treborblue

treborblue

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

FYI my tech cost modifier tool still works for Crusade! http://www.nexusmods.com/galacticcivilizations3/mods/73/ ?

4 Replies 17,335 Views

[quote who="Nimrod13" reply="162" id="3680688"] Hi treboreblue, while using your tool, I encountered a small bug. When I put the option to a tech in the Master Tree, the tool gets confused. It brakes the line to the other techs. The techs are still in the tech tree but without connection. This happens when I use the filter for the Ability option. Seem to be some trouble with the logic of removing techs for certain traits. [/quote] <

201 Replies 847,748 Views

Hopefully when brad is finished removing the scripts from the AI and made it dynamic, there won't be any need to mod the AI. Just hope he doesn't to it too well and it becomes self aware. ;)

9 Replies 16,122 Views

[quote who="Ed1975" reply="8" id="3680459"] I also wanted to ask a related question: I made textual changes (fixing typos) to the following files (Crusade 2.21): [ DiplomaticModifiersText.xml ] [ FlavorText.xml ] But when I loaded the game and checked the diplomacy screen, the typos were still there! Anyone know why? Thanks. [/quote] As stated above, any changes to the core files will not work. You will have to copy t

15 Replies 21,570 Views

[quote who="x-cessive" reply="158" id="3679921"] I dont really care whether the update is big or small or contains new features, as long as it works with the current version of the game. Fast updates after patches would be nice, everything else is secondary in my opinion. [/quote] Should work with all future patches, the viewer is dynamic. Parses all the xml's each time it runs.[quote who="x-cessive" reply="158" id="3679921"] I have another suggestion: Can you pls show

201 Replies 847,748 Views

I have asked this question before but I will ask again, 1) Would you prefer small regular updates (bug fixes small improvements), or do you want fewer updates with new features along with the bug fixes? 2) Would you like to have a drop down where you can select races (this will include any races added via a mod) similar to Galciv3? (ATM you can only select abilities to filter) Not sure on this one. I have an internal bu

201 Replies 847,748 Views

[quote who="Horemvore" reply="518" id="3679148"] ST_TechDefs.xml contain techs that replace Beam Weapons. [/quote] I know there are techs that replace beam weapons. When I say BeamWeapons I mean the generic name BeamWeapons . There is only one tech that has the generic name BeamWeapon and that is in the modded MasterTechDefs.xml. This tech has the &

595 Replies 1,780,907 Views

Correct me if I am wrong. If I create a tech with the same GenericName as a base tech it will get replaced by the new tech. In your mod I can only find one reference to BeamWeapons which has the BasicWeapon ability tag. Borg do not have the BasicWeapon ability, yet the BeamWeapon appears in their tech tree in game. It should not appear. I use the in game tech tree to compare against my viewer to ma

595 Replies 1,780,907 Views

@Horemvore Trying to get my tech tree viewer to work on your mod. According to the FactionDefs for the Borg they don't have the BasicWeaponsAbility. There are techs that have this trait .i.e BeamWeapons that are key to the rest of their tree. The tree should be incomplete. Yet in game the techs displays, this doesn't make any sense, unless I misunderstood the abilities. My tree viewer is ignoring this tech and any tech connected to it bec

595 Replies 1,780,907 Views

[quote who="alphaprior" reply="144" id="3679015"] [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 improveme

201 Replies 847,748 Views

[quote who="Guard1an4" reply="140" id="3678846"] I am trying to use this tool to remove specializations from the master tech tree in crusades; however, the tool keeps giving me errors. If I am using it for the crusade expac, should I set the path to the base game or the crusade DLC folder? [/quote] The path should be set exactly as it was before, pointing at your Galciv3 directory. ..\SteamGames\Steam\SteamApps\common\Galactic Civilizations III\<

201 Replies 847,748 Views

[quote who="barrybeal" reply="49" id="3678791"] The problem with the 2.14 Patch is that there are a lot of numerous fixes and updates in the 5/14 update. And from 2.13 they rearranged the flow of techs in MasterTechDefs.XML so they are now more organized in order (generally a good thing for parsing the game code depending how they build the research tree internally. So unless you rearrange your version of the 2.13 XML file you can't just compare side by side the 2.14 and 2.13 versions. L

86 Replies 374,327 Views

[quote who="alphaprior" reply="19" id="3678579"] I think I will wait for treborblue to update his Tech Tree editor. [/quote] See this https://forums.galciv3.com/477456/page/6/#3678721

20 Replies 63,060 Views

Small update. Version 0.1.7.5 https://drive.google.com/open?id=0ByP98bukmWCxLVZGUGMyX0o1UkE this is just the exe. You still need the full version, see OP. Fixed bug introduced in last build. Fixed Some Techs drawn in wrong Tech Age. Race Ability window shows abilities in alphabetical order. Reloads last saved. Added check for Crusade DLC This one j

201 Replies 847,748 Views

Thanks for the support. I've been really busy this week at work, but should have some spare time Saturday to get an update out. I will try my best to get modding support back in even if the stats are not working correctly. @Nimrod, you are correct that there are prerequisite tags that dictate which tech appears in which tech tree, but there also preclusion tags which disallow certain techs from certain trees. This and more stats and flavour text has made my job a

201 Replies 847,748 Views