ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
So I wanted to enable a few modules available via a faction trait. I figured out how to get it to grant Sophon Free Move by granting the relevant tech. But the one I really wanted was the Annihilation Beam. I tracked it from the Deeds file to the Drop List file to the Module Definitions file, and found the name of the module... but I can't get it to appear in-game. Apparently the grant tech method doesn't work because it's not associated with any tech, at least not so far as I can tell, and I can't figure out how to grant it any other way. I tried the code from the Deeds file that unlocks it, but that doesn't seem to work with a faction trait for some reason.
I'm hoping there's something really obvious I'm overlooking; can anyone tell me what it is?
As you've succesfully guessed, it's not tied to a technology but to a quest (Deeds rewards are given via hidden quests), if you're just trying to make it available to everyone here's a very simple change :
In \Endless Space 2\Public\Simulation\Battles\ModuleDefinitions[DLC1].xml
So I made a new tech, with a new SimulationDescriptor entry, copied the Annihilator Beam code from ModuleDefinitions[DLC1].xml into a new module XML, removed the line you quoted me, added a line so it had a tech requirement consisting of the new tech I made, and added the tech unlock code to my faction trait XML. Still doesn't show up in game... Annihilator Beam can go on small ships right?
Make sure your plugin file is correctly set-up, you also need to create SEVERAL XML entries in several different files to make a new technology, I would recommend just using an existing tech.
Is there a step by step somewhere on how to make a new module? I can make a trait that grants the Sophon Free Move module just fine, but I can not for the life of me get a custom module to show up in game, even if I don't give it any prerequisites.
I know it's asking a lot, but could someone look at my files? I've got code for traits and technologies and such in there, but right now I'm just trying to figure out why I can't make a new module...
Although ideally I would like to figure out how to just make a trait that unlocks existing modules directly, but I don't think that's possible without them being tied to a technology, and I don't think you can make a technology prerequisite for an existing module without breaking the normal method of obtaining it (like a Deed).
Edit: Oops, looks like you had that commented out, my IDE just hid the comment. Try making a non-weapon module, I've had problems with weapon modules too.
I tried to do a new module more or less from scratch, simple as I could; I just made a clone of the Sophon Free Move and didn't add any prerequisites. A module without prerequisites is available by default right?
Here's the file if anyone feels like giving it a look.
Update. I added a tech prerequisite (Military stage 1) and now the module works. So apparently removing all prerequisites will NOT make it available by default. Now to make a weapon work....
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