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.
I would like to mod files a bit to copy Pooster Program effect from Xeno Anthropology to some other tech (to slightly alleviate overexpansion issues). However I am having enourmous trouble navigating vaules in game files (ewffects are not grupped by tech name, but rather Stages...), and I can't locate correct line.
Could you please advise?
For the sake of simplicy let's assume I want to add Pooster Program to Survival Suits.
the effects are located into SimulationDescriptors. Scroll through the ConstructibleElement_Science files that have names similar to what you're looking for. You can usually Ctrl+F the name of the science constructible element, and it'll lead you to the GUI element with the same name. The GUI element will link to the localization, which will let you find the names. The ConstructibleElement_Science will have a simulationdescriptor reference to the effects, so they are easy to find. You want to copy the simulation descriptor modifier to all the techs you think should have it, keep in mind some factions have unique versions of each tech.
I'll summarize each part of the tech below:
ConstructibleElement_Science - Defition for the tech, determines cost, links simulation descriptors, a GUI element of the same name will be expected to be created
GUIElement - Links any images, sounds, and localization to the tech definition, also determines its location
SimulationDescriptors - The effects of the building
Localization - Just the name and description of the building in plain text
System Limit is actually Empire effect, so EmpireImprovements.xml controls assignment, and SimulationDescriptors[EmpireImprovements].xml controls values.
Pooster program is:
</EmpireImprovementDefinition>
<EmpireImprovementDefinition Name="EmpireImprovementExpansionDisapproval1"(wink wink to the old ES1 players) Category="CategoryOverColonization" SubCategory="SubCategoryApproval">
By changing <TechnologyPrerequisite> line you can edit to which tech it is attached.
You can also copy whole "class" and paste it somhwere + edit Prerequisite - now you are getting effect on two techs (so basically this is what I wanted).
Edit:
If you copy, then remember to rename new class:
Change <EmpireImprovementDefinition Name= to something else than EmpireImprovementExpansionDisapproval1 or 2 (99 will work :) )
Archlich
Newcomer
Archlich
Newcomer
6 000g2g ptsReport comment
Why do you report Archlich?
Are you sure you want to block Archlich ?
BlockCancelAre you sure you want to unblock Archlich ?
UnblockCancelMODCaptainCobbs
Solitary Immortal
I will not die, you can't make me
MODCaptainCobbs
Solitary Immortal
76 100g2g ptsReport comment
Why do you report CaptainCobbs?
Are you sure you want to block CaptainCobbs ?
BlockCancelAre you sure you want to unblock CaptainCobbs ?
UnblockCancelArchlich
Newcomer
Archlich
Newcomer
6 000g2g ptsReport comment
Why do you report Archlich?
Are you sure you want to block Archlich ?
BlockCancelAre you sure you want to unblock Archlich ?
UnblockCancelMODCaptainCobbs
Solitary Immortal
I will not die, you can't make me
MODCaptainCobbs
Solitary Immortal
76 100g2g ptsReport comment
Why do you report CaptainCobbs?
Are you sure you want to block CaptainCobbs ?
BlockCancelAre you sure you want to unblock CaptainCobbs ?
UnblockCancelArchlich
Newcomer
Archlich
Newcomer
6 000g2g ptsReport comment
Why do you report Archlich?
Are you sure you want to block Archlich ?
BlockCancelAre you sure you want to unblock Archlich ?
UnblockCancel