Dumhed
Do you have experience with modding xml files? If so, you may want to look at my faction mod (see my thread also in the mod forum). I explain a little bit there and you can look at my files for an example of how the ShipClassDefs and FactionShipClassStyleSet are modified.
I am suspecting that the problem is the game does not like upgradable player wonders.
I'm not sure what you are doing wrong. I just made a 1980x1080 png file and placed it my folders: *user*\Documents\My Games\GalCiv3\Factions\LeaderFGs *user*\Documents\My Games\GalCiv3\Factions\LeaderBGs I placed the same image in both, since the FG and BG file uses the same dimensions. I went in game, went to chose race, and selected "Picture" and it appears there. B
For people willing to cut and paste, there are a slew of XML validators online. They are not sophisticated but usually get the job done. (I personally use Dreamweaver, but that is not free)
Edit: dunno how to post spoilers/hide in this forum. So, posted pastebin links in OP.
I'm looking for someone who might be willing to help me troubleshoot a problem I have encountered in my faction mod. Figured maybe get more conversation if I post regarding the specific issue rather than within the mod thread. So, I have a set of techs which unlock improvements. (I will post the xml below) Bioresource Specializations 1, 2, and 3, unlock improvements Bioresource Creator 1 2 3, respectively. So far so good. The
I hope so too. I've mentioned this issue in the past, but it has been stuck in other threads. So, I wasn't sure if it would be noticed... although my mod was looked at for the faction competition... just not sure if they actually tried to play them or just selected them based on concept.
That's mainly it. The lore is out there. And much more of it is probably in Brad's mind (or the minds of other staffers). I will say, however, the more detailed parts of the Gal Civ story have never really been in the games, but in some of the external journal/writing stuff that Brad has shown over the years. For me, the game campaign system seems to have the potential for much richer storytelling, which I understand is not everyone's cup of tea. &
Through modding, you are able to make it so custom factions (or even standard factions) use a different set of ship designs for all its ships by editing the ShipClassDefs and FactionShipStyleSetDefs files. However, you cannot package the custom ship designs with the mod because mods don't recognize a folder within the mod folder for ship designs. In my previous tests, if you define things in the xmls mentioned, they don't even recognize ships and de
There a few layers to this one: After defeating the Yor, I get the message that I have destroyed the Yor. However, the victory screen does not show the box marked. After defeating the Drengin, and many congratulations, the victory screen does not show it complete. (In both cases, I'm sure there are none left... and there was the popup dialogue with the guy telling me they have been defeated.) Here is the screen of the victory conditions:
I will say that the other one wasn't that much more exciting that this one... and it was causing crashes. If somehow they they could animate it like the space battle viewer... now that would be something - though really complicated considering the different races.... and then you'd have to somehow generalize things for custom races. Still, even watching something like pieces moving on a board... that would be a little more exciting.
[quote who="ZubaZ" reply="7" id="3551286"] The QA guys (might) have tried speed running the tutorial. I won't say what the lowest number of turns is (unless asked) but one of the infrastructure guys got to 600+ turns before he quit. (I think he had fun during most of those turns though. [e digicons]:|[/e] [/quote] Good Lord!
Yeah, the tutorial is limiting in a number of ways, mainly to get your feet wet and understand the mechanics. Perhaps it would be good for the tutorial to set the game pace differently. Don't know how that would impact other parts of the tutorial But conceptually, I'd think a tutorial is designed to just help a player understand the mechanics of the game, rather than make a player play an actual mini-game.
Brad, I didnt' meant imply that no one does. Rather, things have been missed here and there. It is a ton of text to go through. And in Beta you had the benefit of some testers who would make sure they note and submit errors. We couldn't do that with the campaign, of course. Anyway, I'll admit that at times, I spot a type and am too lazy to write it down or submit it. :(
In general, the more manufacturing ability your planets have, the faster you will produce from your shipyard. There is also a stat for military production which can be effected by some techs. For me, the best way is to have enough factories on planets which are sponsoring your shipyard as well as increase the population of those planets. Limited population means limited overall production. For ship management, on the side of the screen, there should be a tab which al
I will echo some of the sentiment here. Just like in various parts of the game, there are still many typos and grammatical errors that show up. The campaign is no different. It is tedious work. But someone needs to go through all text with a fine tooth comb. As for the story itself.... I also believe that the story lacks depth and explanation. There was a real opportunity for a rich storyline. Even if the story is kind of expl
doublepost
[quote who="RavenX" reply="15" id="3551022"] Very Well Done indeed [e digicons]:)[/e] . So you created custom ships and when being played by the AI it'll use those ships? I'm very interested in how to do this as it's the only issue I had trouble doing in my GC2 edits. I'll definitely be giving your mod a try!!! What xml's did you need to edit/add to so you could get their ships to be used by them? [/quote] The key xmls for this
[quote who="ManiiNames" reply="14" id="3550793"] The race seems balanced for long games. I happen to like longer games in bigger galaxies, so this is a good thing for me. However I suspect they would get crushed in smaller settings. This is probably OK. [/quote] Yeah, this is true. I suppose it would true of any race that starts of with serious disadvantages. [quote who="ManiiNames" reply="14" id="3550793"] Why did you pick content
Hard to say with small sample size. But it seems that my CTDs are increasing in frequency as I progress through the campaign. This happening to anyone else? (ticket already submitted: # TUB-820-98985 )
Unfortunatelly, that is not how the modding system works. You would have to change game files (decompile then recompile)... that is not really "modding" as much as it is hacking game code. I would like to be able to do some of what you mentioned, though. :/
(bump to get noticed so mods move to the new Mod forum) Edit: Nevermind... I can move it myself.
It depends on how you save it. If you save it as a template, then the template (design) is usable no matter what items/equipment/modules/etc you add to the ship. However, if you just save the ship with weapons and all, there is a good chance that you will not be able to build that ship for a while since there are many techs which reduce mass of various components, allowing you to fit way more stuff on your ship. With everything unlocked, your ship des
I've updated my mod to version 0.4. My version numbering is pretty arbitrary, but oh well. My hope is that 1.0 would be the point at which this thing is a full mod (with ships automatically added rather than having to be moved, and with a campaign in which the story of the faction is fleshed out).