THis will be a short guide of how to setup your factory/ station or whatever you wish to use:
Things that you will need:
* Notepad ++ or any decent XML editor
* Exported X3Universe.xml/ WareTemplate.xml
* X3 Editor 2
* Enebled Galaxy Editor in game
Before you begin make sure that you defined your factory in WareTemplate like this:
t= 11 - means what production resources factory uses
t= 8 - Product of your factory
t= 16 - additional resources (for npc economy and flavour)
After you defined your station, you should already added your custom factory to TFactory.pck/txt with your X3 Editor 2, then create t file with the custom name and description
Next is to actually create a station with Galaxy Editor, fire up your TC/AP or FL whichever you use, go to custom game find galaxy editor and select x3universe, after you load your game, press ctrl + numenter to open the GE menu, select create station, select your station (it will appear as ReadText error, dont worry its normal)
Select it and the process of placement is the same as when building the stations in the real game
After youre finished you can also place one more station, in the GE editor sector map menu it will appear as two alpha's, after you load the real game, the game will automatically set alpha/ beta, next check your station with info if every resource/ product is correct
If everything is fine, press again ctrl+numenter and export your x3universe
Done
The stations should now appear in your game (New game) start
[Tutorial] Galaxy Editor (adding custom stations)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators, Moderators for the X3:FL Forums
-
- Posts: 373
- Joined: Tue, 6. Mar 12, 12:04
[Tutorial] Galaxy Editor (adding custom stations)
Last edited by -XeNoN- on Tue, 8. Jun 21, 13:26, edited 1 time in total.
Farnham's Legacy:
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
-
- EGOSOFT
- Posts: 11880
- Joined: Fri, 21. May 04, 17:15
-
- Posts: 373
- Joined: Tue, 6. Mar 12, 12:04
Re: [Tutorial] Galaxy Editor (adding custom stations)
Oh yea i failed to write that down, my bad
Farnham's Legacy:
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
-
- Posts: 1378
- Joined: Fri, 21. Mar 14, 20:51
Re: [Tutorial] Galaxy Editor (adding custom stations)
are you sure? ... as far as i can remember in TC you can "reset" the waretemplate (in your current save game) by loading a new empty map file (somehow)
viewtopic.php?f=96&t=294001&p=4689390&h ... e#p4689390
To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele
-
- EGOSOFT
- Posts: 11880
- Joined: Fri, 21. May 04, 17:15
Re: [Tutorial] Galaxy Editor (adding custom stations)
Warestemplate does not add things to the map though, it just defines "loadouts" for (newly) spawned stations.
MFG
Ketraar
MFG
Ketraar