I don't know all the details but I just did a file compare and update for my own modding files and it mostly looks like it fixes some of the errors I and others have found and reported regarding extraneous spaces in internal names in various game files. Dunno what else might be included.
Deathwynd
well we got a patch tuesday though I havent done a compare on it yet so not certain what it modified
Ahh ok since I always leave tech trading disabled I hadn't even looked at the Customize Gameplay screen in 1.10
Well it'd sure be nice to have more games openly support it, and would love to see GC3 support it, you've got my vote.
In_stasis I'm tyring to figure out what you mean by "tech brokering" do you mean buying techs from the AI for credits? If so that is nothing new you could already do that and its controlled by the tech trading setting which controls all tech transfer between factions. If you mean something else then its something I've not seen because I always play with tech trading disabled and thus again it is clearly prevented by the tech trading setting at game start.
Yep this would make a huge difference for most modding, I can think of a few examples it wouldnt fix but that is another issue. However what I would like to know is why no one ever seems to use this system, I've moddded a number of games that use xml append/replace mechanics like GC3 does and never seen one use any kind of in place or inject-able code replacement. One thing I could definitely wish for in addition to this is real math operators like you see in most other ga
https://forums.galciv3.com/467453/page/3 Just check out the first post.
Main issue I can see is unlike shipyards starbases would get really wonky if they could move with their AOE changing what it can target and such with mining and colonies etc. While I see it as a bad idea and something that would lead to errors and problems in the game it should be perfectly possible to give starbases the ability to move, but without the anchor/unanchor functionality I think moving them would break them.
Ok mortili is right it has to do with the amount of landmass, the game seems to generate a randomization of the ultimate quality of the tiles on a planet but the basic landmass is determined by the DDS file for that planet. It is possible to terraform every last tile on a planet but the generation system for planets seems to adhere to a lower limit of tile quality it will handle. The issue you are seeing with terraforming is that each type of terraforming contains <LandP
There is a modding site, either post to the modding forum or to nexus or to both.
There are TONS of modders out there for this game. Keep in mind atm all the steam workshop for GC3 handles is custom factions and ship designs. Which tbh is not modding, not knocking the efforts of those who put the time in, esp for the ship designs which is very fiddly work, but modding is the changing of game files to make the game do something or offer some feature not normally available. Personally when the workshop starts handling mods I expect it to positively erupt.
Well while I personally hate it when this happens to me I like the whole resource rush element. However I do believe taking anything that is already in the influence area of another race should carry HUGE diplomatic penalties. The AI should naturally shy away from doing so except when the value of the item they want outweighs the potential consequences. There are far too few things that really piss off the AI unlike most 4x games.
Well I'm assuming you edited the file in a mod and not in your base game files, in which case you just remove the file from your mod folder if you dont want the change anymore. If you edited the source file [e digicons]8C[/e] DONT DO THAT! never ever edit your source files, just not good modding policy. If you did however, just have steam verify file integrity and it'll fix it. [e digicons]:grin:[/e]
There are also spaces in the following files, I checked and these all fail to match corresponding entries and are undoubtedly causing issues. StarbaseModuleDefs.xml Line 1040: CounterMeasureModule Line 1110: CounterMeasureModule Line 3550: Interstellar Tourism DrenginTechDefs.xml Line 1846: DrenginProtein Resequencing</
Hrm ya know that is an excellent possibility and might be easily moddable I'll look into it. It is much more reasonable that maintenance costs would suffer due to logistical issues with a large empire, but again you run into the economies of scale issues where large empires could just be rendered bankrupt because of it As far as simply removing the LEP that is very easily done, I can post a simple mod file to do so if anyone is interested.
Yes it is working you are just misinterpreting it. It specifically says it cuts the decay rate by 50% not double the range. The base range is still 6 hexes the trait makes shipyards lose less production input from distant worlds beyond the 6 hexes. Lets say normally a world ten hexes away loses 20% of its production input when it is sent to the shipyard, with the trait is now loses only 10%. If your race also has the Engineers trait which does the same thing then
Will there be an option added for uploading/subscribing to mods? Real mods I mean, custom races and ship templates are not mods they are optional in game elements. Also will there be a mod selection/load order added to the options screen?
Frankly a major fix for this whole issue from the viewpoint of modding would be if they simply allowed us to modify LEP based on map size. I have tried this about 6 ways and unfortunately cannot make it work without dev intervention, though once they fix the formula it will be less of an issue.
You dont select different mods, if you have more than one mod installed in the game folder they need to play nice together or you are going to have issues. Leader FGs, BGs, portraits and logos all need to go into their relative folders in \MyDocuments\My Games\GalCiv3\Factions Frankly SD needed to take a lesson from either Endless space or their own game Sins of a solar empire for the mod interface.
I would think the ultimate fix for the fighter issue would be for SD to make fighters design-able and assignable with each carrier module having a capacity value that the fighters hafta fit into. Thus you could design tiny low mass fighters and cram a bunch into a fighter bay or design a single corvette class ship that would fit into a fighter bay on something like a huge. This is something that was done by Starddrive and expanded upon by modders and turned out extraordinarily wel
Myself I've been holding out waiting to see if the file system changes drastically and such. As things stand because of issues with oddities in the way my mod needs to be implemented I cannot make it a simple append style mod which would make it very easy to maintain. That being the case since I'll hafta at least do a file compare for every little file change I'm kinda holding off till 1.1 atm. I expect I'll publish to nexus soonish and to workshop dependin
the mods folder is in \MyDocuments\My Games\GalCiv3\Mods\ just add a folder and put a Game and a Text folder in it, copy xml files from the steam install directory usually \SteamLibrary\SteamApps\common\Galactic Civilizations III\data\ and edit them to suit your needs, you can either use the full replacement method or the append method. If you've ever worked with xml mod files you should find it fairly straightforward. Here is the link for the modding post the dev'
Editing the StarSystemDefs.xml to change the quantity of planets in the OuterZone Orbit Lane to a minimum of 1 does indeed significantly boost the amount of promethion that appears in games I changed it to min 1 max 3 and even in a tiny map I repeatedly had systems with multiple promethion. Be aware however that the map generator has a max cap on the number of planets so this can negatively impact the appearance of thulium as very few appeared, and
It absolutely does work as a custom improvement, however it will need to be one that is restricted to one per colony using true and I havent really done anything with the AI system so not sure how you would force your custom faction to build the custom improvement.
Ok so I tested that trigger as a custom ability and no it does not work, though it should work just fine as a planetary improvement.