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So, I've tried modifying a couple of minor factions to remove one of their abilities, and what happens now is that sometimes they're generated with the text of the now-absent ability, but they possess no actual ability to grant.
Starting to hit bedrock here, ya'll, not sure how to dig into this one. Factions[Minor] and SimulationDescriptors[FactionTraits] (both XMLs) yield some of the data I want to change, but it would appear that what I need to modify is in fact the mechanism that determines which ability they get, but I'm not sure where it is. I'll keep looking, but I'm pretty stumped.
Edit:
MinorFactionPersonalityDefinitions.xml is the location of the file that places weights on which ability is selected! Leaving this up here in case it's useful for someone else.
I actually did find some success with this, but I'm not 100% which file had the effect. Here are the files I looked at in ...\Endless Space 2\Public\Simulation\
1) \SimulationDescriptors[FactionTrait].xml
Towards the bottom of this file you'll find a section labeled 'MINOR FACTION TRAITS'. Some of the names for Minor Factions will be different than what you're accustomed to--It'll take a little figuring out. In this section, I merely edited the Faction Trait I didn't like and replaced it with the information from the one I did like--But left the original name. For example, standard Pulsos looks like this:
-----
<!-- ####### PULSOS TRAITS ##### -->
-<SimulationDescriptor Type="FactionTraitMinor" Name="FactionTraitMinorCuriousThinkers01">
<BinaryModifier Path="ClassEmpire/ClassColonizedStarSystem" Right="$(CuriositiesDiscovered)" BinaryOperation="Multiplication" Left="1" Operation="Addition" TargetProperty="SystemProduction"/>
<Modifier Path="ClassEmpire" Operation="Addition" TargetProperty="MinorTraitsAssimilated" Value="1" TooltipHidden="true"/>
</SimulationDescriptor>
-<SimulationDescriptor Type="FactionTraitMinor" Name="FactionTraitMinorCuriousThinkers02">
<Modifier Path="ClassEmpire/ClassResearch" Operation="Addition" TargetProperty="TechnologyLinkReductionValue" Value="0.2"/>
<Modifier Path="ClassEmpire" Operation="Addition" TargetProperty="MinorTraitsAssimilated" Value="1" TooltipHidden="true"/>
</SimulationDescriptor>
-----
If I wanted to only have the first ability, I'd set it too look like this:
-----
<!-- ####### PULSOS TRAITS ##### -->
-<SimulationDescriptor Type="FactionTraitMinor" Name="FactionTraitMinorCuriousThinkers01">
<BinaryModifier Path="ClassEmpire/ClassColonizedStarSystem" Right="$(CuriositiesDiscovered)" BinaryOperation="Multiplication" Left="1" Operation="Addition" TargetProperty="SystemProduction"/>
<Modifier Path="ClassEmpire" Operation="Addition" TargetProperty="MinorTraitsAssimilated" Value="1" TooltipHidden="true"/>
</SimulationDescriptor>
-<SimulationDescriptor Type="FactionTraitMinor" Name="FactionTraitMinorCuriousThinkers02">
<BinaryModifier Path="ClassEmpire/ClassColonizedStarSystem" Right="$(CuriositiesDiscovered)" BinaryOperation="Multiplication" Left="1" Operation="Addition" TargetProperty="SystemProduction"/>
<Modifier Path="ClassEmpire" Operation="Addition" TargetProperty="MinorTraitsAssimilated" Value="1" TooltipHidden="true"/>
</SimulationDescriptor>
-----
For DLC Minor Factions, you'll need to change SimulationDescriptors[FactionTrait_DLC1].xml, and the _DLC2-4 (Maybe 5--I don't have the latest expansion) as well.
Further, in ...\Endless Space 2\Public\Simulation\FactionTraits[Minor].xml, you can simply eliminate the options you don't like. If, like in the previous example, you'd like to ensure it only can *only* roll up the Curiosity-related ability, you'd modify your Pulsos to look like this:
</FactionTrait>
<!-- PULSOS -->
+<FactionTrait Cost="0" Hidden="false" SubCategory="FactionTrait" Name="FactionTraitMinorCuriousThinkers01">
I hope that helps!
In the "Public" folder: Open with Notepad++ or your preferred tool.
MinorFactionPersonalityDefinitions.xml
MinorFactionPersonalityDefinitions[DLC1].xml
MinorFactionPersonalityDefinitions[DLC2].xml
MinorFactionPersonalityDefinitions[DLC3].xml
MinorFactionPersonalityDefinitions[DLC4].xml
MinorFactionPersonalityDefinitions[Update8].xml
MinorFactionPersonalityDefinitions[Update9].xml
Some minor factions were added later through DLC or update. Therfore you have different files.
Each minor faction is listed with two traits. The number you see in these files represent the probability for the appearance of one of these traits DURING Galaxy Generation.
For example, if you want to set one trait to always appear without fail instead of the other during galaxy generation, set the number of the desired trait to 99 and the other to 00.
Repeat for each minor faction. If you can't pinpoint, which trait is which one, refer to the wiki (not the games2gether one, but the .fandom one. Compare the propability numbers on the wiki pages of the respective minor factions.