This is how it's set: OnArriveAtAnomaly Faction Instant
krbjms
Have put a new version to work better with Crusade up on Nexus. Version 2.1, let me know if any problems are found, thanks.
Version 2.1 has been added to Nexus. It is updated to work with Crusade. Still testing it, but have not come across any problems. If you do, please let me know, Thanks.
I will check this out. I'm using my own anomalies mod and want to see if they will work together. Thanks.
Thanks, this explains a lot
[quote who="Rhonin_the_wizard" reply="1" id="3677010"] It appears now changing files in the game's folder does nothing, so you would have to create a mod. Also be aware that Crusade has different mod folders. [/quote] What different mod folder?
*** Version 3.6 *** This mod for GalCiv III EXP2 Crusade was originally made based on the mod put ou
Don't know, still works for me.
Have you tried the mod " Dead Planet Colonization Module" off of Nexus. I use it some. The only problem is that it can quickly over balance the game to your favor once you get the tech. Once you research the tech you can build a ship with that module (only one) and a colony mod added to it. You can get it at http://www.nexusmods.com/galacticcivilizations3/mods/57/ ? Try it and see how you like it.</
To bad no one has an idea with what's happening to you. I've had the same problem since 2.0 came out. I've had 4 consecutive games reach a point and go no further, crashing to desktop. 3 during same game and one during diplomacy. Turns have been anywhere from early in game, around turn 100 to later, up past turn 450+. I've been removing old mods trying to see if it's one of them no longer working correctly, but it's never the same crashing event that I can tell.
I looked back at a previous game the modules are: Bridge Tactical Astrometrics Engineering
Sorry, guess I didn't explain well enough. There are suppose to be 4 modules that you can add to ship designs that will increase the effects of experience. They are not showing up for me now. Also, the United Planets counsel is not happening after 350+ turns, and it is turned on as occasional.
For some reason I am not getting the officer modules such as the bridge in the last 2 games I been playing. Also one of them was at 325+ turns and has never had the United Planets counsel show up (it is turned on. I have all DLC, and have even "verified the integrity of the game". I haven't added any new mods, since when these features were working. Any ideas?
[quote who="Horemvore" reply="25" id="3671493"] Check the link for 1.05 in the last page [/quote]Found most of it. There are 3 files in the mod "More Anomalies", and found 2 that corresponded to them: MA_AnomalyDefText --- ST_AnomolyText MA_AnomalyDefs --- AnomalyDefs MA_EncounterDefs --- (found no corresponding file, is it not needed?) Thanks
[quote who="Horemvore" reply="21" id="3671443"] XML modding is pretty straight forward if you understand coding to any degree. If you dont, well it can be quite a learning curve. On a side note, if you do want to use More Anomolies you can rip out the AnomolyDefs.xml from GST. It contains some of the additions from More Anomolies along with a few extra from me. (I did recieve a request to fix this mod a while back, but it is not my place to do so) [/quot
[quote who="Horemvore" reply="18" id="3671421"] Its missing the exp bonus and there can be an issue with the anomolies that trigger Mega Events, on occassion you get them popping every turn pretty much. [/quote]Thanks. I wish it was up to date, because I did like this mod. [e digicons]:([/e]
After using Horemvore's mod "Star Trek Minor Races", I got the inspiration to make my first real mod to round out my Sexy Leader universe. I used his mod as a blue print to make "Sexy Leader Minor Races". It is a collection of 39 minor races. I don't believe it is compatible with Horemvore's mods "New Star Trek Minor Races" or "Galactic Star Trek". If I find that this mod is working correctly (which for me is at the moment), and others want
Hey Horemvore , you say that "More Anomolies" mod is broken. I actually have always used it since it came out and it has not caused me any problems. Could you tell me what is broken with it so I can decide if I need to remove it from my mod folder? Thanks.
These are some examples, there are no values ? <img src="http://i.imgur.co
Just posted 2 more sets on Nexus, new total now at 432. Note the 27th set does contain nudity.
Thanks, I'll get it now [e digicons]:D[/e]
Sorry for my stupidity, my only real modding experience has for the most part been confined so far to making races, and components for races. With the lack of real time I have, I never really wanted to get that far into it. Hell, there are so many great modders out their who obviously work their butts off for us, and give us a great and ever changing and expanding game, and then go back and change their mods as SD releases new updates that often seem to fubar their hard work. Well h
Been trying to use only the Informative Diplomacy 1.6 and seems not to be working correctly.
Thanks all. I like that I can upgrade a squaden of 4 level 27 drednoughs. They are already unstoppable. Can't imageon them with top of the line parts. [e digicons]*_*[/e]