Grats on the growing collection of positive reviews. (not to mention also the IGN review which was also very positive) Hope these reviews turn in to $$ for you guys.
Dumhed
[quote who="Nastytang" reply="25" id="3548356"] Quoting econundrum1, reply 24 That said it will host content that workshop won't, so we all know where to look for that naked dregin mod And there in lies where nexus value comes in. It maybe ,.. because of copy right!! tha
Love you all at Stardock... love the game... love the images in the video... but the narration..... Public radio jazz commentary....
Nexus is a site dedicated to modding... many modding communities for different games use it - though not all. I may be mistaken, but my impression is that it has decreased in overall use with the development of the Steam workshop.
My only fear is there is the possibility of fracturing (too strong a word) of the modding community. I have found that the more we can all agree on maintaining and posting in the same place, the easier it is for everyone. I kind of dislike the idea of posting and updating things here, then on the Nexus, then the wiki....then in the workshop. I'm lazy.
i can also help for anyone who wants a particular logo (still within the GalCiv3 style) but doesn't know how to do it themselves. I have professional experience with photoshop and other tools for static digital art.
Ooo.... shiny
Thanks Thecw, that solved it. Silly oversight on my part. The module now provdes two Starbase module options, one which provides a flat 3hp repair and the other which doubles the existing repair rate for ships (which stacks with the first bonus). Unfortunately, there is no way I can see to make the repair rate dependent on max HP. A multiplier only applies to the repair rate.
Well, I had also did a % and flat module... alas, it turns out my mod doesn't work at all. :( I suck. Anyway, in xml, the example I used was for the many modules which increase the attack or defense of nearby ships. For instance: BeamAttack AreaEffect Ship <br
Really hoping this makes some good dough for you guys. [e digicons]:thumbsup:[/e]
Ticket already submitted with debug.err file. I'm getting a situation where the game stutters for a little bit, then it becomes unresponsive. That is, the on-screen animations continue. But nothing can be interacted with. Then CTD a few seconds later.
Looking for someone who has the time to work with me on debugging... for whatever reason, my debug file does not show the proper errors. If you might have time to work with me, and have some knowledge of xml or are willing to have me send files to you as we fix on the fly to knock out the bug(s), ... hit me up on steam (Search "Dumhed" )
After fixing this, can your game run the mod as an AI faction? I did the same and it is still crashing... and nothing useful shows up in my debug. :( (btw, I had intended it as a Benevolent leaning faction)
(I should add, my present concern is not to have folks help me debug my mod. Rather to figure out why I don't get the debug messages needed for me to debug myself.) In terms of what works in the mod.... what works for me works for others. We can play it as the player faction. But because of an error, it was not playable as an AI faction. (I fixed that). But I want to be able to debug other errors... and be able to do it by looking at my
This is what I have around the point of the crash... Debug Message: Diplomacy State Changed. [PlayerID 18, PlayerID 8, Foreign -> Enemy] Debug Message: Diplomacy State Changed. [PlayerID 18, PlayerID 10, Foreign -> Enemy] Debug Message: Diplomacy State Changed. [PlayerID 18, PlayerID 12, Foreign -> Enemy] Debug Message: Diplomacy State Changed. [PlayerID 18, PlayerID 14, Foreign -> Enemy] Debug Message: Diplomacy State Changed. [PlayerID
Yeah, the strange thing is my debug.err file does have those debug messages. (Same circumstances... choosing faction as opposing AI.)
So I came across the realization that my debug.err file reads differently than someone else's. When my game crashes (on account of my mod), I look at the debug.err file located in My Games/GalCiv3. If I do a text search, I do not see any reference to my mod or custom faction. The word "Kuja" does not appear. However, others have used the mod and on crash, find a my mod mentioned in the debug file. I'm probably missing something obvious.. Anyone
Yeah, the terraforming type placements are set to certain land % required. It happens semi-frequently to me. Ideally, if there are no tiles which meet the minimum land for a particular terraforming type, then that improvement should not appear on the list.
I have discovered that the game does not like to have my faction as an AI faction... the game runs fine if you play the faction yourself. Otherwise, it crashes. Not yet sure why.
Introduction It had been mentioned on the forums before, and I had written this for my personal use. It is a small mod that just adds a ship repair facility to starbases, increasing ship repair rates for ships in the starbase's area of effect. There are two starbase modules, one which unlocks with Zero Gravity Construction and the other with Large Scale Construction. The first module adds
I would like to... my problem is that when I designed them all in game, I didn't use the prefix. The game doesn't seem to like it if I just change the file name and then xml to call that new file name. I wonder if there is something in the file itself that refers to its file name, causing conflict if I change the name. Anyway, that was my impression the first time I tried to do it. I'll try again later. I also would prefer the designs to be named pr
VI. Version Log 0.45 - Changed tech/improvements in Genetic Direction (no longer specializations, some improvements have disadvantages added) - Removed Economic trait, added Observant trait - Fixed a few typos 0.4 - Fixed AI ideology preference - Translated Tech Tree into Kuja Style - Adjustments to Tech Tree and addition of a couple more improvements 0.3 - Initial
IV. The Jia Kuja Anomi Story Jia Kuja Anomi, or Kuja for short, is a non-humanoid race whose existence had previously been assumed as myth or legend. Visually, Kuja appear, in natural state, as blob-like entities with a slightly translucent dark blue-grey body with a glowing area in what is assumed to be the "head". Their home planet is a highly humid environment. Kuja are apparently amphibious, able to dwell in wat
Introduction: The Jia Kuja Anomi Faction Mod is intended as a complete mod, offering a unique faction experience with a custom tech tree, unique techs and improvements, custom ships, and more. This is best used as a long-game mod because this faction starts off with some serious limitations which are overcome with time. This is also the first full-scale mod that I have shared publicl
Promethion Pleasure Park says that is a moral boost, but the primary stat it modifies is income. should be first letter capitalization <img