Just uploaded the image. The available tiles for terraformation are on the whole map means you can choose any tile you like. This happens because water is sparse and there is plenty of land. It starts as a class 9 planet.
alphaprior
Never liked the idea Mars being stuck in red where it should have been terraformed long ago. So I did it myself, it looks good everything works with different and more tiles map. Should I upload it somewhere? Steam workshop does not support it, nexus mods seems dead. Anyone interested let me know Here the image <img src="<blockquote class="imgur-embed-pub" la
It's been long time since I played the game and removing specializations was always necessary for me. What happened to tech tree viewer, why it was discontinued?
Abilities then... it's a new I don't know, I will have a look.
[e digicons]:inlove:[/e] [e digicons]:inlove:[/e] [e digicons]:inlove:[/e] [e digicons]:inlove:[/e] [e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e] Question1: I see the game keeps the old tech trees are they still used? When I want to set a requirement for an improvement for Terrans should I refer to MasterEnvironmentalReseq
[quote who="barrybeal" reply="137" id="3678687"] Note in the 2.14 Opt-in Patch for better or worse. StarDock has started to delete the duplicate race techs and merge those races into the "standard" technology tree. the buildings will retain the custom race naming (although this currently causes issues as not all the "standard" buildings "disappear" for custom races). [/quote] And now I've completely lost my interest to play GC3. I haven't played for long
I can't and won't play GC3 until you release an updated Tech Tree editor for Crusades. It's too complicated and time consuming to create new tech trees now. Horemvore suggested a way how to do it but it's too much work. https://forums.galciv3.com/483207/page/1/#3678561 I blame Stardock for this they made things too complicate for modders. Whenever you find out I will be thankful. [e di
[quote who="Horemvore" reply="18" id="3678574"] Ya all can take alook at GST for Crusade, you can disect my ST_TechDefs.xml and ST_AbilityDefs.xml and even the MasterTechTree.xml to see how I added and replaced all the Weapon techs. Will give ya all insight on how to make the new single tech tree, unique to a faction or factions. You can as a matter of interest, create a whole new tech tree just like pre Crusade and apply it to a specific faction via the FactionDefs.xml. You c
[quote who="Horemvore" reply="14" id="3678557"] See this for your shipset issues :- https://forums.galciv3.com/483135/page/1/#3678107 You will have to update you xmls for the Mars changes to Crusade scheme's, PlanetArtDefs got changed:- 20 &nb
Ohm... I see it's been busy here. Well for me I have several mods from Nexus but one mine which is mostly my unique faction with ship style etc. I got these 2 errors multiple times: error: no declaration found for element 'ObjectGfxConfig' error: element 'ObjectGfxConfig
Obviously Crusades brought many changes to game files making many mods not compatible. Even my custom faction (xml not game generated) is not compatible anymore. I'm terribly disappointed I hated specializations then I found TechTree editor which I could remove them. But now nothing works I have spent more time modding and testing rather playing. I'm afraid I won't be able to play GC3 ever again, I'm tired trying... If you want the game as is, fine but if you want it modde
Yeap I noticed not only tech tree but many other things changed, my custom faction is not compatible anymore, most likely many of my mods arghh...
Question: I see now the Tech Editor has a DLC option. When I activate it I see a Master tech tree that I cannot clone or edit. What I should do with it? I only want to remove specializations and maybe edit standard tech trees. I have Crusade but before I play it for first time I want to be sure specializations are off.
At the moment I've stopped trying because I'm fed up and tired of this! I fixed the issue which continent was not appearing then I created the sea layer and made continent to disappear! I was making changes to continent again but nothing, then I changed the values in continent.xml and it appeared again but only temporary since I had to make several changes and continent disappeared again :( So what I've learned that even if your continent dds layer is "cor
[quote who="00zim00" reply="2" id="3672046"] If you look at step 4 of this post you can see the settings the dds/mip file needs to be. https://forums.galciv3.com/472238/page/1/ Im not able to check these settings by just opening the file you supplied (although it looks visually correct from what I can see). But I know that if its not those exact settings it didnt work for me. <br
I'm trying to create a terraformed version of Mars but I'm stuck with heightmap. I created all required files xml, dds. I use game's files except for continent where I use my own dds file. It has alpha channel, dimensions all are exactly the same as the game's dds but it doesn't seem to work. I even moved it to game's folder instead mods folder no change. I've tested that everything else works sea and atmosphere, if I use earth or toria continent dds f
1. Issue was resolved, I saved new templates and this time they worked... for some reason the older ones were not appearing. 2. Issue remains lots of templates do not appear and I use game's designs. On one case it appears on the other it doesn't xml files are correct no mistakes....
I have created a mod and it's not my first I have some good experience. Although it's been some time I played GC3 and worked with mods I remembered everything (I hope). Yet I cannot understand why several ships are missing from the game. 1. Static Blueprints: I have created some custom startup ships that should appear when I start a new game. For example HumanStartingScout there is a reference for it on CustomShipStyleSetDefs.xml and CustomShipClassDefs.xm
I was editing terran tech tree, but it was a graphical glitch where several tech were sitting alone with no connection. Once I restarted the program everything appears normal again.
No I didn't see any error message it just shut down. But I moved all other mods in another location and tried again. I was able to create mod folder, clone most tech trees and remove specializations. So most likely some mod was causing an error to program. Now I've noticed something else, after removing specializations some techs are orphaned they are not connected to previous techs. Will they still work in game?
I downloaded last version today and once I try to create a new mod folder it crashes.
[quote who="a0152570" reply="15" id="3627095"] With all the great mods out there + my own, its getting harder to avoid "conflicts" like this. Wish there was a better way but what i do on every new release is use WinMerge (great tool btw) to check all the new xml's against the mod directory. [/quote] Also it would be very helpful for some mods to be independent from game's files. For example I want to alter an improvemen
mmmmhhhh......... a stupid mod was the issue It's called Planet Traits and instead add them it replaced the entire PlanetTraitsDefs.xml I replaced the code in the mod with code from the xml in GC3 files. Although I think it would work just by deleting them entirely and renaming the file so the extra traits are added and don't replace the original xml. Right?
I can confirm the bug occurs in my game 1.61. I researched Aquatic just to colonize a specific planet close to my borders but -50 Production is still there. It's dissapointing because game feels broken so 2 days of playing for nothing. Please fix it.
[quote who="BuckGodot" reply="20" id="3620674"] Any other errors that might be lurking in the tech trees will have to wait 'till another day to be found. [/quote] fingers crossed.... [e digicons]|-)[/e]