....Which is fine in a away, it means the mod is broken and needs updating. The issue I have is the game doesnt even say or list in the debug.err file why the game failed to load. It just closes after the initial splash screen. Which is not very helpfull when said mod has 200+ files in it...
Its my GST mod btw.
Edit:-
So I tracked this down to custom TechDefsText.xmls by process of elimination. I have nine in my Mod, one for each of my custom Star Trek races. I have moved these nine files to a new mod. In this mod I have split each xml into its own mod. Placed each one into the GalCiv3/Mods directory one by one untill the game crashed, it happened to the the Romulan file, great I thought, I found the bug!
I then removed all the other sub mods from the folder and left the Romulan file in there on its own, started the game and it booted! Arghh. Back to the process of elimination!
I start again by adding the sub mods one by one to the mod folder, Bang it crashes on the Tholians this time! So I think, Romulan and Tholian xmls must be conflicting, I remove all the mod bah Tholian and Romulan and guess what....it boots! Again back to the process of elimination!
I start again by adding the sub mods one by one to the mod folder, Bang it crashes on the Federation this time! So I think, Romulan, federation and Tholian xmls must be conflicting, I remove all the mod bah Tholian, Federation and Romulan and guess what....it boots! Again back to the process of elimination!
I start again by adding the sub mods one by one to the mod folder, Bang it crashes on the Borg this time! So I think, Borg, Romulan, Federation and Tholian xmls must be conflicting, I remove all the mod bah Tholian, Federation, Borg and Romulan and guess what....it boots! Again back to the process of elimination!
We can all see where this is going.........there is a pattern here!
I could carry this on and on and on but I wont, lets just say I have tried all sorts of combinations(for the last two and a half hrs) yet the game always crashes once I add the 9th faction file to the mod folder, does not matter which one, its always the 9th.
Now I have another faction the Maquis that also has a custom TechDefsText.xml, but it is based on the Pirate faction so only has a military branch. This does not effect the sequence, if I add this in, the game will crash when I add the 10th file regardless of which one it is.
Here is a link to the offending files! Try them out in what ever order you want and you will see what I mean!