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Remove/Hide an Era

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10 years ago
May 5, 2015, 3:10:28 PM
Is there anyway I can completely remove a Technology Era (including Legendary Deeds/Buildings) from the GUI.



I can remove all of the techs and make it so that a player can never enter the Era but would like to hide the empty Eras and unreachable Deeds/Buildings...



Thanks in advance!
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10 years ago
May 6, 2015, 7:42:31 AM
Hello Propbuddha,

I never tested of course but I think that if you make a mod as a "replacement" and you erase all info about eras/legendary deeds/buildings it should no longer show up in the tech tree.
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10 years ago
May 6, 2015, 12:41:51 PM
Down the rabbit hole we go!



Just to be clear, copying the entire Public folder and using the full ModdingReference.xml (with title changed as needed) will make a conversion? Has anything been added to ModdingReference lately?
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10 years ago
May 6, 2015, 1:47:16 PM
From the modding tutorial pdf smiley: wink



IMPORTANT:

Next to the Name="NewSuperMod" you can read a Type="Conversion".

It means that all the files you created will change existing information or add new content to the already existing files in the game.

There is another Type="Standalone" that will replace the files in the game by the new files you created. You have to be very careful with this Type not forgetting any requirements from any connection otherwise it won’t launch.



Just to be clear, if you want to erase elements you need to use "Standalone" type and then changing the xml according to your wish should do what you want.

I hope it helps.
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10 years ago
May 7, 2015, 1:43:52 AM
I don't think "Standalone" mods work. I made a standalone mode by:



[LIST=1]
  • Creating a folder ("Test") under Community
  • Copying the contents of the base game Public folder into it
  • Copying ModdingReference.xml into the folder and renamed to "Test.xml"
  • Changed Mod name to "Test" and Type to "Standalone"
  • No changes to any files

  • [/LIST]





    After I load his mod and start a game I get:



    [CODE]NotImplementedException: The game creation process has failed.

    --------------------------------------------------------------------------------

    GameClientState_LaunchGame.GameService_CreateGameComplete (System.Object sender, Amplitude.Unity.Game.CreateGameCompleteEventArgs e)

    Amplitude.Unity.Game.GameManager.OnCreateGameComplete (Amplitude.Unity.Game.CreateGameCompleteEventArgs e)

    Amplitude.Unity.Game.GameManager.CreateGameAsync_CoroutineExceptionHandler (System.Object sender, Amplitude.CoroutineExceptionEventArgs args)

    Amplitude.Coroutine+c__Iterator99.MoveNext ()



    --------------------------------------------------------------------------------

    V1.1.1 S3 (64-bit)[/CODE]



    Diagnostics: Diagnostics (2015'05'06 @2039'10'').zip
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    9 years ago
    Sep 12, 2015, 1:27:51 PM
    Still doesn't work as of latest release.



    Also, will "World Generator Presets" be available for modding?
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    9 years ago
    Sep 15, 2015, 10:01:06 AM
    Thanks a lot for the reminder.

    We might tweak a bit the conversion/standalone system so we will keep your info in case the issue remains after the process.

    We are considering opening the World generator presets content to modding but we still need to test that the feature is not breaking the generation process.
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