Re: [Release] Distant Worlds 2 Mod Maker
Posted: Sat May 28, 2022 7:35 am
development aborted
What's your Strategy?
https://forums.matrixgames.com:443/
No, that's not always the case ! There are several events that belong to the same event-group, but don't have those TriggerEvent-names/-entries (like e.g. if there are several choices).Eventure wrote: Sat May 28, 2022 7:35 am Look, as far as I understand the game events now, an event in an event group can have a TriggerEvent entry under the TriggerActions. The subsequent event is then named there (in Generated Item Name or Generated Event Item Name). So if the name of an event changes in a group, these changes must also be made there.
No, you can't/shouldn't do this in any way, since the fixes in the (edited) file are, too, only for internal use (since they would be overwritten with any further patch of the XML, as long as the DEVs don't fix it, too) - they are only there to find and to display the right orders, grooups and categories in your tool.Eventure wrote: Sat May 28, 2022 8:35 am And i thought i would just replace the game file with your modified file. But of course it works the way you describe it.
Wow - not bad, AndreeEventure wrote: Sat May 28, 2022 10:14 am A new Wiki is borned, small, sweet and growing every day!
https://distant-worlds-2-mod-maker.fand ... Maker_Wiki
Check it out, the Wiki needs your help to grow up!
Hm, ok, but you still have to add the regarding lines in your tool (please).Eventure wrote: Sat May 28, 2022 12:12 pm However, it was not about paths here, but about the media content itself. These cannot be created by the Mod Maker, however, be used.
Yes, I've overlooked that - sorry.Eventure wrote: Sat May 28, 2022 12:41 pm Of course, the paths and names can be changed in case you haven't noticed. See the MISC tab of each part in the Mod Maker.
Yes, you can use this, I've tested it several times - only .ogg files and some platform-related file-formats seem to cause some problems / aren't played at all.Eventure wrote: Sat May 28, 2022 12:41 pmAn information, that should be put into the Wiki. I and probably other users didn't know that.frankycl wrote: Sat May 28, 2022 12:33 pm (And it's not only the path you could edit with these entries, it's also the music-files themeselves (since you can use any file/format you like), if you'd offer an option to add/copy files in the regarding folders.)
Many thanks for the credits (although I haven't asked for them), but what do you mean by this exactly ? Where have you added that file ?Eventure wrote: Wed Jun 15, 2022 4:05 pm (...)
[*]Added an updated referrence file for Game Events (thanks to frankycl) for regrouping events.
(..)
Don't know what you're talking about, but in my mod-maker there are several NON-race-specific events in the event-groups of a race that DON'T trigger those events or are otherwise connected to the race:Eventure wrote: Thu Jun 16, 2022 12:20 pmIt's not, I haven't the time to discuss, but when you go through the event chain, you will hopefully see, that it's a direct follow up of a Boskara event.frankycl wrote: Wed Jun 15, 2022 9:16 pm Also: You have again mixed race-specific events and NON-race-specific events - that's nonsense !
Eventure wrote: Thu Jun 16, 2022 5:04 pm (...)
I want to show the event links that trigger events AND show what events affect other events!
No, it is not ! - It (or more specific: its objects that trigger the event when they are discovered in game) is integrated in the game from the very beginning, since the "Former Boskara Slave World 1 (Boskara)"-event has the <PlacementAtGameStart>true-tag ! - But - and that's most important here - whether the "... (Non Boskara)"- event or the "... (Boskara)"-event is triggered depends only on the race that discovers the above objects in game - and that is - as you had realized correctly - the generated Independent Colony on a planet named "Belarion", according to the <PlacementActions> in the Former Boskara Slave World 1-event.Eventure wrote: Thu Jun 16, 2022 5:04 pm Let's take the example from above: "Acquire Slave World 1 (Non Boskara)"
This event is only integrated into the game through the event "Former Boskara Slave World 1 (Boskara)" (see PlacementAction > Generate Independent Colony).
No, it's the other way around ! When you do it this way, you mix the event-chains of different races that can only be played EITHER/OR (for each race) in game - and therefore don't show the the right chain for each race (or the NON-races).Eventure wrote: Thu Jun 16, 2022 5:04 pm I hope again that you understand that it can be only presented in this way and not otherwise.
Hm, I guess you mean the right thing, but you named it wrong:Eventure wrote: Sat Jun 18, 2022 11:34 am Each non-racial event is tied into a racial event. There is no non-racial event on its own.
The structure is always the same for events that include both:
(...)
So, your "Race Event (Creation Event)" should be the "placement-part" of the general needed starting-event (of one particular race that was chosen at the start of a new game), because those "Events" often also have the race-specific trigger-parts, which mean that ONLY the race of the <TriggerRaceId>-tag can trigger the actions in this section of the event.
Yes, that's right - but not the "creation event splits into race and non-race" (because its trigger-parts are either for 1 specific race with the given <TriggerRaceId>-tag, or its placement-parts are for all races, like in my example from above (although these two can also be in one and the same event), but the following events (!) split "into race and non-race", according to their <TriggerRaceId>-tags or their <NonTriggerRaceId>-tags !Eventure wrote: Sat Jun 18, 2022 11:34 am Therefore, the creation event must always come first. After that, the creation event splits into race and non-race.
Ok, I can understand this - and I think that you are right that it would be less confusing when you show/list the above named creation event always in both chains - the race-specific and the non-race-specific.Eventure wrote: Sat Jun 18, 2022 11:34 am Nevertheless, both belong to the creation event. Listing the non-racial events anywhere other than under the creation event would be very confusing. If you want to change or create the branch of non-race events and race events, you must constantly switch back and forth between the creation race and other races. That would be very impractical.
That sounds like some nice ideas, but please don't release another update before you've got the final correlations for the main- (and/or sub-) groups of the events.Eventure wrote: Sat Jun 18, 2022 11:34 am I will introduce color code for Creation Event, TriggerAction and PlacementAction in the next version. So you can see immediately from which area the event is coming. Second, I will customize the icons to clearly identify the action type (e.g. TriggerEvent, DisableEvent, EnableEvent, NavCoords, etc.). So you don't have to constantly click through all actions to see where an event name is mentioned.