Thanks for the tip with the debug file. I had a look at it and found one difference between a run with a crash and a run with no crash. With the modded file present, the game attempts to build a tech tree for node GenericEngineeringTech, which fails: [code="html"]Debug Message: Building tech tree for node: GenericEngineeringTech Debug Message: WARNING: Failed to find tech specialization def: -1189087473[/code] Game without the modded file builds the te
LittleJohnII
Hey folks, I've been trying to get a simple mod to work. I've copied the "GalCiv3GlobalDefs.xml" from the steam installation directory "Galactic Civilizations III\data\Game" file into my mod folder "MyMod\Game". The file name is the same as it was. I modified values for "CustomFactionTraitPoints" and "CustomFactionAbilityPoints". The changes are loaded - I can create a custom civilization with absurd numbers of trait and ability points, it's just that the game crashes when I t
I also don't like it much. Let's say you fail to do well in the expansion phase, either you can't colonize enough planets or you don't get planets with good tiles. Your research output will be significantly lower than that of other races. If it stays this way, they're going to get a lead you can't challenge and you will lose. Now, what was the solution to that in GC2? You researched planetary invasion and some weapon techs, launched and attack and took some of
Hi all, I've spent a few hours with the game since I bought it and I think I may have some ideas that shouldn't be left unshared. When reading this, please keep in mind that these are _suggestions_. As is reiterated several times below: take from it what you like, modify what you like a bit and leave the rest. First, some points to keep in mind that shaped my game experience and are (probably) specific to me: I don't have a great computer. The specs are not