Orcus187 Posted September 12, 2014 Share Posted September 12, 2014 so my question is this: when i personally change something in the gameconfig file now with the X:CE edition it does not keep the changes. Are we not able to modify the gameconfig file when running the community edition now? if so is it in a different place or called something different? Thanks. Quote Link to comment Share on other sites More sharing options...
Solver Posted September 12, 2014 Share Posted September 12, 2014 You're probably changing the wrong gameconfig. Check in assets/mods/xce. Better yet, create your own small mod to override whatever you want. Quote Link to comment Share on other sites More sharing options...
Orcus187 Posted September 12, 2014 Author Share Posted September 12, 2014 yep that was it, i couldnt find where the xce gameconfig was. Thank you i appreciate that. Quote Link to comment Share on other sites More sharing options...
endersblade Posted September 13, 2014 Share Posted September 13, 2014 I have a similar but different issue. I have a personal mod that changes some things in gameconfig. However, the game only uses certain parts, and the rest it uses from xce. For example. Among many other, I've changed starting money and the stat ranges for soldiers. If I start a new game, the money works, the stats don't. If I comment out that section in xce, my mod works. This happens to other things as well, like the pop cap on buildings. I've had to go in and comment out all the parts I want to mod, which kinda defeats the purpose. Quote Link to comment Share on other sites More sharing options...
Solver Posted September 13, 2014 Share Posted September 13, 2014 You are probably doing something wrong, then. For instance the pop caps for buildings do not exist in X:CE. Quote Link to comment Share on other sites More sharing options...
kabill Posted September 13, 2014 Share Posted September 13, 2014 I have a similar but different issue. I have a personal mod that changes some things in gameconfig. However, the game only uses certain parts, and the rest it uses from xce. Any element in gameconfig with child elements needs to have MODMERGE="update" in the top level. E.g. for soldier stats, it looks something lie: <SoldierStats> <Stat1/> <Stat2/> <Stat3/> etc... </SoldierStats> In order to update anything in there, you need to change it to: <SoldierStats MODMERGE="update"> <Stat1/> <Stat2/> <Stat3/> etc... </SoldierStats> You also don't need to include any elements you're not editing. So if you're only changing strength, for example, you can delete all the other elements in the soldier stat section. You should also delete any other elements not being modded to reduce clutter and to avoid having to add in MODMERGE="update" in all the places where it will be needed in gameconfig to make the load properly. Quote Link to comment Share on other sites More sharing options...
llunak Posted September 13, 2014 Share Posted September 13, 2014 Any element in gameconfig with child elements needs to have MODMERGE="update" in the top level. E.g. for soldier stats, it looks something lie:<SoldierStats> <Stat1/> <Stat2/> <Stat3/> etc... </SoldierStats> In order to update anything in there, you need to change it to: <SoldierStats MODMERGE="update"> No, it should be needed only if the element has both children and attributes. This example should work as it is. Quote Link to comment Share on other sites More sharing options...
kabill Posted September 13, 2014 Share Posted September 13, 2014 Hmm - not sure it does in practice (unless the soldier stats thing has an attribute on it as well? Or maybe there's something before it that does? I can't check the game files right now but I'm fairly certain I've encountered something similar to this before myself.) Quote Link to comment Share on other sites More sharing options...
llunak Posted September 13, 2014 Share Posted September 13, 2014 If it does not then it would be a bug. Quote Link to comment Share on other sites More sharing options...
kabill Posted September 13, 2014 Share Posted September 13, 2014 No, just checked - it's the min/max soldier stats entry which will be causing it as it has a comment attribute in the top element and comes before the stat gain entries. So I'm just misremembering the file is all. Sorry. Quote Link to comment Share on other sites More sharing options...
endersblade Posted September 13, 2014 Share Posted September 13, 2014 (edited) Yep, I've been only keeping the exact lines I change and removing everything else. I'm still getting used to this whole modmerge thing, I'll change it when I get home. Also, the building pop caps DO exist in xce, maybe you're thinking of something else. Living quarters holds 35, and lab and shop hold something like 10 or 15. That's what I'm referring to. They are in the gameconfig, and changing them there works. Are they also listed somewhere else or something? Edited September 13, 2014 by endersblade Quote Link to comment Share on other sites More sharing options...
kabill Posted September 13, 2014 Share Posted September 13, 2014 Also, the building pop caps DO exist in xce, maybe you're thinking of something else. Living quarters holds 35, and lab and shop hold something like 10 or 15. That's what I'm referring to. They are in the gameconfig, and changing them there works. Are they also listed somewhere else or something? I think what Solver meant was that those variables don't do anything any more and are controlled through the buildings.xml file instead. Quote Link to comment Share on other sites More sharing options...
endersblade Posted September 13, 2014 Share Posted September 13, 2014 That's why I asked if they were anywhere else :-) if they were moved, good to know. I will mod that accordingly tonight! Quote Link to comment Share on other sites More sharing options...
endersblade Posted September 14, 2014 Share Posted September 14, 2014 (edited) Awesome, got the buildings updated. Thanks again for the awesome help! I think I've learned what I need to about the MODMERGE stuff now lol. I'm not quite as blonde as I sometimes think :-P Edited September 14, 2014 by endersblade Quote Link to comment Share on other sites More sharing options...
endersblade Posted September 14, 2014 Share Posted September 14, 2014 Next question. Research and Crafting are capped at 99 scientists/workers per item. Is there anywhere to change this? I'd like to lower it quite a bit, so I don't have to manually pull people from one project in order to start another. Quote Link to comment Share on other sites More sharing options...
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