So it was really convenient for the devs to convert the research cost into turns while not showing the cost in points assuming that's all we'd do with that data. Making it really really inconvenient (like not possible) to know that if I tweaked just 1 planets governing for just 1 more point I can reduce it by an entire turn!
I mean can you imagine if that's how it was for manufacturing? the forums would be lit up! I can't believe I'm the only one making noise about this! Maybe I'm just retarded and there's some setting I didn't see...I mean that's what I assumed at first (the missed setting part not the retarded part).
So I could wait and say some prayers the devs fix this but there's bigger (like game breaking/crashing) bugs for them to squash so this may never happen (once again I can't believe I'm the only one saying this needs to be fixed)
I then thought maybe I could fix this myself by just finding the right file which will have the costs and the names, I could then simply rename them putting the cost in the name.
So I thought this cause I did a hefty amount of Space Empires IV editing so my notepad typing skills are amazing and of course modding in this game has to be done exactly the same way...and then I read a few modding thread posts...and yeah...no.
I after reading said posts I have gone through the trouble of installing Notepad++ and the XML plugin but I have zero experience with XML. So if you would be so kind as to give me a few pointers as how I may do this that would be awesome.
Specifically a file path for research editing, how it's done with NP++/XML, weather or not I'm retarded.
Thanks in advance!...unless I have down...then its THANKS IN AVANCE!!!!!
XML isn't the hard part, figuring out what is allowed and what is not is
As for renaming, that should be simple, just look in the English/Text/TechdefsText.xml (or any other file with tech in it depending what you want to rename) folder, and rename away. The actual costs should be found in Data/TechDefs.xml
Hey super thanks for your help. I now know how to do it!!!...I also know what it would take to do it...and theres like 9 tech tress...I knew there was a reason I didn't become a code monkey!
So...what about this...change their formula where it pulls how many RP youre making and changes it to turns, and just re-write it so your RP=1 it would still say turns but it would=the cost. I'd like to clarify...I don't want to actually make just 1RP/turn I just want it to use that for display.
How complicated/possible would that be?
How complicated this would be depends on whether or not this is exposed in the XML files and whether or not you can find it. If it's exposed in the XML, then it should be simple enough; all you'd need to do is edit the file. However, I am not aware of any place in the XML where this, or anything that looks like it should be this, is exposed; you can look around for yourself in C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations III\data\ or wherever you installed the game, but I am not aware of anything that looks promising.
If it's not something that's exposed in the XML files, it's not going to be simple to change, and I would instead suggest looking in C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations III\data\English\Text for the tech tree descriptions and simply inserting the tech costs into the tech descriptions. You will need to remember, however, that there are several tech cost inflation parameters set in GalCiv3GlobalDefs.XML, and while I don't know exactly what the function looks like for tech cost inflation, I'd bet it's along the lines of
[tech cost] = (1 + [tree multiplier] * [number of techs in this tree researched]^[tree exponent] + [all multiplier] * [total number of techs researched]^[all exponent] + [specialization multiplier] * [number of specializations researched]^[specialization exponent])*[base tech cost]
where the multipliers and exponents are those set in GalCiv3GlobalDefs.XML and [base tech cost] is the tech cost set in the tech tree file. I am also not sure if there's a way you can insert a calculated number into the strings in the tech tree description files, as I am unsure of what the variables you'd need for this are called.
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