Check the GC3 forums, there are good modding tutorials there that still apply, the files may be slightly different in name but the basics still hold true. That is where I learned. This game has more flexibility and a much nicer presentation layer but deep down it uses the same xml structure for modding.
Wotan2a
Thank you :-)
The files in the mod folder have the same name as the originals, in your case MercenaryTiersDefs.xml. Just copy and paste the file above into a notepad file called MercenaryTiersDefs.xml and pout into your mod folder as indicated in my post. That should do the trick, works fine for me.
You need to create a new file in the mod folder, editing the original files in the Steam folder does not work. For example in my folder structure it is in the following: Documents\My Games\GC3Crusade\Mods\MyMods\Game
MercenaryTiersDefs.xml this gives you all of them ?xml version="1.0" encoding="utf-8" standalone="yes" ?> xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Schema/MercenaryTierDefs.xsd"> MercenaryTier1 Tier 1 </Description
The issue is resolved, reinstalled 4.21 and started a new game, sound is back.
Just launched a game after removing 4.21. SFX came back and are present, put 4.21 back in and SFX were gone. It is something in the 4.21 opt-in, for me at least.
Same issue since update to 4.21. Windows 11, no problems before the update. Deleting the prefs.ini does not solve the issue. Music plays with no problems. I gave up on my current game to wait for a fix assuming devs were aware.
It is possible that it does not work fully, I have not checked. I usually streamline to this Government choice for the +20% income and I do find that I accumulate pragmatism points faster but never checked if it is exactly 50% more.
Pragmatism +50% gives you 50% more points toward the Pragmatic ideology so if you accumulate 10 per turn you bump up to 15.
Thank you, will try it out.
Totally agree with the comment. I have the exact same issue since the game was released. Biggest problem for me is when I 'unanchor" and then "anchor" a shipyard. The sound is so loud I have to either mute or take my headphones off before doing the action. I thought it was something off with my system setup, interesting that I am not the only one with the problem.
I believe that as long as a civilization has a colony ship they are considered "alive". This has happened to me on a couple occasions where a civ I thought I had defeated had a colony ship in a corner of the map and until I found it and destroyed it, they kept showing up in the diplomacy screen.
[quote who="Frogboy" reply="39" id="3775911"] Quoting Wotan2a, reply 37 Frogboy, on my MBA and in the companies I have led, we sometimes discussed an issue called "Founders Syndrome", you may want to refresh your memory on it. https://managementhelp.org/misc/found
Frogboy, on my MBA and in the companies I have led, we sometimes discussed an issue called "Founders Syndrome", you may want to refresh your memory on it. https://managementhelp.org/misc/founders.htm Your interaction with Horemvore may have been done during a time you were a bit off, certainly understandable in these times, but your public reaction to one of the best mod builders and most prolific, if not popular modder,
Quoting Horemvore, reply 8 Would it please be possible to look into adding a Carrier type to HullTypes rather than the exploitable Carrier modules we currently have? Well, adding a new hull type would probably require an artist' time and I'm not sure that is something
@Franton, I agree with OP, "any" ship is what he said. At this time mercenary, commander and salvaged ships are not upgradable, we also should be able to upgrade ships to a different size, at a high cost in a shipyard. Right now ship upgrades are useless, it is easier and cheaper to just build new which means losing all the experience gained by the crews, another option would be the ability to recycle the crew to a new ship of any size thereby retaining the experience points. </
Interesting, have not seen this behavior in Retribution yet although the planets have been flipping so quickly there was not time to do anything except pass me the bill for the rushed improvements. Retribution is an interesting beast, couple steps forward but three steps back. I am still on the fence with it, the "streamlined" tech tree is not doing it for me so I like that Gauntlet added all sorts of techs for his "advanced abilities". Cheers
Thanks Horemvore, if I read this right you address the problem by making the planet immune to culture flip for 15 turns? Am I reading that right? Interesting idea and a good workaround but it could introduce other issues if the AI was smarter, thankfully the AI does not know how to use influence properly or an immunity to culture flip even temporary combined with a couple artifacts that give 10,000 influence would be a pretty awesome strategy, not that I have been known to use it myself mind
Horemvore/Gauntlet, would one of you know which files, if any, could be edited to modify the choices the AI makes when colonizing planets? I am trying to mod out the AIs tendency to colonize planets in another players zone when there is heavy influence that would instantly flip the planet to the other player. This is happening quite a bit now and has become a real issue in my games since growth and planet rush was nerfed. On levels at genius and up I just have to survive and build up my influ
Thank you, in the meantime I just removed all triggers that give Government ships to even out the odds a bit. Not sure if I can mod out colonization in an influence heavy zone but still looking.
I know that 3.7 is primarily a QOL fix but could you please fix the Government ships being used as survey vessels and the AI not doing any influence checks before settling colonies. The first one is just annoying and handicaps the AI vs the player, if the AI cannot be taught to use them just turn them into survey ships and give the Governments extra bonuses. The second issue on large maps and higher difficulties is game breaking. In my current game, the AIs have now colonized 9 planets within