The thing that jumps out right away is at the very beginning,
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As far as I can see, everything you listed there which Mr Tree hasn't already said/shown is regarding the colony buildings, which are not truly necessary for adding a species. And in fact, I would recommend that he get the basic addition of the species working before he tries adding a colony building for it.Oberlus wrote:Mr. Tree, I would say there are more things to do to add a new species than just adding the new file. Searching in my installation for any word containing HUMAN (one of the species) I see this:
When you say added the species focs file to the "scripting species file", do you mean to the "default/scripting/species" folder(directory) (which we don't normally refer to as a "file")? Also please specify just what you named your file, including extension (I don't recall at the moment whether the extension matters, but may as well get your full info).Mr. Tree wrote:I added the pedia code to the eng stringtables, the actuall species focs file to the scripting species file.
If they were properly parsed you should be able to find them in the Pedia. To be sure, I would check the Galaxy-Homeworlds pedia page, and see if they are listed either in the upper section for species that are actually in that galaxy, or in the lower section for species that the game knows of but that didn't happen to be in that galaxy. Since you specified them as both Playable and Native they should be listed as an option to play when you start a game. But FYI, I don't think we have any other species listed as both. Although it appears to me that it should be possible to designate them as both, while you are debugging this you might want to comment out the "Native" line.It could be possible that they spawn in the map naturally however i have no idea if they do.( however I doubt this)
No, shouldn't have anything to do with the test build. Try checking your freeorion.log log file and searching for all occurrences of "error" (or maybe specifically "ParseError" might work) and seeing if you find anything pertinent.(It might have to do with this being a test build, I don’t know, I’m not a programmer, i just made what I could)
As far as I can see, everything you listed there which Mr Tree hasn't already said/shown is regarding the colony buildings, which are not truly necessary for adding a species. And in fact, I would recommend that he get the basic addition of the species working before he tries adding a colony building for it.
When you say added the species focs file to the "scripting species file", do you mean to the "default/scripting/species" folder(directory) (which we don't normally refer to as a "file")? Also please specify just what you named your file, including extension (I don't recall at the moment whether the extension matters, but may as well get your full info).
dbenage-cx wrote:The macros AVERAGE_WEAPONS and VERY_BAD_STEALTH do not exist.
You can drop AVERAGE_WEAPONS, and either change to BAD_STEALTH or modify scripting/species/common/stealth.macros and add VERY_BAD_STEALTH.
Once it is selectable on the startup screen, as Oberius notes you will need a colony building as well(and a startup unlock) e.g. Tutorial - Species
It needs to be named SP_FRANKOV.focs.txtMr. Tree wrote:default/scripting/species, file was named SP_FRANKOV.focs
It was a text file.It needs to be named SP_FRANKOV.focs.txt
(the other are also named .focs.txt, probably windows hides that...)
You can also start from command line, you probably see more error output when you start the game.