@ Horemvore Have you tried the installer for your mod I sent a link to. Is it what you are looking for?
treborblue
[quote who="Frogboy" reply="10" id="3669977"] Quoting tasgilt, reply 8 Question, will your spy act as a counter-spy to all your planets? Or will you have to assign one to each planet to protect it? Your unassigned spies provide counter-intelligence services. When a spy shows up on your world,
That spy, Bruno Quen must also be the baker as he's on currant assignment. [e digicons]|-)[/e] Its like a brand new game. Can't wait.
[quote who="Patrickwl" reply="4" id="3669867"] Its been a while, But I'd like to thank you for your help getting my custom tech, works great with my custom faction. [/quote] I stole your idea, and now have 2 two versions. Hubble array and Keplar array, further down the tree.
@Horemvore Sent you a PM with the link to download the installer. Edit: Updated installer to use relative paths not absolute. Version 0.1.0.1
[quote who="Horemvore" reply="475" id="3669271"] Sure, I have tried creating one before but failed miserably . [/quote] Almost done, will try and post later.
No problem. The link is now removed. Constructive criticism or asking for help will generally yield better results than rage ranting. Take a chill pill and feast on the plentiful supply of admins [e digicons]:thumbsup:[/e]
@ Horemvore Want an installer / uninstaller for your mod?
I don't remember saying this. As long as the trees are 'built' correctly, all tech trees including custom tech trees made by modders, should display in the viewer.
I have this too, not a major problem. Is there a workaround?
Ok, As you asked nicely. Here you go, Removed Just copy this file to; ...\Documents\My Games\GalCiv3\Mods\ExampleMod\Game\ Enable mods and enjoy. Gives you 1000 admins. Edit: Will remove link in 24 hrs.
[quote who="Mike1984" reply="24" id="3667825"] It seems that the community is of diverging minds on Administrators. The solution is at least a switch on/off. I personally hate the new admin feature, hate the "new" game and regret updating it. I at least have time for other things now. [/quote] You can mod out the Administrators entirely if you wish as in post #19. I'm sure if you asked nicely, someone will create a
Yes, please fix no.3. I need my eye candy. [e digicons]X([/e] While I don't have as much time invested in the creation side of things as Gauntlet, I do have a fair amount of time invested in my Tech Tree viewer/editor tool which is on hold until I know what options will be available for the creation of custom Tech Trees. Had planned on coding improvement, ship component etc. editor to compliment the tool, but as I say all is on hold.<
Notepad++ is free and works with the tool. Does Notepad++ work if you double click the .exe and use it normally? If so, then make sure you are pointing the Tech Tree tool to the correct file. Browse to where you have installed it and select the .exe It should look something like this. C:\Program Files (x86)\Notepad++\notepad++.exe
Are you saying the latest version doesn't work? Try re-downloading.
Hopefully crusades will fix that long running bug where you don't get weapon animations with custom ships in the battle viewer. Then I will be able to use Gauntlets creations in all there glory.
Looks cool, can't wait. Didn't show any custom tech trees. Is there a built in tree editor or do you still have to create your own and then select it?
[quote who="augustusjr" reply="6" id="3665264"] Really hate the starbase administrators!! I want to be able to turn off this feature. I play on the immense map. I use a lot of starbases. This sucks!! [/quote] You could always Mod them out or have a Mod that allows you to increase them. For instance you could have a colony unique building that trains a new administrator every 5 turns or adds X amount towards a new administrator. Edit:
Turn the difficulty down until you are familiar with the mechanics. This will handicap the AI slightly. The AI will trade Techs with each other at every opportunity, giving the impression they can research quicker than you. Turn off Tech trading this will slow them down. I generally only build factories on my home world to start with, this will speed up your ship building. The next world I colonise I build a couple of factories and the res
This is the way I would do it. You need to copy two files from your GalCiv directory, assuming you have a Steam install. ...\Steam\SteamApps\common\Galactic Civilizations III\data\Game\ ImprovementDefs.xml Copy to ...\Documents\My Games\GalCiv3\Mods\ExampleMod\Game\ assuming English ...\Steam\SteamApps\common\Galactic Civilizations III\data\English\Text\ ImprovementText.xml Copy to
Not exactly what you want but, this does allow you to zoom tech trees. Its an external viewer. https://forums.galciv3.com/477456/ Shameless plug.
When you go negative, the wheel is set to economy and is locked. All manufacturing is shut down. Once you go positive, the wheel is unlocked, but you have to adjust it manually. i.e. move it back to the centre.
There is also a HitPoints Stat I haven't tried it myself though. The only reference I can find is in this file, EXP1_MercenaryComponentDefs.xml Its part of a trigger. OnFinishBattleVictory Ship </Target
Will there be any editors released or built-in with Crusades. Will my Tech Tree Editor become obsolete after its release? https://forums.galciv3.com/477456/