But either you haven't read my questions, or you don't know how to answer them, since you still haven't told me anything about "which files are used where and when" (?)
So, I'll repeat my questions (and have underlined the important parts ) :
frankycl wrote: ↑Tue May 17, 2022 7:07 pm "Internal: The Mod Maker takes care of this part..." - What does this mean exactly / does the Mod Maker use the XMLs/TXTs in the data-folder of the game ? Or where do those to-be-edited values come from (and where are they stored)
"External: (...) The corresponding game file can then be attached to the current mod..." - Does this mean that the "corresponding game file" (= XML/TXT) will be merged with a game file that is already modded ? _like e.g. when I would use my modded ShipHulls.xml with the already (otherwise) moded ShipHulls.xml from your Mod Maker ? (or what do you mean by "current mod" - all we can mod so far are the XMLs, the TXTs and some parts of the bundle-files (if we get to extract/save them), or not ?)
Yeah, sounds good, but please don't forget about the <NonTriggerRaceId>-tags - those are always just 1 game-event in the file, but are triggered for 6 races at a total !Eventure wrote: ↑Wed May 18, 2022 1:37 pm I checked the data again. After that, it's probably best to use two filters. First to filter the trigger type and second the race. In the case of race, both the "trigger race" and "placement race" parameters are included in the filter. So if the selected race appears in one of the two parameters, it will be displayed.