treborblue

treborblue

Joined Last seen Member # 2431186
11 Posts 300 Replies 1,130 Reputation

[quote]Moved game text down to base data files. This will make future changes much easier. [/quote] [quote]Moved custom data templates to the base game folder and renamed the files to be a little clearer. Changed the Conversation System to use the new location. (Modders! This might affect you). Moved all the schema from Crusade down into the base schema folder. (Modders! This will very likely affect you). [/quote] Yep, you broke my te

95 Replies 265,204 Views

[quote who="Frogboy" reply="11" id="3687285"] Quoting treborblue, reply 5 Thus, we are looking for: A campaign editor A tech tree editor An event editor A C# map (separate from the game) map editor I have already develop

17 Replies 218,258 Views

[quote]Thus, we are looking for: A campaign editor A tech tree editor An event editor A C# map (separate from the game) map editor [/quote] I have already developed a tech tree editor (WIP) in c#, its been out for a while on nexus. http://www.nexusmods.com/galacticcivilizations3/mods/80/ ? Does this mean I might get paid for further development?[e

17 Replies 218,258 Views

https://forums.galciv3.com/477456/page/1/ Tech tree viewer allows you to see all pre-Crusade tech trees including pirates. Crusade allows you to see all trees (master tech tree), with a filter based on race abilities. Edit: Link not working not sure why. Just look for [Tool] [WIP] Crusade tech tree viewer, in the mods section

1 Replies 13,810 Views

[quote who="Publius of NV" reply="1" id="3683428"] Are you placing all of your legions on a single tile right next to the colony capital before starting the invasion? [/quote] This is what I do, but I don't think the mechanic is working as intended. Even with superior forces if you spread them out you almost always lose. If you place them all on one tile you almost always win, even if you have fewer legions.

14 Replies 37,466 Views

[quote who="tetleytea" reply="11" id="3683419"] I'm hovering my mouse, and it says my population is producing 5.1 base output, and I have no asteroids. The square root of 13.7 is much less than 5.1. What else is going on? [/quote] Race abilities, techs etc. In my current game for example my Raw production of a planet is 7.9. Pop effect 1.9 (square root of pop 3.6 rounded up) Planetology (tech) +1 Asteroid mining + 3.8 <

13 Replies 278,554 Views

[quote who="Kibou81" reply="7" id="3681069"] For example, the way population and food work is apparently different now, with food no longer being a mere population cap, but I couldn't yet figure out how much food is needed, how that amount is calculated, whether it needs to be produced on the same planet or not (tooltips claim yes, but food appearing in the resource bar suggests no), how the food requirement for cities work, etc. etc. There are dozens of other topics where I have questio

13 Replies 278,554 Views

[quote who="tetleytea" reply="8" id="3683414"] I'm a Galciv3 noob to all of this, but...I have 13.7 population, which makes my base output 5.1. Why? [/quote] Raw production is square root of population. Any race abilities, moral, techs etc. also effect raw production. Biggest immediate effect to raw production is asteroid mining, they give +1 to raw production (decays with distance). Raw production then goes equally t

13 Replies 278,554 Views

[quote who="Gauntlet03" reply="1" id="3682495"] Next up, would be enabling the App to see custom planet defs, or even allowing the app to create new planets from the system creator (let us pick class and art work. Great work, thank you! [/quote] Will add custom planet defs soon. Planet and Star creator is next on my agenda. Glad you like it.

7 Replies 58,511 Views

[quote who="InfrequentHazard" reply="169" id="3682376"] Can this tool be adapted for GC2? The link for the tool for the viewer for the previous edition of the game is broken. I'm not happy with the current version of GCIII, but it's still fun to mod GC2. The old I-Mod Tech Tree Viewer really helped you edit your tech trees. I'll worry about modding GCIII if and when Stardock makes it something I find enjoyable. [/quote] Sorry no, it would require

201 Replies 847,748 Views

@Admiral Its not ready yet. I will release soon. (Saturday) FYI its not a random creator, you select the system yourself for your custom faction.

14 Replies 18,956 Views

I have a working Star System Creator tool as suggested by Gauntlet, just needs some final testing. Doesn't support custom Stars or Planets mod ATM. Unfortunately I am off to see GnR tomorrow in London so won't have time to release it until Saturday. Sneak preview.

14 Replies 18,956 Views

[quote who="x-cessive" reply="166" id="3682139"] after selecting "crusade" in the dlc menu, the tool says that the "StatText_Crusade.xml" cannot be found. Should there be such a file? I checked the game files via Steam multiple times, but it didnt dowload that file. There is only a "StatText.xml" in the folder, where the tool searches for the "StatText_Crusade.xml". [/quote] It looks like a name change has taken place during a recent update. Can anyone conf

201 Replies 847,748 Views

Having looked at the files needed for a Star System Creation tool, there's a few things I am not clear on. What's the difference between DeadZone and NoRandom Looking at the default StarSystemDefs.xml, some systems start with a lane type of DeadZone and others start with NoRandom. Swapping them around or changing all lanes types to one particular type doesn't seem

14 Replies 18,956 Views

[quote who="Gauntlet03" reply="4" id="3681433"] A star system creator for homesystems would be extremely helpful. [/quote] Can you elaborate on what you would want the tool to do?

14 Replies 18,956 Views

New version 0.1.8.0 Fixed missing stat text. Fixed race preclusions not filtering correctly. Fixed race trait prerequ's not filtering on race type. Fixed stat editor now selects correct XSD file. Fixed missing specialization techs. Thanks to Wider93 for spotting. Fixed precursor components appearing on multiple techs. Fixed race ability overlay not drawn after undo. Fixed duplicate mining resources on mods. Added Crusade unique stats to mouse ov

201 Replies 847,748 Views