I'll take a look at colorizing, not sure of the top of my head but the icons are a separate graphic so probably need to make new color coded ones, and then look at tagging them to the anomaly types. As for the autosurvey, as near as I can tell the survey ships are reasonably smart and somehow they avoid the pirate haunted anomalies 9 times outta ten, at least until they are running out of stuff to survey, then you suddenly get them hitting pirates every time. I can tell ya t
Deathwynd
Glad to hear you got it working!
Pirates and anomalies are two separate things, the pirate spawning is controlled by its own setting, the pirates that are lurking in the ship graveyards hunting for booty are exclusive to the anomaly system and so they always are there even when pirates are turned off.
Welcome to the More Anomalies Mod. v1.1 (This mod is version agnostic and should work regardless of game version.) Installation: Simply unzip the file into your “//MyDocuments/My Games/GalCiv3/Mods” directory, it will create a new directory there. Then login to the game, go to Options, select the Gameplay Tab and check the box for Enable Mods. <b
I considered that, problem being I wanted to present each ship in its racial color profile which meant starting a new game for each ship. I considered narrating the final cut together video but was afraid it would just seem rushed, may redo it at some point. Guess I maybe could use god mode to bring a whole set of them together.
Yep, the ship basically provides unlimited starbase modules to any starbase its parked at and they build in one tunr just like normal. If I could do it they would generate module points over time and would require periodic replenishment from a nearby asteroid belt, but that is just beyond the capabilities of modding at this time. The functional part is the Mobile Asteroid Processing Module, which really can be stuck on any ship it fits on. The ships I provided are really j
Keep in mind though if earlier terraformings do not have alternative locations to those for the omega terraformer then it is still a benefit to use them even if they overlap as they are far cheaper.
Thank you all very much!
Ahh very cool idea, I hadn't really given any thought to overhauling the ideology system. Good thinking, looks like you are keeping the key traits like reduced shipyard decay which is good because alot of folks specifically use some of those as stratrgic linchpins, I know I do. Personally I like traits and such that have both pluses and minuses, give them character, makes it less a matter of just choosing one straight bonus over another.
Well considering the element of time is entirely cosmetic it seems a pretty minor thing, to my knowledge there is no setting to edit it. You can alter the starting year but not the duration per turn. I would suggest taking this to the Future Plans forum and maybe the devs will add it as an option.
Version 1,5 Uploaded Changes (Tune)Changed the Ancient Technologies received by the Heirs to the Ancients to use standard weapon and drive modules. This means any AI race with this trait will make use of those techs and they will appear on the automated designs.
Well these will need to be done as traits or abilities, I tried adding modifiers to the actual ideologies and personality traits but unfortunately the game won't hook into modifiers on the personality traits. If I am reading this right it looks like you have 3 sets of 4 traits are these exclusive per set but additive overall, so i could take #1 from the first set #3 from the second and #2 from the third to make a race that is focused on development, Honor, and rationalism? <p
Welcome to the Mobile Asteroid Processor Module Mod. v1.1 (This mod is version agnostic and should work regardless of game version.) Installation: Simply unzip the file into your "//MyDocuments/My Games/GalCiv3/Mods" directory, it will create a new directory there. Then login to the game, go to Optio
Nope I tried it, tbh I spent several hours trying to solve the problem and got exactly nowhere as I couldn't reproduce it that's why I never replied since I couldnt provide any constructive help.
Only some windows in GalCiv3 scroll and its not something modders can control, they either are set to scrollable in the Screens folder's XML files or they aren't and editing those files does jack all. The idea of having blank ship styles is great Gauntlet but I think you will need to leave them out to make room to fit the style select window.
I'm guassing you are using GasGiant as your planet type for your custom race. That is simply not going to work the GasGiant planets are defined as dead worlds and the planetary art assets for them provide no viable tiles on the surface. I suspect you think Hereward converted GasGiant worlds for his gas worlds. This is not the case Herewards Gas Worlds are standard worlds. You need to either use his Gas Worlds as a template or make your own, you cannot use the e
Some items are scrollable, such as the abilities and traits windows, if they overflow then they can be scrolled, its slow scrolling and there is no indicator that the window has extra contents but it works. The only suggestion I can make is if it overflows check to see if mousing over and using the scroll wheel works.
Yeah I seriously need to take some time off and play, been working too hard and no game time lately.
Version 1.1 is Uploaded -=ChangeLog=- Begin V1.1 Changed the ColonizationTech to use TechTree instead so Drengin and Yor will use the Propaganda Center. Credit goes to BuckGodot for catching that one! End V1.1<
Yep you can append most stuff unless it modifies the original data in some way. Would really like to see them implement diff style mod patch system where the game could be selectively altered at a more granular level. Overall though with the exception of issues with schema's its pretty flexible. As far as tech's go the vast majority of them only exist to unlock improvements or ship components and the like, only a handful actually make direct changes to the game.</p
Version 1.4 is up Begin V1.4 (Fix)Switched all from ColonizationTech to TechTree so Yor and Drengin will start using them. Credit goes to BuckGodot for catching that one! End V1.4
Hereward just want to give you a heads up. BuckGodot pointed out that my Propaganda Center mod isn't usable by the Drengin or the Yor because they don't use ColonizationTech, they call it ImperialismTech or PropagationTech respectively. At which point I realized that I had used ColonizationTech as the Prereq throughout Planetary Diversity. Which explains why I was getting anomalous behavior out of the Drengin with regard to my pseudo-extreme worlds. So lo
Thank you very much for the info, since this is intended to be used by all races I will simply switch it to TechTree. Probably shoulda done that in the first place but I was not aware that not all races called it CoilonizationTech. This also solves a problem I was running into with my Planetary Diversity mod where a couple of races were inexplicably avoiding my extreme flagged worlds, I will pass this info along to Hereward who has the same issue going on in his mod as well.
I have since done the digging and implemented this in my Galactic Diversity mod. The flag exists and works its just not implemented into the live game files. I would ask that it be altered slightly to apply to any race that has the synthetic attribute not just the synthetic race ability in the custom race screen. Doing it the way it currently is means my other synthetic race does not apply to the restriction. Of course it takes the whole 5 trait points and is itself restricted fro
Ok and as I have previously stated your argument holds no water as every single equippable module exists in the ship designer as a non functional version so a ship maker can include any of the modules they want they are simply non functional just as you describe from GC2 so you can climb down off your soapbox and quit bagging on GC3 for doing the same thing.