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Modding synthetic starting population troubles & poss silly xml limitation?

Posted on Monday, July 31, 2017

StartingColonyPopulation is initially set in factiondefs.xml, but it makes little sense for it not to be affected with a clever +2 custom race that starts with synthetic & allow setting it via AbilityDefs.xml.  Even if that synthetic race rush buys a planetary mainframe beside their colony capitol on turn 1/0. they won't be able to start building more pop for 7 rounds at which point their planetary extractor is 3 rounds away from being finished with +1 increase pop needing 24 rounds.  Granted that will be shortened somewhat after 5 rounds when their first production center comes online.  But you are still looking at +1 pop around the time nonsynthetic races are done with a shipyard & pumping out a first or second colony ship while they gain around 0.1 popor more every turn.

 

So I tried to set StartingColonyPopulation in AbilityDefs.xml, I can't get it to take effect

  <RaceTrait>
    <InternalName>SyntheticLife</InternalName>
    <DisplayName>SyntheticLife_Name</DisplayName>
    <DisplayNameShort>SyntheticLife_ShortName</DisplayNameShort>
    <Description>SyntheticLife_Desc</Description>
    <IsAbility>1</IsAbility>
    <Mod>
      <EffectType>SyntheticLife</EffectType>
      <Target>
        <TargetType>Faction</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1</Value>
    </Mod>
    <Mod>
<StartingColonyPopulation>25</StartingColonyPopulation>
    </Mod>
  </RaceTrait>

 

With or without the <mod> around the startingcolonypopulationabove on abilitydefs.xml it still starts at 10  anyone else have some ideas?