Wotan2a

Wotan2a

Joined Member # 2675848
10 Posts 204 Replies 510 Reputation

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.

20 Replies 89,428 Views

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.

6 Replies 71,330 Views

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

6 Replies 71,330 Views

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

6 Replies 71,330 Views

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.

5 Replies 44,650 Views

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.

6 Replies 34,069 Views

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.

6 Replies 66,836 Views

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,

71 Replies 219,155 Views

@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. </

4 Replies 65,181 Views

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

6 Replies 13,306 Views

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

6 Replies 13,306 Views

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

6 Replies 13,306 Views

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.

2 Replies 20,595 Views

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

2 Replies 20,595 Views