Corey is back once again on his channel previewing an upcoming release from the team, except instead of the mod itself, this time it's a quick look at a (very) early version of the GC editor we've been using in the development of 2.2. There's also still an Empire of the Hand preview playthrough going on on the channel, so you can check that out as well.
Mod Tool Preview: GC Editor
Corey is back once again on his channel previewing an upcoming release from the team.
Posted by .Corey. on
Nice.
Even I should be able to handle it.
sweet tool!
This will help a lot of modders :)
Is the only way to travel from planet to planet via these routes?
Or is it still like the original game where you can just jump between unconnected worlds?
In TR, we set up all possible travel routes. If you're using this tool it uses whatever rules the mod you're making the GC for does.
Hey guys! I'm having issues with the modelling plugins for 3DS max (ALO Importer/Exporter). Does anyone know how I can get these plugins to work for 3DS max 2018? Or any other new tool for ALO-model files? Thanks in advance.
Unfortunately, the alamo plugins only work for 3DS Max 6, 7, 8 and 9.
sweet, another 500h in EaW, THX!
This looks really intriguing.
I've done quite a bit of "private" modding within the XML-files of different mods already like i.e. adjusting prices, population values, shield strength of ships or fixing small bugs like wrong texts, but always shied away from tackling a whole custom Galactic Conquest due to the greater effort it requires.
With this tool, this might just change as it seems to aid greatly with the general setup of the galaxy.
Will the eventual full version also allow the placement of starting forces on planets?
That's the plan. I want the program to generate a whole GC when it's done.
That's certainly something huge.
It might result in a whole new category of mods for mods. :D