Thanks for making the thread... I really want the news to stay on topic. I was just going to PM you, but this should be public knowledge.
Okay, so there's not much technicality to this; it's mainly brute force. You're going to be copy-pasting and renaming one block of data over and over. I'll start:
<Event Name="E_Conquer_Abregado-rae">
<Event_Type>STORY_CONQUER</Event_Type>
<Event_Param1>Abregado-rae</Event_Param1>
<Event_Param3>FILTER_FRIENDLY_ONLY</Event_Param3>
<Reward_Type>UNIQUE_UNIT</Reward_Type>
<Reward_Param1>E_Space_Colony_1</Reward_Param1>
<Reward_Param2>Abregado-rae</Reward_Param2>
<Prereq>Universal_Story_Start</Prereq>
<Perpetual>True</Perpetual>
</Event>
Paste this twice in a new text/XML document. Open
Planets.xml, find the string
<Planet Name=, and hit F3 twice to go past Abregado-rae. That'll be the next planet. In the second data block of your new file, replace every instance of
Abregado-rae with this planet name (should be
Aeten_II). Copy-paste that block after and keep going until you run out of planets. Then, take your result and duplicate it to a new file. Find-replace every instance of
E_ with
R_ (you can usually just get away with that if you enforce capitalization). That's it for the data entry.
The easiest way to get it working in the mod is to append it to the tech tree files -
Tech_Tree_Empire.xml and
Tech_Tree_Rebel.xml. That's it.
Stop reading now unless you're really XML-proficient.
Of course it's bad form to just throw it in the tech trees, so if you really want it to be properly modular you'll need to add each one to its own XML file. Make two new XMLs named
Story_Colony_Fix_E.xml and
Story_Colony_Fix_R.xml with the following contents:
<?xml version="1.0" ?>
<Story>
<Event Name="Universal_Story_Start">
<Event_Type>STORY_ELAPSED</Event_Type>
<Event_Param1>0</Event_Param1>
</Event>
</Story>
After the
Universal_Story_Start block, paste the scripting data you just made. Throw the files in PR\Data\XML. Then, in
Story_Plots_Empire_AI_Heroes_EXP.xml and
Story_Plots_Rebel_AI_Heroes_EXP.xml, make a new active plot for
Story_Colony_Fix_x
.xml. Now you can turn it on and off at will and don't have to clutter up the tech trees.
Note, this will add a free colony for both player and AI. PR v1.2 will use different story plot files for player and AI, but, for now, it's an inevitable side effect without further revisions. Nevermind this. I've since specialized the AI story files, but that was
not the case in v1.1. You can do it for only the AI quite easily (see above).
Edit: Fixed v1.2 oversight. Condensed script further (same result either way).
Edited by Phoenix Rising, 25 December 2009 - 03:22 AM.