I've noticed that there are only two events happening when yo colonize a new world.I'd thought I'd expand on this so here is an additional event:
You can have it by adding this entry to the GameEventDefs.xml under data\Game
and these entries to the UIText.xml file under data/English/Text
Here's another one:
and for the code...
GameEventDefs.xml
And UIText.xml
@admins, you may want to do something about that code coloring because it's barely readable.
On my screen the first event section seems blank other than for the xml headers above.
Whereas in the 1 game I've played since Version0.03 was patched, there is only one event on colonizing all planets, exactly the same event always "pod-like creatures that enhance intelligence but cause pain" prettty much exactly as in GC2 but without the variety.
Schaefespeare
The text is there, it's just written white on white. Has something to do with the text style on the forum.
buy you should be able to use it if you cop-paste that section.
You can also change how often event appear by altering the weighing on each event.I designed these events with a low weighting so they'll come along rarely
And of course not everything has to be about good or evil.
<GameEvent> <InternalName>LostTelescopeWebEvent</InternalName> <DisplayName>LOST_TELESCOPE_WEB_EVENT_LABEL</DisplayName> <Description>SLOST_TELESCOPE_WEB_DESC_LABEL</Description> <WindowTitle>COLONY_EVENT_LABEL</WindowTitle> <ArtDefine>homescreen_background.bk2</ArtDefine> <Type>ColonizeEvent</Type> <Weight>25</Weight>
<Choice> <Type>Benevolent</Type> <Description>LOST_TELESCOPE_WEB_SCIENCE_LABEL</Description> <BonusDescription>LOST_TELESCOPE_WEB_EVENT_SCIENCE_BONUS</BonusDescription>
<Trigger> <OnEvent>OnEventChoice</OnEvent> <Target> <TargetType>Planet</TargetType> </Target> <Lifetime>Target</Lifetime> <Modifier> <EffectType>Research</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.25</Value> </Modifier> </Trigger> </Choice> <Choice> <Type>Neutral</Type> <Description>LOST_TELESCOPE_WEB_MILITARY_LABEL</Description> <BonusDescription>LOST_TELESCOPE_WEB_MILITARY_BONUS</BonusDescription> <Trigger> <OnEvent>OnEventChoice</OnEvent> <Target> <TargetType>Planet</TargetType> </Target> <Lifetime>Target</Lifetime> <Modifier> <EffectType>SensorRange</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Flat</BonusType> <Value>2</Value> </Modifier> </Trigger> </Choice> </GameEvent>
<StringTable> <Label>LOST_TELESCOPE_WEB_EVENT_LABEL</Label> <String>Found lost telescope web</String> </StringTable> <StringTable> <Label>SLOST_TELESCOPE_WEB_DESC_LABEL</Label> <String>Upon detailed inspection of the planet's surface, our colonists found a interconnected web of telescopes at different sites on the surface. The installations are abandoned, but with little effort they have been restored to working condition. What should we do with them?</String> </StringTable> <StringTable> <Label>LOST_TELESCOPE_WEB_SCIENCE_LABEL</Label> <String>Use them to further our understanding of the universe.</String> </StringTable> <StringTable> <Label>LOST_TELESCOPE_WEB_EVENT_SCIENCE_BONUS</Label> <String>+25% Research</String> </StringTable> <StringTable> <Label>LOST_TELESCOPE_WEB_MILITARY_LABEL</Label> <String>Use them as listening posts.</String> </StringTable> <StringTable> <Label>LOST_TELESCOPE_WEB_MILITARY_BONUS</Label> <String>+2 Sensor Range</String> </StringTable>
Don't mind the typos in the print-screen. they've been corected.
Thanks memoryofadream . I'll try them out.
I've tried another one. I call it shades of grey but unfortunately it's unsuccessful. Here's the game event: (please note that the events have now been moved to a separate file ColonizeEventDefs.xml)
<GameEvent> <InternalName>SapientWaterLifeEvent</InternalName> <DisplayName>SAPIENT_WATER_LIFE_EVENT_LABEL</DisplayName> <Description>SAPIENT_WATER_LIFE_DESC_LABEL</Description> <WindowTitle>COLONY_EVENT_LABEL</WindowTitle> <ArtDefine>homescreen_background.bk2</ArtDefine> <Type>ColonizeEvent</Type> <Weight>10</Weight>
<Choice> <Type>Benevolent</Type> <Description>SAPIENT_WATER_LIFE_BENEVOLENT_LABEL</Description> <BonusDescription>SAPIENT_WATER_LIFE_BENEVOLENT_BONUS</BonusDescription>
<Trigger> <OnEvent>OnEventChoice</OnEvent> <Target> <TargetType>Faction</TargetType> </Target> <Lifetime>Instant</Lifetime> <Modifier> <EffectType>CultureBenevolent</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>15.0</Value> </Modifier> </Trigger> <Trigger> <OnEvent>OnEventChoice</OnEvent> <Target> <TargetType>Planet</TargetType> </Target> <Lifetime>Target</Lifetime> <Modifier> <EffectType>Research</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>-0.15</Value> </Modifier> <Modifier> <EffectType>ColonyGrossIncome</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.22</Value> </Modifier> <Modifier> <EffectType>Influence</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.22</Value> </Modifier> <Modifier> <EffectType>Tourism</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.11</Value> </Modifier> </Trigger> </Choice> <Choice> <Type>BenevolentNeutral</Type> <Description>SAPIENT_WATER_LIFE_BENEVOLENT_NEUTRAL_LABEL</Description> <BonusDescription>SAPIENT_WATER_LIFE_BENEVOLENTN_NEUTRAL_BONUS</BonusDescription>
<Trigger> <OnEvent>OnEventChoice</OnEvent> <Target> <TargetType>Faction</TargetType> </Target> <Lifetime>Instant</Lifetime> <Modifier> <EffectType>CultureBenevolent</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>10.0</Value> </Modifier> <Modifier> <EffectType>CultureNeutral</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>5.0</Value> </Modifier> </Trigger> <Trigger> <OnEvent>OnEventChoice</OnEvent> <Target> <TargetType>Planet</TargetType> </Target> <Lifetime>Target</Lifetime> <Modifier> <EffectType>Research</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.3</Value> </Modifier> <Modifier> <EffectType>Influence</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.1</Value> </Modifier> </Trigger> </Choice> <Choice> <Type>Neutral</Type> <Description>SAPIENT_WATER_LIFE_NEUTRAL_LABEL</Description> <BonusDescription>SAPIENT_WATER_LIFE_NEUTRAL_BONUS</BonusDescription> <Trigger> <OnEvent>OnEventChoice</OnEvent> <Target> <TargetType>Planet</TargetType> </Target> <Lifetime>Target</Lifetime> <Modifier> <EffectType>Research</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.2</Value> </Modifier> <Modifier> <EffectType>Tourism</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.2</Value> </Modifier> </Trigger> <Trigger> <OnEvent>OnEventChoice</OnEvent> <Target> <TargetType>Faction</TargetType> </Target> <Lifetime>Instant</Lifetime> <Modifier> <EffectType>CultureNeutral</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>15.0</Value> </Modifier> </Trigger> </Choice> <Choice> <Type>MercilessNeutral</Type> <Description>SAPIENT_WATER_LIFE_MERC_NEUTRAL_LABEL</Description> <BonusDescription>SAPIENT_WATER_LIFE_MERC_NEUTRAL_BONUS</BonusDescription>
<Trigger> <OnEvent>OnEventChoice</OnEvent> <Target> <TargetType>Faction</TargetType> </Target> <Lifetime>Instant</Lifetime> <Modifier> <EffectType>CultureMerciless</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>10.0</Value> </Modifier> <Modifier> <EffectType>CultureNeutral</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>5.0</Value> </Modifier> </Trigger> <Trigger> <OnEvent>OnEventChoice</OnEvent> <Target> <TargetType>Planet</TargetType> </Target> <Lifetime>Target</Lifetime> <Modifier> <EffectType>Research</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.1</Value> </Modifier> <Modifier> <EffectType>MaxManufacturing</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.1</Value> </Modifier> <Modifier> <EffectType>ColonyGrossIncome</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.2</Value> </Modifier> </Trigger> </Choice> <Choice> <Type>Merciless</Type> <Description>SAPIENT_WATER_LIFE_MERC_LABEL</Description> <BonusDescription>SAPIENT_WATER_LIFE_MERC_BONUS</BonusDescription> <Trigger> <OnEvent>OnEventChoice</OnEvent> <Target> <TargetType>Faction</TargetType> </Target> <Lifetime>Instant</Lifetime> <Modifier> <EffectType>CultureMerciless</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>15.0</Value> </Modifier> </Trigger>
<Trigger> <OnEvent>OnEventChoice</OnEvent> <Target> <TargetType>Planet</TargetType> </Target> <Lifetime>Target</Lifetime> <Modifier> <EffectType>ColonyGrossIncome</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.20</Value> </Modifier> <Modifier> <EffectType>Food</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.20</Value> </Modifier> </Trigger> </Choice> </GameEvent>
And these are the text labels:(the labels are also in their own file now ColonizeEventTexts.xml)
<StringTable> <Label>SAPIENT_WATER_LIFE_EVENT_LABEL</Label> <String>Aquatic Paradise</String> </StringTable> <StringTable> <Label>SAPIENT_WATER_LIFE_DESC_LABEL</Label> <String>Our colonists report that this world has an abnormal abundance of oceanic life. Our people even suspect some species may be sapient. </String> </StringTable> <StringTable> <Label>SAPIENT_WATER_LIFE_BENEVOLENT_LABEL</Label> <String>Use a part of our research capacity to establish contact</String> </StringTable> <StringTable> <Label>SAPIENT_WATER_LIFE_BENEVOLENT_BONUS</Label> <String>Research -15%, wealth +22%, culture +22%, tourism +11%</String> </StringTable> <StringTable> <Label>SAPIENT_WATER_LIFE_BENEVOLENT_NEUTRAL_LABEL</Label> <String>Keep the distance. Allow only the most careful scholars to study their couture and environment.</String> </StringTable> <StringTable> <Label>SAPIENT_WATER_LIFE_BENEVOLENTN_NEUTRAL_BONUS</Label> <String>Research +30% Culture +10%</String> </StringTable> <StringTable> <Label>SAPIENT_WATER_LIFE_NEUTRAL_LABEL</Label> <String>Create a biosphere reservation and establish national parks across the oceans</String> </StringTable> <StringTable> <Label>SAPIENT_WATER_LIFE_NEUTRAL_BONUS</Label> <String>Research +20%, Tourism +20%</String> </StringTable> <StringTable> <Label>SAPIENT_WATER_LIFE_MERC_NEUTRAL_LABEL</Label> <String>We could prosper from the abundance of exotic pets. Also see if you can use them as cheep labour.</String> </StringTable> <StringTable> <Label>SAPIENT_WATER_LIFE_MERC_NEUTRAL_BONUS</Label> <String>Wealth +20%, Research +10%, Production +10%</String> </StringTable> <StringTable> <Label>SAPIENT_WATER_LIFE_MERC_LABEL</Label> <String>Fish are prey. The clever ones also make nice exotic pets.</String> </StringTable> <StringTable> <Label>SAPIENT_WATER_LIFE_MERC_BONUS</Label> <String>Food +20%, Wealth +20%</String> </StringTable>
Notice that there are 5 choice and I've also added two different culture types: BenevolentNeutral and MercilessNeutral.Leaving things just like this the game won't start. During start-up it checks the xmls against xsd schemas. These are also xml files but their sole purpose is to check the consistency of other xml files. This can be fixed by updating the CulturalAlignmentTypes.xsd file found under data\Schema\Enums to add the two new types:
<?xml version="1.0" encoding="utf-8"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema">
<xs:simpleType name="CulturalAlignmentTypes"> <xs:restriction base="xs:string"> <xs:enumeration value="Benevolent"/> <xs:enumeration value="BenevolentNeutral"/> <xs:enumeration value="Neutral"/> <xs:enumeration value="MercilessNeutral"/> <xs:enumeration value="Merciless"/> </xs:restriction> </xs:simpleType>
</xs:schema>
You also have to alter the GameEventDefs.xsd under data\Schema to allow for 5 choices instead of just 3
<xs:include schemaLocation="Lib/CustomTypes.xsd"/> <xs:include schemaLocation="ModifierType.xsd"/> <xs:include schemaLocation="PrerequisiteDefs.xsd"/> <xs:include schemaLocation="Enums/CulturalAlignmentTypes.xsd"/>
<xs:simpleType name="EventTypes"> <xs:restriction base="xs:string"> <xs:enumeration value="ColonizeEvent"/> <xs:enumeration value="GalacticEvent"/> </xs:restriction> </xs:simpleType>
<xs:simpleType name="SpecialEventBehaviorTypes"> <xs:restriction base="xs:string"> <xs:enumeration value="ActOnRandomFactionPlanet"/> </xs:restriction> </xs:simpleType>
<xs:complexType name="ChoiceDef"> <xs:sequence> <xs:element name="Type" type="CulturalAlignmentTypes"/> <xs:element name="Description" type="xs:string"/> <xs:element name="BonusDescription" type="xs:string"/> <xs:element name="Modifier" type="ModifierType" minOccurs="0" maxOccurs="unbounded"/> <xs:element name="Trigger" type="TriggerType" minOccurs="0" maxOccurs="unbounded"/> </xs:sequence> </xs:complexType>
<xs:complexType name="GameEventDef"> <xs:sequence> <xs:element name="InternalName" type="xs:string"/> <xs:element name="DisplayName" type="xs:string"/> <xs:element name="Description" type="xs:string"/> <xs:element name="WindowTitle" type="xs:string" minOccurs="0"/> <xs:element name="ArtDefine" type="xs:string"/> <xs:element name="Type" type="EventTypes"/> <xs:element name="Special" type="SpecialEventBehaviorTypes" minOccurs="0"/> <xs:element name="Weight" type="xs:unsignedInt"/> <xs:element name="Modifier" type="ModifierType" minOccurs="0" maxOccurs="unbounded"/> <xs:element name="Trigger" type="TriggerType" minOccurs="0" maxOccurs="unbounded"/> <xs:element name="Choice" type="ChoiceDef" minOccurs="0" maxOccurs="5"/> <xs:element name="Prerequ" type="EventPrerequisiteDef" minOccurs="0"/> </xs:sequence> </xs:complexType>
<xs:complexType name="GameEventListDef"> <xs:sequence> <xs:element name="GameEvent" type="GameEventDef" maxOccurs="unbounded"/> </xs:sequence> </xs:complexType>
<xs:element name="GameEventList" type="GameEventListDef"/>
The altered lines on both .xsd files are in bold.
But wait. If we can alter these files to allow more elements for event why doesn't it work?
Well this is why:
The dialog only allows for three options in the window I was expecting something like this:
Also this happens:
Ok, so that worked well.
But wait a minute...
WTF!
I don't know what black magic goes on in here, but messing with game Enums seems a bad idea.And this also means we're stuck with three option colonization events. Unfortunately
I suspect that it's probably something like the size of the choices screen being hardcoded as a fixed size. although the "cultural standing" window is more perplexing.
I'm a developer too during business hours and I have a pretty good idea how that window is designed. I was hoping they would have made something more generic. I could probably write a dialog that allows unlimited number of options, if the game uses WPF that is.But I doubt i'll ever get access to their source code. Game companies are pretty secretive about that stuff.
As for that other stuff, It's really strange I've noticed it even after I removed the 5 option event. Could be unrelated.
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