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[BUG]/limitation with GlobalTriggers/GlobalFactionMods & mod compatability possibility.

Posted on Sunday, August 30, 2015
  • curremntly ResearchCost (the value used to determine how much research is needed to research a tech) is not valid for GlobalTriggers/GlobalFactionMods due to not being in the schema.  If these can be expanded, mods like my ILO & naselus' IAB will be mostly drop-in compatible and with a ciouple more events types to match OnEvents against we won't have to worry much about updating them even with big changes in future patches.
    • I also need/want a little help making this work if the xml limitation isn't the only problem

      <GlobalFactionMods>
      <Trigger>
      <OnEvent>OnTechAgeReached</OnEvent>
      <Target>Faction</Target> (should this be <CriteriaCampaignID>?  kinda tough wading out into the darkness with a modifier type I can't use)
      <CriteriaInternalName>AgeOfWar</CriteriaInternalName>
      <PerformAction>
      </PerformAction>
      </Trigger>
      <Modifier>
      <Target>
      <EffectType>ResearchCost</EffectType>
      <Target>
      <TargetType>Faction</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>.25</Value>
      <Modifier>
      </GlobalFactionMods>

      [/quote]
  • The things we would need to be able to match against are specific building improvenents, specific ShipComponents, ShipHulls, StarBase modules, AICategoryWeights  & possibly a few other things off the top of my head.  A simple text file with xml examples ofa few basic things (mod ResearchCost by TechAge, mod a specific tech/improvement/shipcomponent/shiphull/StarBaseModule)would likewise be useful for everyone. ModifierEffectTypes.xsd has a bunch of them
  • making something like this would be helpful all over as well:
  • <GlobalFactionMods>
    <Trigger>
    <OnEvent>OnConstructImprovment</OnEvent>
    <Target>Planet</Target>
    <CriteriaInternalName>ColonyCapital</CriteriaInternalName>
    <PerformAction>
    </PerformAction>
    </Trigger>
    <Modifier>
    <Target>
    <EffectType>Manufacturing</EffectType>
    <Target>
    <TargetType>Planet</TargetType>
    </Target>
    <BonusType>Flat</BonusType>
    <Value>ToNull</Value>
    <Modifier>
    <Modifier>
    <Target>
    <EffectType>SocialManufacturing</EffectType>
    <Target>
    <TargetType>Planet</TargetType>
    </Target>
    <BonusType>Flat</BonusType>
    <Value>5</Value>
    <Modifier>
    </GlobalFactionMods>


Going from memory on what he changed there in iab, but the concept remains sound even if different values , it's a way to null out a value there already by default that may or may not still be $DefaultNum and replace it with $newEffect and $newNum.  if that can apply to all the stuff I mentioned above, significant overhaul mods will be dropin compatible once we have the ability to set which should take precedence in the event of a conflict & in some ways much easier to make/keep updated.