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Disable pirate raids and eco disasters
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    CyberOps posted on Sep 10, 2008 7:06:36 PM - Report post
     
    you can try any language you want by modifying the shortcut to start your game with, like at the moment i have 2 shortcuts one normal to play in dutch and the other to play in english you can do that by making the shortcut like this

    "C:\Program Files\Electronic Arts\SPORE\Sporebin\SporeApp.exe" -locale:en-us


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    Gvertin posted on Sep 10, 2008 8:18:14 PM - Report post
     
    Languages work with mods - i played on Russian and my mods works, now i am go test your mod, Duthos.

    [Edited by Gvertin, 9/10/2008 8:19:07 PM]
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    Duthos posted on Sep 10, 2008 8:21:46 PM - Report post
     
    I just learned my mod only works with new games, and any games created while my mod is installed will PERMAMENTLY be modded.

    I think you can start new games with your races and be fine, but it is a pain in the ass.

    Sorry.
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    Gvertin posted on Sep 10, 2008 8:23:42 PM - Report post
     
    CyberOps - you playing online? Maybe with online your configs will rewriten by script on it for security.
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    WesHowe posted on Sep 10, 2008 8:26:39 PM - Report post
     
    In the locale\nl-nl directory is a text.package file.
    I cannot understand much of it because I am essentially clueless about the language. But it appears to have a number of game parameters overridden by new names.

    I would think that part of how the game works is using the common base files for all language plus reading the language specific ones afterwards.

    I don't know if there is a set of language overrides for the parameters the guy is trying to change, but if there is it would explain why his changes don't work and others do.

    <* Wes *>
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    Gvertin posted on Sep 10, 2008 8:52:34 PM - Report post
     
    On this text package only translated text - no game parameters.
    Mod works for me, but i have a serious glitch - when i load my save game of my new game with this mod my ufo dosent show up - then game crashes.

    PS Wes - i have some hashed formats for you from binary files
    055ADA24 - cnv
    047B8300 - EBX
    1F639D98 - xls (animation config)
    DFAD9F51 - cell (only cell stage data files)
    448AE7E2 - hkx
    9B8E862F - world
    3D97A8E4 - Cell Xml
    25DF0112 - gait

    [Edited by Gvertin, 9/10/2008 8:55:50 PM]

    [Edited by Gvertin, 9/10/2008 8:56:26 PM]

    [Edited by Gvertin, 9/10/2008 8:59:37 PM]
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    Duthos posted on Sep 10, 2008 9:16:52 PM - Report post
     
    Hey Gvertin, may I pick your brain for a moment.

    most people who downloaded my mod can't get it to work, or only parts of it are working (pirate raids or biodisasters only) which is bothersome.

    But what has me concerned right now is I deleted from my directory, and started a new game and I still have the effects from the mod, even though it is gone. If you can shed any light on this I would be grateful.

    Otherwise I'm gonna hafta take it down.
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    Gvertin posted on Sep 10, 2008 9:30:42 PM - Report post
     
    Game can update files in game if its online. And of cource this is only lucky freq commands not been delete from maxis (in prop files - they can be only place holders). But for me it works, but i understand why for other people and other commands dont work - they override by script (or update if online (btw, why Maxis continue deleting prop configs with even updates?)). All unknow scripts in bnry files. Many files have been renamed to this format. Other work thing is planet tescript, but there no other tescript. And i dont know why - game can use any other scripts and lang. For example game have files writen on Big Endian and Pyton.

    [Edited by Gvertin, 9/10/2008 9:30:52 PM]
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