So anyways, I was looking at some of the xml files this morning & stumbled upon a better place than mapdefs that should to do found a better way to do the starting 6000 credits mod. Without a working mods directory (or possibly related to my D:\SteamLibrary\SteamApps\common\Galactic Civilizations III installdir & C:\Users\James\Documents\My Games\GalCiv3\Mods split, or just some user error), I'll have to wait till it gets rolled out to us to test it as a sta
Tetrasodium
This is actually a fairly interesting idea. I could see it being implemented using mostly existing systems like this: the colony (or whatever structure) has a % of the population (i.e. all) mirrored as a resource for that race. You could have some buildings and such require a certain amount of that resource or modify themselves based on the lack of it/presence of other race . With a synthetic race, this could probably be done without too much difficulty
Right now, the galaxies are 2 dimensional with an X & Y axis'. Interfaces that include a Z axis in this type of game (lets face it, that list mostly starts with homeworld & I think ends with games in that seriesthere)... or it does what every terrestrial/OtherPlanet based rts/tbs does & flattens the map with movement penalties. well, the xml already have support for movement penalties in the form of gas/dust
@folexe. All of the language files are in calciv3\data\english\text\ rather than the XML files that define the mechanics. As long as you only change the string values rather than names, it should just be a matter of translating the English text to the corresponding Japanese text
"I am an avid modder of XML in GC2" the XML is much cleanerthsn gc2 where there were a number of things with completely unique tags that wouldn't work anywhere else (I.e. Star ase modules) and other custom rhjngs elsewhere. Galciv3 uses a much more elegant structure imo. with that said, its really too early for much beyond very basic moddings because a number of incomplete work in progress things make it much harder to even think about what might be good chang
I want to preface this really long reply with this "Thanks for the reply, I had a lot of fun responding to your points & putting this together" a similar quote>comment quote>comment >repeat style seemed like the best format [quote who="Derek Paxton" reply="10" id="3525318"] That is true (actually not in your example, but your point is valid). In general people shouldn't be modifying or deleting things from the base game if they want to be able to r
[quote who="IdioticUlt1mara" reply="1" id="3525102"] I am surprised no1 has looked at this? Guess no1 was interested? Always nice to hear from ppl even if they tell me am stupid and should just be quiet [e digicons]:P[/e] [/quote] [quote who="IdioticUlt1mara" reply="5" id="3525241"] Thank you everyone that replied and yes I was just late to the party I guess [e digicons]:P[/e] [/quote] from the early access feedback
I'm on phone or would edit my post. The things you grabbed fromfactiondefs are used for determination of tech treepaths, up resolution voting preferences, and a few other things. You. Can find weights in the fml files for all of that that correspond to it. For determining how to play, the Ai uses other stuff & looks at the game not entirely unlike you and I going by Brad 's example code snippet. the aicategorhwieghts can have more in the xmls almost certainly i
not really on the documented front. just an example like the current 0.7x Ai 's code (or even a couple more basic ones.). Oddly enough, the rudimentary nature would work in favor of the example factor. galccivIi's XML files were not documented & no schemas but lots of modding happened. the game would not need to be able to compile aai by default even, all that would be needed is a directory it looks in like mods and included (or downloadable) exa
two more additions that I'd like to see there: current population of sponsor planets if possible, a list of the last couple ship designs built there
@perrgrine. In this example. A new race is being added, nothing I'm the core game is being modified so no conflict. But lets say you have two hypothetical mods as follows: • mod1 removes the tourism stuff from all tech trees, adds some new buildings Ann specialty planet types with resource types for the buildings added to colony or something instead of faction • mod2 removes the atarbase module stuff from tech tree
I see some modding problems with the system as written... but first off, I want to say thanks for posting this early enough for us tyo give feedback before it's done (I hope?) The first issue I see is that modding a specific core race's tech tree (or worse all) will either make that mod inoperable with any other mod even if both simply add a new item to the tree & do not cause conflicts The only ways I can see accomplishing this
[quote who="Derek Paxton" reply="12" id="3524868"] probably always a modding thing. We have an excel editor that writes out all the XML for us that we are happy to share. One of the nice parts of this is that if someone makes a few cool tech trees they can share them and every can place them as mods and then allow their custom factions to use them. [/quote] very cool, I would love to see that excel file. With that said, I agree that what
[quote who="Stanley Tarrant" reply="4" id="3524705"] Quoting AzraeldeBaphuon, reply 1 1. I think all should be able to research all techs in the end. Disagree. I knid of like the idea that some species just aren't creative enough to discover certai
[quote who="ForesterSOF" reply="9" id="3524849"] I would guess one could go into the xml and make a custom one then use it for their civ. [/quote] someone else mentioned it with the xml's being a poor solution for such a basic thing, but "The Quantum Core" doesn't sound very syntheticrace==false making me suspect that a screenshot for that pulldown just got missed. If it's actually not there right now, I hope that by gold/release a dropdown f
[quote who="Unknown_Hero" reply="3" id="3524850"] @Tetrasodium I am asking for a robust and fully functional system. Anyways, thanks for the link. [e digicons];)[/e] [/quote] do you have any experience coding in any language ? if the answer is "no", then the xml files might look deceptively complicated, but they are something that is trivial for anyone to modify, more on them below: Y
GalcivII & III were massively open to modders, with the xml structure in III much improved over the already great one in II, but with the AI as it is, Brad's post on ai & some of the amazing coding stuff upcoming on coursera over the next several months (informatics, big data mining/crunching "Heterogeneous Parallel Programming", and more) I've been getting more and more curious about the possibility of
it's more of a curiosity than concern, how is the race's homework pq determined. I'm laying in bed on my phone, but iirc some races have a 10 & 4-5 while the yor have a +15(?). The screenshots have homeworld name and no indications that I could see about that.
@francofx my problem with it is not that its annoying to me thwarted by it... My problem is the other way & I think its important to explain myself. .. typingoncell. specifically, with the Ai as it is, I've had no problemsnot being attacked through theeatlier mentioned malevolent/benevolenttraits, but I -always-make sure I'm one ne neutral shy of it & in 100 turns could turn around stress free to trivially research weapons techs (or trade
I think the problem people have with this trait is that it's wildly different from all the other declare war options. * benevolent has the one where races who declare war on you * maybe some others that affect how races view certain activities * malevolence has no penalty for shared borders. *neutral simply has "cant touch this!" if your benevolent race is prickish enough nobody will care that attacking you gives them the same penalty every on else has.
except for our bit at the end, I think all of that is (semi)-trivially moddable right now . Even the stuff not technically moddable can probably be done by doing things like setting the number of required modules to upgrade a starbase component in to 0. this guide should have more than enough to get you started enough to ask more specific questions than asking for a list of almost entirely already moddable stuff
[quote who="DaJoshe" reply="2" id="3524192"] Drengin manufacturing and research improvements cap at 60%, in contrast to the manufacturing cap of 75% and research cap of 100% of most other races. The Yor suffer even more than this with both capping at 50%, although I assume that is to balance their lack of need for farms. The two races do get powerful unique buildings in the form of slave factories and quantum matrices, but again these are at the cost of power plants that other race
I wanted to add a bit & include a quick diagram that shows a graphical nash equilibrium. The yellow dot in the center represents the best possible solution for all parties (the dots on the outer ring). The black circle represents all possible positions that could be taken (aka, "the game") The various non-yellow dots represent the various races in
The announcement?
the aside makes me wonder, but on the off chance this is mot just trolling.... 1 life support range. Considering the starting ships all have different ranges ND the details of every ship along with details pane on the build screw shows it... This shouldn't be a mystery 2. Beta Ai has been explained many times eksewhere 3. Invasion stuff needs to get passed the defending fleet... No defending fleet... Nothing to get passed. 4. Also expla