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How to modify a minor faction

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7 years ago
Jun 17, 2017, 4:46:51 AM

im very new to this modding in general so please go through even the basics, i havent been able to setup my own mod yet despite following some tutorials so a good tutorial would also be very welcome. but i am wondering how i can edit populations, specifically minor populations frequncy rate and/or what their traits are, such as changing mavros to have more industry or epistis being able to make influence, and how i can also change how the horatio splice them, intead of getting 3 approval from kalgeros, getting 2 instead. idk what else to post here so thank you for any help!

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7 years ago
Jun 21, 2017, 9:35:11 PM

Well The way I started modding was by editing the files directly as its easier and allows for more, and then making a mod later.


So to change a Populations Splicing bonus you would want to edit the %Install Location%\Endless Space 2\Public\Simulation\SimulationDescriptors[Population].xml File.


The Particular Bit you want would be around line 1235 (as of patch 1.0.18)

<!-- Mavros -->
   <SimulationDescriptor Name="ClassPopulationAssimilatedEmpireAffinityMavros" Type="ClassPopulationAssimilated">
         <Modifier 
TargetProperty="PopulationsAssimilated" Operation="Addition" Value="1"Path="../ClassEmpire" TooltipHidden="true"/>
   </SimulationDescriptor>
   <SimulationDescriptor 
Name="ClassPopulationAssimilatedPlanetAffinityMavros" Type="ClassPopulationAssimilated">
         <Modifier 
TargetProperty="BonusPopulationIndustry" Operation="Addition" Value="2"      
/>
   </SimulationDescriptor>

The First Part you need to worry about the second part is what defines the bonus from Splicing them, Changing the Value changes the amount and changing the TargetProperty changes the what type of bouns is given (in this case its industry) All the other Assimilating bonuses are also in this file.


Now Modding the Population's Base Traits is quite diffrent.

Each Minor faction population has two traits that define the bonus yields they provide 

E.g. Mavros have the +1 Industry Trait (PopulationModifiersTraitPrimaryIndustry in the files) and the +2 Industry on hot Trait (PopulationModifiersTraitSecondaryIndustryHot in the files) 


The Difficulty in modding these is that more than one minor faction population uses the same trait. In this case the +1 Industry Trait (PopulationModifiersTraitPrimaryIndustry in the files)

Is used by not only the Mavros but the Bots, Remnant & Pulsos so any changes will apply to all these factions. 

lucky also in this case the +2 Industry on hot Trait (PopulationModifiersTraitSecondaryIndustryHot in the files) is only used by Mavros


Refrences as to what minor faction use what trait can be found in the ...\Public\Simulation\PopulationDefintions.xml File

The Mavros can be found around line 694 (as of patch 1.0.18)

<Trait Name="PopulationModifiersTraitPrimaryIndustry"/>
<Trait 
Name="PopulationModifiersTraitSecondaryIndustryHot"/>

Now before you can actually edit these traits you want to go to the ...\Public\Simulation\PopulationModifiersTraits.xml File

and find their SimulationDescriptorReferences (This is at line 873)

<PopulationModifiersTraitName="PopulationModifiersTraitPrimaryIndustry"SubCategory="Primary"ShowInCustom="true" Cost="5"><!--Local Bonus: Craftsmen-->
      <Modifiers>
          <Modifier
Class="ClassPopulationEmpire">
               <SimulationDescriptorReference
Name="WithPopulationPlanetModifiersTraitPrimaryIndustry"/>
          </Modifier>
          <Modifier 
Class="ClassPopulationPlanet">
               <SimulationDescriptorReference
Name="ClassPopulationPlanetModifiersTraitPrimaryIndustry"/>
          </Modifier>
     </Modifiers>
     <AssimilatedModifiers>
          <Modifier 
Class="ClassPopulationPlanet"><!--Bonus given to the Population that assimilates them-->
               <SimulationDescriptorReferenceName="ClassPopulationAssimilatedPlanetIndustry"/>
          </Modifier>
     </AssimilatedModifiers>
</PopulationModifiersTrait>

so here we have WithPopulationPlanetModifiersTraitPrimaryIndustry ClassPopulationPlanetModifiersTraitPrimaryIndustry and ClassPopulationAssimilatedPlanetIndustry


So now we can actually edit these traits, you now go back to the ...\Public\Simulation\SimulationDescriptors[Population].xml File and search for the relevent traits

Now the Populations yield bonuses can be found in the <!-- Local effect increases --> section (line 1657)

<ModifierTargetProperty="BonusPopulationIndustry" Operation="Addition" Value="1" Path="WithPopulationPlanetModifiersTraitPrimaryIndustry/./ClassEmpire/ClassColonizedStarSystem/ClassPlanet/ClassPopulationPlanetModifiersTraitPrimaryIndustry" TooltipHiddenIfPathInvalid="true" />

Just edit this line to change the effect of the trait.


I'm going to leave it there for now, if you want for detail / help in a particular area just ask (I do normaly respond quicker, I just have been occupied with moving house since before this was posted)


Edit: I have seemingly somewhat broken the forum styling (on my screen atleast) with the runaway text



Updated 7 years ago.
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7 years ago
Jun 22, 2017, 5:02:29 PM

i actually was checking that file, but wasnt sure how to reference it for a mod, but you were saying that i can change the game without using a mod by changing the actual files, but when i try that the game fixes the files first

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7 years ago
Jun 22, 2017, 5:06:39 PM
InertialMage wrote:

i actually was checking that file, but wasnt sure how to reference it for a mod, but you were saying that i can change the game without using a mod by changing the actual files, but when i try that the game fixes the files first

The Game will only "Fix" the files if you ask it to by verifying the game via steam or if the game updates to a new version 

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7 years ago
Jun 22, 2017, 7:13:56 PM

and a question for editing the line, i found the line with the modifiers and for clarification, if i were to change

<Modifier TargetProperty="BonusPopulationIndustry" Operation="Addition" Value="1"            Path="WithPopulationPlanetModifiersTraitPrimaryIndustry/./ClassEmpire/ClassColonizedStarSystem/ClassPlanet/ClassPopulationPlanetModifiersTraitPrimaryIndustry" TooltipHiddenIfPathInvalid="true" />

and change that value to 2, what would be affected? would the splicing gain 1 production and not add to the race itself or every race that has that modifier associated with it get a bonus 1 production? 

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7 years ago
Jun 26, 2017, 2:20:07 AM

sorry i was gone a while, what if i wanted to just change the amount they get for being spliced onto horatio? like if i want remnants to give 2 industry instead. but still have their normal traits

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7 years ago
Jun 26, 2017, 8:41:50 AM

To change a Populations Splicing bonus you would want to edit the %Install Location%\Endless Space 2\Public\Simulation\SimulationDescriptors[Population].xml File.

The Particular Bit you want would be around line 1235 (as of patch 1.0.18) 


<!-- Mavros -->
   <SimulationDescriptor Name="ClassPopulationAssimilatedEmpireAffinityMavros" Type="ClassPopulationAssimilated">
         <Modifier 
TargetProperty="PopulationsAssimilated" Operation="Addition" Value="1"Path="../ClassEmpire" TooltipHidden="true"/>
   </SimulationDescriptor>
   <SimulationDescriptor 
Name="ClassPopulationAssimilatedPlanetAffinityMavros" Type="ClassPopulationAssimilated">
         <Modifier 
TargetProperty="
BonusPopulationIndustryOperation="Addition" Value="2"      />
   </SimulationDescriptor>

The First Part you don't need to worry about, the second part is what defines the bonus from Splicing them, Changing the Value changes the amount and changing the TargetProperty changes the what type of bouns is given (in this case its industry) All the other Splicing bonuses are also in this file.

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