by Citizen moncho63 - 5/1/2003 1:26:23 PM
where can I mod The abitily pts.
| |
|
#1
by Citizen Malleus - 5/1/2003 3:45:12 PM
You can't as yet. You can only mod the text files...those things that have been deemed "ok" to mod.
Perhaps we will get to mod more later.
M
| |
|
|
|
You can just modify the cost of ability picks in the English.str file, and make everything cost 1 point. That's what I did. It makes testing out new mods easier. 
p.s. I don't post cheated games.
| |
|
And I tried to create DISadvantages, but the game won't accept negative numbers, it will convert them to zeros.
I keep trying to push the boundaries, to no avail.
| |
|
>And I tried to create DISadvantages, but the game won't accept negative numbers,
>it will convert them to zeros.
Drat! Maybe in a future update? (hint hint 
Interestingly (although it has nothing to do with ability points) negative Maintenance does *seem* to work... to a certian point. Negative maintenance that drops you below zero will actually GIVE your empire money. Also the government screen is notorius for messing up whenever a negative number comes into play... it rolls the numbers over and gives you huge insane amounts of bc reported as spending or income (although it seems to do the computations correctly each turn despite what the screen says)
I also tested negative numbers for improvements and they seem to work correctly though they display unusually also (for example a -50% economy will display as +-50% Economy)
I'm really glad that the devs implemented as much as they have in the game though. They seem to listen to our requests here on the forums and respond to them. even when they don't comment on what we have to say, they ultimately follow upon it... and that's cool with me! 
>I keep trying to push the boundaries, to no avail.
Please do Hawaii! I know I am too 
The modding is one of the greatest things about this game!
I hope Brad & crew continue to expand the data files for us and give us even more flexibility and fun! Kudos for a great game! Long live Gal Civ!!! 
| |
|
Ahh, sorry about that. Of course I meant that the game won't accept negative numbers only in this specific instance. There are times when negatives work.
Negative anomalies don't work either, though. I was hoping to make some booby-trapped anomalies but that idea didn't pan out either.
| |
|
'Negative anomalies don't work either, though. I was hoping to make some booby-trapped anomalies but that idea didn't pan out either.'
This is abuse of C/C++'s lack of boundschecking, but making anomolies that provide a bonus of +65535 or or +429467295 should effectivly cause a penalty of -1, depending on how the data is set up. I haven't actually tried this, but, assuming no code in GalCiv specifically looks for something like this and the parser reads by data type, it should work.
| |
|
That didn't work either, unfortunately.
Not for Anomalies or disadvantages at least. The higher number would lock up GalCiv, so be careful if someone wants to double check my findings.
Stardock must have built in some boundchecking.
| |
|
|
|
|