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modtools:file_locations [2018/10/10 13:13] – [Mod/Script Files] adminmodtools:file_locations [2018/10/15 16:52] – [Mod/Script Files] admin
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 |mod_MODNAME_AIFILENAME.xml | Overrides AI in Selected Map| xml | These are AI files generated using the [[modtools:aieditor|AI Editor.]] AI files are specific to maps, as such in the Mod system, the AI files can only override specific maps as defined in the [[ModTools:make_a_mod_editor|Mod Editor.]] If no AI files are selected for a specific map, the game will use the default AI files for the map.| |mod_MODNAME_AIFILENAME.xml | Overrides AI in Selected Map| xml | These are AI files generated using the [[modtools:aieditor|AI Editor.]] AI files are specific to maps, as such in the Mod system, the AI files can only override specific maps as defined in the [[ModTools:make_a_mod_editor|Mod Editor.]] If no AI files are selected for a specific map, the game will use the default AI files for the map.|
 |mod_MODNAME_CITYFILENAME.xml | Overrides City Files in Selected Map| xml | These are City files generated using the [[modtools:cityeditor|City Editor.]] City files are specific to maps, as such in the Mod system, the Citys files can only override specific maps as defined in the [[ModTools:make_a_mod_editor|Mod Editor.]] If no City files are selected for a specific map, the game will use the default City files for the map.| |mod_MODNAME_CITYFILENAME.xml | Overrides City Files in Selected Map| xml | These are City files generated using the [[modtools:cityeditor|City Editor.]] City files are specific to maps, as such in the Mod system, the Citys files can only override specific maps as defined in the [[ModTools:make_a_mod_editor|Mod Editor.]] If no City files are selected for a specific map, the game will use the default City files for the map.|
-|mod_MODNAME_Components.xml | Overrides //InstallPath/media/Scripts/Components.xml// | xml | This file overrides the core game's Components.xml file. This file should be generated using the [[modtools:componentseditor|Components Editor.]] The component file include all sub-components and vehicle types in the game, their stats and data, and all vehicle and accessory artwork data.| +|mod_MODNAME_Components.xml | Overrides //InstallPath/media/Scripts/Components.xml// | xml | This file overrides the core game's Components.xml file. This file should be generated using the [[modtools:componentseditor|Components Editor.]] The component file includes all sub-components and vehicle types in the game, their stats and data, and all vehicle and accessory artwork data.| 
-|mod_MODNAME_ComponentImages.zip | Supplements Existing Artwork | zip | This file adds additional artwork to the game. Typically you would use this file to store any new component images. However any artwork data needed by the mod can be put here, such as player logos, accessory icons, etc.  | +|mod_MODNAME_ComponentImages.zip | Supplements Existing Artwork | zip | This file adds additional artwork to the game. Typically you would use this file to store any new component images. Howeverany artwork data needed by the mod can be put here, such as player logos, accessory icons, etc.  | 
-|mod_MODNAME_ComponentsStartingPop.xml | Overrides //InstallPath/media/Scripts/ComponentStartingPopularity.xml// | xml | This file overrides the core game's ComponentStartingPopularity.xml file. This file should be generated using the [[modtools:componentseditor|Components Editor.]] The Component Starting Popularity file is used by the AI when selecting sub-components for some of their designs. This file is manipulated via the TurnEvents.xml file using the selectorID's for components. |+|mod_MODNAME_ComponentsStartingPop.xml | Overrides //InstallPath/media/Scripts/ComponentStartingPopularity.xml// | xml | This file overrides the core game's ComponentStartingPopularity.xml file. It is generated using the [[modtools:componentseditor|Components Editor.]] The AI uses this file when selecting sub-components for their designs. Information in this file can be manipulated using the selectorID's in the TurnEvents.xml file. |
 |mod_MODNAME_ContractInfo.xml | Overrides //InstallPath/media/Scripts/EngineContracts.xml// | xml | This file overrides the core game's EngineContracts.xml file. Currently this file is not moddable via the mod tools. The contracting system will be rewritten in v1.23, as such this file will be getting a major overhaul in the near future. When that occurs I'll hopefully remember to change this text. | |mod_MODNAME_ContractInfo.xml | Overrides //InstallPath/media/Scripts/EngineContracts.xml// | xml | This file overrides the core game's EngineContracts.xml file. Currently this file is not moddable via the mod tools. The contracting system will be rewritten in v1.23, as such this file will be getting a major overhaul in the near future. When that occurs I'll hopefully remember to change this text. |
 |mod_MODNAME_MiscArtwork.zip | Supplements Existing Artwork | zip | This file adds additional artwork to the game that wouldn't organizationally fit in "Vehicle Artwork" or "Component Images" zip files. Resources in this zip file will not override any core game files unless there is a naming conflict. As such you should make sure your files have unique names. This is a good file to place mod art such as Player Logo images, etc.  | |mod_MODNAME_MiscArtwork.zip | Supplements Existing Artwork | zip | This file adds additional artwork to the game that wouldn't organizationally fit in "Vehicle Artwork" or "Component Images" zip files. Resources in this zip file will not override any core game files unless there is a naming conflict. As such you should make sure your files have unique names. This is a good file to place mod art such as Player Logo images, etc.  |
modtools/file_locations.txt · Last modified: 2022/02/15 18:00 by 127.0.0.1