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[Help] Anomalies Mod

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6 years ago
Nov 19, 2018, 8:12:01 PM

Is my first mod and I'm having problems trying to make it work as I expect, let me explain it.  I created this mod to add anomalies especially Planet Anomaly Natural Wonder (if it is the correct name ) there are only six of them


  1. Dust Nebula
  2. Seventeen Thousand Islands Bridges
  3. The Fallen Gardens
  4. Platform of Ys
  5. Tree of World
  6. Tunneled Slipgate

What I wanted to achieve is to add these anomalies as trait when you create a custom faction in main menu, everything works fine the anomalies are loaded as trait in the custom faction menu look:


 


here the problem begins sometimes the mod successfully loads others the screen freezes and exits the game or if not when you are about to start a new game the red message appears but when everything works perfect look:


 


as you can see in the image the planet does not have any anomaly and in the other image the anomaly trait does not appear, (in this case, Tree of Worlds). I was thinking about the problem but I can not find a solution, it's probably something simple but I did the best I could, maybe someone could help me.
I share the mod:
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Updated 6 years ago.
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6 years ago
Nov 20, 2018, 9:46:35 AM

Hey Eon,


I have looked at your mod files and don't find anything outright wrong with it, it's odd that it doesn't load.

Unfortunately the traits which add resource deposits and starting anomalies are manually added in the galaxy generator: you cannot modify them or create new ones with a mod...



Since the generator is not moddable, you'll have to consider other solutions:


1 - Create a quest for that !

Quests are complex but they can do a lot of things you can't do with "basic" XML.

In your situation, you can create an invisible quest which starts on turn 1 if the Empire has the tag "FactionTraitPlanetAnomalyNaturalWonder1" (one for each anomaly), and it spawns the corresponding anomaly on the Home system's planet!


2 - Starting planet hack

Instead of creating the planet and then adding the Anomaly, you can perhaps directly create the planet with an anomaly:

the "Galaxy generator parser" creates the galaxy based on data provided by the Galaxy generator, which uses data from *PlanetGameplayTypeDefinitions.xml*.

If you change this data to, say, create a new type of planet "PlanetTypeJungleWithWonder" which has the required tags and types and things, you may be able to automatically have an anomaly on this type of planet.

However I don't know exactly how it works and if it is possible, so this may be a dead end.


Sorry, modding the starting anomalies are something the community really seems to want, but right now it's not very possible!

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6 years ago
Nov 20, 2018, 3:14:19 PM

Thanks for clarifying me, what I should do is add to quest, maybe try both options. Thank you 

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