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How To Make a Mod with v1.024 system

 
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All Forums >> [Current Games From Matrix.] >> [Science Fiction] >> Armada 2526 Series >> Scenario Design and Modding >> How To Make a Mod with v1.024 system Page: [1]
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How To Make a Mod with v1.024 system - 2/26/2010 4:49:09 AM   
Ntronium


Posts: 161
Joined: 10/23/2009
Status: offline
See the other thread for how to use a mod.

Mods should live inside their own folder, preferably inside the Mods folder of the Armada 2526 save games folder. If you place them elsewhere you'll need to specify the full path when giving the mod name in the shortcut.

The mod's folder should follow the same layout as the game's folder, eg have sub folders "Art" "XML" etc. Any files that have the same name as one of the game files will be used instead of that file.

The XML folder may also contain one or more of the following files
Advice_Add.xml
AIStrategy_Add.xml
ColonyNames_Add.xml
DefenceTypes_Add.xml
FacilityTypes_Add.xml
GroundUnitTypes_Add.xml
Factions_Add.xml
Races_Add.xml
ShipTypes_Add.xml
Technology_Add.xml
TipOfTheDay_Add.xml
WeaponTypes_Add.xml
UI\ColorsAndFonts_Add.xml

These files are contain entries that add to those contained in the normal game files, or modify them if they have the same name. This allows you to make small additions or modifications without having to duplicate the whole game file, and allows multiple mods to be used together.
Post #: 1
RE: How To Make a Mod with v1.024 system - 3/6/2010 10:18:08 PM   
Stardog


Posts: 93
Joined: 1/17/2006
From: Hickory N.C.
Status: offline
Moo Mod

I have been working on this SO CALLED mod load for over a hour & still it does not load!
Can someone PLEASE!!!!!!!!... Put up a post for US non-computer brains.
Yes I mean >>>>> Like step by step Directions!?
Do I make a new EXE. file in the bin?
Do I just "create a shortcut" with the Desktop short cut?
Do I make a new "create a shortcut" on my desktop?
Do I make a "create a shortcut" in the bin file?

I mean What the frick!



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(in reply to Ntronium)
Post #: 2
RE: How To Make a Mod with v1.024 system - 3/6/2010 11:03:05 PM   
Rosseau

 

Posts: 2757
Joined: 9/13/2009
Status: offline
Sorry if this has already been addressed in another thread but:

I haven't updated the game yet. Does the new version have some kind of moddir functionality now?

I prefer the old fashioned way--just swapping out files.

So Stardog's post is making me nervous.

(in reply to Stardog)
Post #: 3
RE: How To Make a Mod with v1.024 system - 3/8/2010 3:14:15 AM   
Ntronium


Posts: 161
Joined: 10/23/2009
Status: offline
Yes, in the new version you put mods in separate folders, and start the game with a shortcut telling it which mods to use.

It makes it easy to have multiple mods installed at the same time, and even to use multiple mods together.  Useful if you want to say run a major mod with a UI tweak mod.

(in reply to Rosseau)
Post #: 4
RE: How To Make a Mod with v1.024 system - 3/10/2010 2:20:54 PM   
thaurn

 

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Joined: 3/10/2010
Status: offline
I am tying to alter the Factions xml . Apparently it's online and unchangeable. I am probably missing something simple. I can get into the document, i see the areas i want to change, i can select but not change. Help a noob out please.

(in reply to Ntronium)
Post #: 5
RE: How To Make a Mod with v1.024 system - 3/11/2010 3:51:21 AM   
Ntronium


Posts: 161
Joined: 10/23/2009
Status: offline
On most systems xml files are opened by default by explorer, and you can't edit them. One immediate solution is to open the file with notepad.

However, editing xml files with notepad isn't much fun. Try downloading a free xml editor such as xmlnotepad or notepad++

(in reply to thaurn)
Post #: 6
RE: How To Make a Mod with v1.024 system - 3/11/2010 2:21:40 PM   
thaurn

 

Posts: 2
Joined: 3/10/2010
Status: offline
Thanks for the help.

(in reply to Ntronium)
Post #: 7
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