Dumhed

Dumhed

Joined Member # 2196993
37 Posts 188 Replies 1,266 Reputation

I am excited to see what other modders have created and to share my own. I recall that Brad had mentioned that they were working on it... just not sure if there is any new news on the matter. Will Workshop integration be available at launch?

3 Replies 1,755 Views

I have a mod written for this, though it would be nice to have built into the game. It is a military starbase module which slightly improves repair rate within its area of effect. Once release is out, hopefully the steam workshop will be up and running and we can easily share the things that have been created to make up for some of these kinds of deficiencies.

29 Replies 14,708 Views

Mentioned in my support thread... but... It bothers me that it is a total pain to get custom ship designs to play nicely with mods... or actually just that mods can't read custom ship designs in any mod folder... which kinda makes no sense. :/

69 Replies 263,315 Views

[quote who="Nastytang" reply="3" id="3540631"] Did they not work here ??? C:\Users\XXXXX\Documents\My Games\GalCiv3\Designs [/quote] The designs work there. But if you mod a faction's ShipClassDefs and FactionShipStyleSetDefs to use the designs you created - thus making them the default ship designs for the faction, then the mod system does not look for designs in that folder. Instead, it only looks in the Designs folder in the program files

6 Replies 5,722 Views

Tried that. :( I had noticed that since the Text folder is in the Mod folder along side the others, even though in the Program Files the Text folder is in a different directory than the others. So, I thought perhaps the design folder would work the same. But alas, no dice. As I recall, in GC2, integrating custom ships into mods was also problematic. Though, conceptually, it seems that this should be a natural part of moddin

6 Replies 5,722 Views

Currently ship designs are stored in the Design folder in the GalCiv3 directory - outside of the Mod folder. I have not been able to get my race mod to utilize the custom ship designs as default (as opposed to the ships from that ship style). The relevant xml files are FactionShipStyleSetDefs.xml and ShipClassDefs.xml. In FactionShipStyleSetDefs.xml, for Terran_Survey_04S.objgfxconfig</Di

6 Replies 5,722 Views

As mentioned on p1 of this threade. the problem is a variable in the batch files in Tools folder. Several of them reference a variable which our computers don't like. All the batch files involved would have to be corrected. This is... unless you have a completely different problem. :/

39 Replies 55,951 Views

Thanks for trying. :) In your case, it seemed like making it matter of tech prereqs. I could, I suppose just make certain buildings tech dependent. But it sort of... just doesn't go with the flow of what I'm trying to do. I am, essentially, working on a race mod that is mainly "story" driven. I want the race to have certain restrictions on colonization or on how planets can be used because of their backstory. Alas, I can't make

3 Replies 13,538 Views

I'd like to make it so that certain planetary improvements require another improvement to already be present (but not upgraded from it). In the current ImprovementDefs, improvements have certain Tech requirements, but none have Improvement requirements other than upgrades. In the StarbaseModuleDefs, it is clear to see that the Prerequ tag can process this. For instance: KineticAugmen

3 Replies 13,538 Views

econundrum, are you comfortable doing registry editing? If so, I can help you find a temporary fix while they work on this on their end. But yeah, it is an issue when people's document directory structure differs from default - like people with multiple disk drives, or different OSes, etc. Don't want to post registry edits in case someone who doesn't know what they are doing takes it, makes a mistake and screws up their computer and blames me. :/ PM me

39 Replies 55,951 Views

I'm playing with ideas here.. I wonder if there is any way to make it so a particular race can only colonize planets with a certain type of star... or can't around a specific star type. I've looked through how planets are restricted based on certain "stats" which can be effected by abilities or techs when it comes to extreme worlds. This may not be possible. But someone might have more experience than I on this subject.

3 Replies 12,255 Views

When creating a mod, I seem unable to create custom color schemes via xml. (The mod works fine now, so the mod is loaded). However, in my "Game" folder, the file "ColorDefs_Kuja" is not being read. Instead, in game, the color scheme appears black. In the debug file the error reads: Debug Message: GetColorByLabel could not find requested color, defaulting to black If I move the file to the Program Files

2 Replies 3,109 Views