Re: [Release] Distant Worlds 2 Mod Maker
Posted: Sun May 22, 2022 11:55 am
development aborted
What's your Strategy?
https://forums.matrixgames.com:443/
Yes ! - That sounds very promissing.Eventure wrote: Sun May 22, 2022 11:55 amSure, makes sense, the race filter will only contain playable races with the next update. The filter will be updated if you add or remove a playable race or by changing a race's playable flag.
Huh ? I'm not sure if this is the same as what I suggested above.
Yes, it's a bit complicated, if you haven't had many experiences with it - but only, untill you capture the whole concept (from the DEVs) behind it.Eventure wrote: Sun May 22, 2022 4:32 pm oh man, my head is spinning.
(...)
Okay, as you can see, I didn't quite understand the concept behind it, but with your help I'm starting to see through it more and more.
Yes, they are the same for all races (and should also only be displayed when the race filter is set to no filtering).Eventure wrote: Sun May 22, 2022 4:32 pm To do:
(...)
-What I'm guessing is that the special events category filter behaves exactly like the main story filter, right?
Yes, how about "Race Events for ALL, BUT..." ?
Yes, that's why I told you that you'll need an algorithm for this (see some posts above).Eventure wrote: Sun May 22, 2022 4:32 pm -As you correctly point out, the "Non Race Event" category filter is not inverted with the choice of a race as it should be.
Should be almost the same (as my suggestion) and sounds good (at least for me).
Yes, that's what your tool tells me - but why, when I haven't saved anything before ?Eventure wrote: Sun May 22, 2022 6:54 pm You have already a mod at the \mods folder with the same name and version.
Ah yes, I get it - you mean the mod-version number, yes ? - Oh my, and I thought your tool meant the version-number of the gameEventure wrote: Sun May 22, 2022 6:54 pm Change the name of the mod to create a new one or increase the version number.
? How do you "load the load" ? (but I'll certainly try this auto-functionEventure wrote: Sun May 22, 2022 6:54 pm You could load the load too or to automate this, you can select the option at the App Config to auto-load the last mod.
Yes, it's the last (half-official) BETA-release - see here: https://www.matrixgames.com/forums/view ... 1&t=384242 ... but probably only lasting until tomorrow, so you won't miss much.
Ok, I understand this now - but in this case you shouldn't call the button "Create Mod", imho, because if you don't edit and don't save anything I wouldn'call it a mod.Eventure wrote: Sun May 22, 2022 8:10 pm As soon as you click Create Mod, a folder is created at the \mods folder with the xml parts you selected before.
Ok, I have some additional (event-) things for this "improvement room"
No, I didn't mean a fresh start / the creation of a new mod. I meant your hint/advice from above that I should click the "Load Mod"-button, in order to load the GameEvents.xml again which I loaded in the session before, but without editing or saveing anything. And if you hadn't told me to do this I would have never thought that I need to use this button without having edited/saved anything beforehand. At least it's not very intuitv, in my opinion. It would at least need a tooltip (on either the "Create..."- or the "Load..."-button (or both)) that gives a hint that the unaltered XML is also named/handled as "Mod".Eventure wrote: Mon May 23, 2022 10:24 amEh? No, it is not necessary to load a mod before creating it. (...)frankycl wrote: Sun May 22, 2022 8:59 pm (...) it's also a bit strange that you have to click on "Load Mod" if you haven't created one before.![]()
Maybe better call the buttons "Load XML" instead ?![]()
Yes, I think that would be great (especially when you could open/close the tree-sections like in a XMLEventure wrote: Mon May 23, 2022 10:24 am Yes, I see the problem, so it would be better to have a treeview instead of a listview for the race-specific events.
No, I'm affraid it's not that easy, because there are also events in the middle of an event-chain that don't have this <Type>TriggerEvent, too. (I'm not sure what really connects the events instead (via the entries in the XML), but if you look at the names of the events and combine this with the text-descriptions that are mostly to find under <GameEventAction> (and keep in mind that they are always in a consecutive row of events in the XML) it's always very clear which events are connected to each other and which are not.)Eventure wrote: Mon May 23, 2022 10:24 am What are the identifiers to find the root event and the follow up's?
I see, that some events have a TriggerEvent under TriggerActions, where the Generated Item Name(s) value identifies a follow up event.
If an event has no TriggerEvent, it's either the last of the line (if noted anywhere before) or one without an event line.
Is that the structure of an event line?
Oh, I didn't know that - yes, that's very interesting (since you/I can use it as an audit at the endEventure wrote: Tue May 24, 2022 7:57 am I looked at the documentation of the game events (here) and found the following:
GroupName
Name for a group of connected events. All unique event group
names will be presented for selection in the Game Setup screen,
allowing the player to turn groups of events on or off for their
game.
No - each (playable) race has the possibility to get/build Planet Destroyers ! - each (playable) race has also events that lead to this ability ! - But especially for the Mortalen these events are different than for all other races. That's why they have extra events with "..(Mortalen)" in their <Name>-tag and all other races are linked to those events by "..(other (=Non Mortalen))". You can easily see this if you look at the <TriggerRaceId>4 -/ <NonTriggerRaceId>4 - entries.Eventure wrote: Wed May 25, 2022 4:14 pm All these Planet Destroyer Events are related to the Human race (Placement Race).
No, this should be changed in "Select the race that the event triggers (or that is linked to the players race directly)", because there are many events that relate to several other (than the players) races thematically, but are NOT triggered by these other races and also are NOT linked to the players race by the game.Eventure wrote: Wed May 25, 2022 4:14 pm The description for Placement Race is:
Select the race that the event relates to
No, that's definitely NOT the case !Eventure wrote: Wed May 25, 2022 4:14 pm These events relate only to human race, so the events should also appear under the human filter, I think.
Yes, that's what I meant.Eventure wrote: Thu May 26, 2022 10:30 am Okay, please see that the lists currently displayed are only temporary until the group names are assigned to the events. After that, the events will be sorted later, in the way you define the group names.
Since I don't change anything else, but adding the group-names, I don't think that you should change the way the filters where used (except the handling of "Planet Destroyer Events" - see above) or the way the filter-lists are displayed, right now; - as far as I've seen, they were all appropriate, now.Eventure wrote: Thu May 26, 2022 10:30 am Therefore, according to my recommendation, the group names should also have a number of indicators in order to be able to optimally assign them to the individual areas later, e.g. race name, main story, special events, etc..
No, I don't have any additions, but I don't undestand a few things in this list:Eventure wrote: Thu May 26, 2022 10:30 am The current list will be replaced by a tree view with the next update. According to the current plan, this will then be structured like this:
(...)
Are you going along with that or do you have a few additions?