I've modded my ImprovementDefs.xml but I guess I'm missing something else, because I have weird placeholders in my game, like these:
Can anyone help me please?
EDIT: I just deleted the "<IsIndestructible>true</IsIndestructible>" trait from most of the improvements, except colony capitals (for historical reasons). Seriously, you can move billions of people between stars, but you can't relocate a building or a city on a planet?
You broke something, all I can say with the info you provided tbh.
Valid gameplay reasons. (Exploits etc)
Edit:
May in fact be an issue of editing the wrong file. You should be grabing the xml's from ....DLC\EXP_2 Crusade if the xml you are looking for is not found here then revert to the base games folders.
Thanks, I thought that it will be something that I missed (like whole different folder where I should take the file from)!
I understand that from game design perspective, even though I'm not sure why only colony capitals, buildings that provide once-built one-time bonuses and maybe galactic wonders aren't indestructible. I like to min-max my planets, that's why I want to mod it for myself.
The names should be placed in a file called ImprovementText.xml, which is located under the DLC\EXP2_Crusade\English\Text\ folder. You can check the original file to find out how the names are linked to the improvements.
@Exploit as a design reason: this is clearly not the case for at least some buildings. I've checked the Improvement defs file for indestructibles, and most of them do not provide one time bonuses at all. And in the thread I've opened on this problem, no other valid reason was offered.
I agree that a mod that removes the indestructible flag for all improvements that don't offer one time bonuses would be... an improvement I would even go so far as to make Colony Capitals destructible, since they are often placed in suboptimal locations. But I suspect that might cause other issues.
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