View Full Version : List of files that can be modded "on the fly"?
Jubala
07-03-2003, 04:14 PM
Is there a list somewhere of which files can be modded during a game and which are read in and "locked" at game start?
S1.Genocide
07-04-2003, 03:28 PM
Read IN-
fighterweapons.txt
CollateralDamage.txt
GroundCombat.txt
MissileInfo.txt
population.txt
SCD_Effects.txt
Sitrep.txt
SpyBuilding.txt
SpyMissions.txt
SpyNames.txt
StarLane.txt
UnitValues.txt
TaskForceRules.txt
unrest.txt
Game START
MilitaryAI -(Half/ Only start advantages are not added during save games. Ship build prioritys however will still work.)
StartShips.txt
TechTables -(Half/ Only Tech speed is not added)
StarNames.txt
Specials.txt
racemodifiers.txt
RandomEvents.txt
Modifiers.txt
LeaderPersonality.txt
habitability.txt
GovernModifiers.txt
GalaxyConfigurations.txt
DevelopmentPlans.txt
DEATables.txt
AIPlanet.txt
If Im wrong someone please correct.
:cool:
Jubala
07-04-2003, 06:29 PM
Thanks! :)
Stochastic
07-07-2003, 03:13 PM
DEAtables is at least partialy moddable mid-game.
I definately know that you can change the to-build cost of DEAs without having to restart. I don't know about the other stuff in that file, but I'm willing to take your word on it that they are not refreshed with each load.
Flinx
04-22-2004, 04:32 PM
Useful information we may not want to loose... noob
Colt374
10-25-2005, 12:12 PM
Further info from another thread states these files ARE read in at every load of a savegame... (The opening post states otherwise) :
habitability.txt
DevelopmentPlans.txt
DEATables.txt
AIPlanet.txt
Colt.
Flinx
07-09-2007, 12:07 AM
Now that people have been modding this game for 4 years can anyone provide a better list?
danib
06-04-2008, 09:38 AM
TechTables -(Half/ Only Tech speed is not added) i have seen by loading a very old save game that probably used a mod i have no ider whits
that the weapon stats of newly disaiynd ships wer considerably lower (/10) so i think that only the tree is saved and the stats are read dooring play
Quinn
06-05-2008, 04:34 AM
I have discovered that wstechnology.txt can be changed during the game but it won't take effect until you re-start MoO3 and re-load a game! The effected tech just lists ~#TA(code)#~ as it's name
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