lol ok yeah :-)
Deathwynd
Karl if its crashing when including a style but not otherwise then its not the FactionShipStyleDefs.xml its a problem with something in your ShipClassDefs.xml
Ok I assume you have added the ship styles you want into FactionShipStyleDefs.xml and then created NEW entries in ShipClassDefs.xml simply using the ship designs and thumbnails from your set but otherwise using standard blueprints. Whatever you do keep to stock blueprints if you are having crashes. Let me point out the entries to change using some entries from Gauntlets files. Green are items to change, red are items that must remain the same or strictly reference stock names
Ok I havent done anything with actually producing custom ship style sets, but considering Gauntlet has done it and his mod works great I would suggest starting by looking at his mod for an idea of how to do it. There is also a nice tutorial out there by Dumhed.
well it doesnt solve the issue of those obsessed with having pre equipped ships, but it does mean that ship designers who want the weapons for appearance sake have access to them.
To anyone wanting to use weapon parts in their ship designs you need to click options in the ship designer and choose to show all parts, and yes those parts do show up as I have several workshop downloads with weapon model parts just nothing with actual modules.
1. yes approval and morale are the same things 2. you cannot build higher level buildings directly they are only upgrades, always has been that way. 3. Never seen a "Culling Project" ever and the code doesn't actually reference it. 4. the UP result is always in green after the vote. 5. the UP list isnt sorted at all.
Yeah it works just fine for me with standard races but with custom races it crashes and the log gives no illumination so no way to fix it. Being that its only one command with the cheat console and doesn't affect regular gameplay it really has no priority for a fix.
The answer is found here And for clarification, no the only things you can currently upload to the workshop are custom factions and single ship designs with no equipment. Honestly the lack of any support for other resources is becoming depressing.
Yeah its not pretty but at least it corrects that problem, really the game shouldn't pull that crap since the original traits are still in there and functional, I'd just removed them from the RaceTratSliderDefs.xml so they wouldn't clutter up the game a present possible cost/value issues. As it stands yes it is possible to use the old traits and yes they cost nothing but it is the only way to not have the negative traits screwing with the positive cost budget I've establ
Keep in mind tho there are only 4 total types of fighters and you cannot add more, well I can but its a total bitch, I will be doing a tutorial for schema editing after I finish my current mod project in a few days.
if you have a mouse capable of it crank the dpi way up, you won't be able to move around the screen quickly but it'll give you wicked accuracy on stuff like the negative range slider. I use one that has an extra button that jacks the DPI up and switch to ramp it up even further, its a huge help, but yeah they need to put some direct controls in for those sliders.
Hrm looks doable, maybe a combination of Altarian and Thalan parts, with the right color scheme surface and materials I think you can make something pretty close. Keep in mind all things considered given the type of tools we have to work with close it pretty damn good.
New Version uploaded just to fix a small mod conflict. Begin V1.3 (Fix)Altered the internal naming of the Precursor Industrial Planet to prevent conflicts with other mods. End V1.3
So yeah fixed that problem. Updated to version 1.4 Change Notes: V1.4 (Fix) Added restriction on Synthetic races so that you cannot combine Synthetic with Fertile, Farmers, or Speciation. (Fix) Added all original Race traits to the end of
There is no fix for that problem, when you take an existing non mod based race and edit it the original game traits while they still exist and can be used just fine simply don't exist on the menu's for GalDiv. There is a possible workaround, its messy as hell, but I'll look into it.
check out https://forums.galciv3.com/465834/page/2/
I do think that kinda of customization is something they will expand upon as the game goes forward.
There is still absolutely nothing preventing a synthetic race from taking any of the food/pop growth related traits, whether positive or negative despite this being in the patch notes since 1.10
TBH I wondered about that when I installed it but figured you would know where the files needed to go better than I would and besides its not like you were overwriting existing files at all so no harm no foul.
Re: limitations in modifiers to techs Good to know, planet traits have a similar limit of 4, probably set in the XSD's like it is for planet traits. Luckmann 1. I don't believe you can edit the .faction files, generally if you want to create a faction with custom settings beyond what the ingame editor supports you
Ahh good catch thanks man, I'll just make a little edit that will fix that.
Ok latest version is now up on Nexus. Begin V1.2 (Fix)Adjusted all Trade route bonuses to use proper targetype fields as changed in game version 1.1 End V1.2
Ok latest version is now up on Nexus. Change Notes: V1.3 (first major balance pass) (Tune)Nanonics Ability, Engines -20% mass, Shields -20% mass, Beams -30% mass (Tune)Natural Diplomats, Diplomacy +2, diplomatic value of traderoutes +25%, diplomatic trade offer bonus +25% <