No mercenaries

Finding a way to get rid of the mercenaries without getting rid of the torans or the ship parts....

There was a forum post about dropping the mercenaries where it was talked about editing out the merc ships in the EXP1_MercenaryDefs.xml file. I well.... deleted the code in that file and had some good games with no merc ships yet still retained the other DLC components. Now it seems GC3 does some sort of file integrity check and my modified EXP1_MercenaryDefs.xml file is rejected. 

 

Is there maybe another way to do this? perhaps make the merc market starbase have a 0% chance of spawning? I thought about jacking up the prices to an extraordinary amount but the idea above I think is better. Anyway I could not find an XML file that controls how, where, or when the merc market appears. Any thoughts?

Cheers 

14,712 views 9 replies
Reply #1 Top

I haven't found where the spawn rate for the bazzar is kept. But wouldn't another solution be to edit the costs of the mercenaries in EXP1_MercenaryDefs to some extremely high amounts like 90000 credits?

Reply #2 Top

It would be cool to have an option to could switch off Merc functionality but retain Arceans, Torians plus the extra ship parts for sandbox games.

Reply #3 Top

My biggest problem with changing the cost is that I cannot find a way to replace the value between xml tags in notepad++; and I am lazy and don't want to change it one at a time lol. At least not late last night when I started this thread.

If no one can find where this is controlled I guess we will just have to edit the cost of the ships.

Reply #4 Top

Most of you probably already know this but, in notepad++ findreplace

<CreditCost>[^<>]+</CreditCost> in the Find and

<CreditCost>100000000000000000</CreditCost> in the Replace 

 

This will sufficiently increase the cost of all ships. 

 

EDIT: Correction use 2147483.647 instead of 1000000000000000000000000 otherwise the game will give an error basically saying the ship cost cannot exceed 2147483.647.

EDITII: For some reason now only about half of them cost 2147483.647 credits, the rest a normal amount. The change was made to all tags in the XML so not sure where it is going wrong.

Cheers

Reply #5 Top

I found something while looking for a completely different thing.

In GalCiv3MapDefs

<MercenaryBaseSpacingMod>0.40</MercenaryBaseSpacingMod>
<MercenaryBaseSpacingMin>8</MercenaryBaseSpacingMin>
<MercenaryBaseSpacingMax>12</MercenaryBaseSpacingMax>
<MercenaryBasePlacementMaxRadius>4</MercenaryBasePlacementMaxRadius>
<MercenaryBaseBlockingPlacementProximityMod>0.66</MercenaryBaseBlockingPlacementProximityMod>

Trying playing with those values and see what happens.

Reply #6 Top

Hey,


Now it seems GC3 does some sort of file integrity check and my modified EXP1_MercenaryDefs.xml file is rejected. 
End of quote

Are you saying that the game rejected a EXP1_MercenaryDefs put in the mod folder?

To clarify, I've been working on a mod for awhile now and wanted to remove the United Earth faction from the game, so I put a copy of DLC6_FactionDefs in the Documents/GalCiv3/Mod/Game folder, and replaced the contents with a junk string table. Since then I haven't had the UE in  game nor any problems, from that file at least :cylon:

Placing a file with the exact name as the original, and in the right folder (e.g. mod/game) should overwrite the original without the game counting it as a broken file. If this isnt working, I suggest contacting SD's technical support. This thread explains the basics in detail https://forums.galciv3.com/473442

Hope this helps and sry if this is just a post about what you already know. 

Reply #7 Top

So I have found out, that doing what Rhonin suggested works. 

<MercenaryBaseSpacingMod>.90</MercenaryBaseSpacingMod>
<MercenaryBaseSpacingMin>1000</MercenaryBaseSpacingMin>
<MercenaryBaseSpacingMax>10000</MercenaryBaseSpacingMax>
<MercenaryBasePlacementMaxRadius>1000</MercenaryBasePlacementMaxRadius>
<MercenaryBaseBlockingPlacementProximityMod>0.9</MercenaryBaseBlockingPlacementProximityMod>
<HabitablePlanetChanceDivisor>1000</HabitablePlanetChanceDivisor> 

 edit 

Okay after testing a game with the values above, I still ran into a Bazaar... 

Reply #8 Top

I also request an easy on/off option for enabling/disabling the Mercenaries in the expansion so a player can have the extra factions and other improvements and not have the Mercs part of it. I want a "realistic" feel of building a race and government...I don't see super mercenary battleships attacking US interests in the Indian ocean today.

Reply #9 Top

I agree, a game option to set the  appearance of bazaars to either on/off would be nice.  I have the DLC as a result of founder program but I do not install that particular DLC as I do not like how it disrupts the game for me.