Many thanks. Sorry I missed it.
Dumhed
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?
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.
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. :/
[quote who="Thecw" reply="4" id="3540718"] Probably related to an old bug: [Bug][.61] Custom ship class is not instantiated for ships with start of game techs. [/quote] Yeah, may be the same issue. Too bad that's from a couple betas ag
[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
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
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
I may have missed it... are there plans to use the Steam Workshop for mods?
I'll try to find as many typos as possible. :)
Yay!!!!! Good job to all involved. It has been fun (already).
Given how close release is... another Beta seems.... odd.
I'll be curious to see what fixes the mod problem cross-OS. :)
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. :/
alpha, did you try editing the bat files in the tools folder?
[e digicons]o_O[/e]
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
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
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
Hmm... How about preventing colonization of certain types of planets. With extreme ones it is easy... just remove the tech so that the race can't research it. But what about removing arid planets or other ones that are habitable by default?
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.
I suck.
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
Daigon, are you talking about making colors in xml in the ColorDefs and related files? Or when creating the colors in the in-game custom race tool?
Thanks for taking the time to work on this with me. :)