common and 5 being rare.

                            
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