Author Topic: XML Modding...  (Read 1926 times)

Offline CRZgatecrusher

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XML Modding...
« on: October 19, 2019, 08:14:00 am »
So I've decided to do a thing... this thing was creating the basic XML from this document:
https://docs.google.com/document/d/1yvK45Dw_YIzgrK5DPX4eInQLqpCRSziuq7eAJjTfZP8

from this document I decided to do most of the XML for tier 1-4 units. Tier1 and Tier2 are Strikecraft and Starships respectively. Tier 3 are golems and tier 4 are new lone fleet units. in all there are 2 new strikecraft, 3 new frigates, 2 new golems and 2 new lonefleet units. simpily put the XML file in AI War 2\GameData\Configuration\GameEntity and load up the game. this has been tested enough to not break your game and if it does simpily remove the file and it'll be fine.
« Last Edit: October 19, 2019, 09:02:35 am by CRZgatecrusher »
A terrible mod but interesting at least (https://forums.arcengames.com/ai-war-ii-modding/reprocessor-mod/). Very unbalanced

Offline Asteroid

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Re: XML Modding...
« Reply #1 on: October 19, 2019, 04:31:40 pm »
This sleepers idea is pretty cool. Is this a design document of your own, or something dating from one of the design iterations since the two Kickstarters?

I've been thinking of a somewhat similar idea since some people have expressed how scared they are of expanding and raising the AIP. It would be 100% beneficial to the player, not double-edged, so there's extra incentive to push your luck. You'd have AI warp relays that are all over the galaxy but that the AI doesn't bother activating until it starts sending exogalactic waves. Upon reaching the right AIP threshold they would activate all over the galaxy. Those pylons would be indestructible, and would be automatically captured by the faction owning the system. When the player holds one, he would get energy or some other benefit (big balance thinking to do here), perhaps scaling with the current AIP level. There would be no benefit for holding them for the AI or another faction - they're just part of the AI infrastructure.

Offline CRZgatecrusher

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Re: XML Modding...
« Reply #2 on: October 19, 2019, 05:05:12 pm »
I thought the document would say it's DEMOCRACY's Document oh well It's not my document but I am doing the basic XML modding for it
A terrible mod but interesting at least (https://forums.arcengames.com/ai-war-ii-modding/reprocessor-mod/). Very unbalanced

Offline Democracy? Democracy!

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Re: XML Modding...
« Reply #3 on: October 19, 2019, 07:40:21 pm »
Sleepers as a whole were just something i spontaneously came up with on the spot, and decided to roll with it. Coincidentally, they bear a striking resemblance to Creeper World 3's sleeper maps, so i should probably rename this project/mod/idea.

Anyways, if anyone is interested in trying to code this faction in, let me know, so i can help clear up any ambiguity and discuss balance.

Offline CRZgatecrusher

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Re: XML Modding...
« Reply #4 on: October 23, 2019, 06:36:28 am »
UPDATE: New ships and some changes, also the changes are interesting to say the least
A terrible mod but interesting at least (https://forums.arcengames.com/ai-war-ii-modding/reprocessor-mod/). Very unbalanced

Offline Volatar

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Re: XML Modding...
« Reply #5 on: October 23, 2019, 02:35:19 pm »
Coincidentally, they bear a striking resemblance to Creeper World 3's sleeper maps

Someone else who has played that awesome game! :D