A better way to do it would be to give your files new names and remove all of the original files content, leaving your work as the only content in the files. then their stuff will load followed by your stuff. Then your not overriding files. Your adding to them. Hope that makes sense.
Mohobie
Like Sorentoft suggested, it would be easiest to answer if we could see your project. This response will range from very basic to a bit more. Things I would look at. Do you have mods enabled in the game options menu? Remember once you enable mods via the in game options menu you will need to exit the game and reload it. If thats not the case, do you have all the required files? Depending upon the faction you are creating you will need at lest the following. FactionDefs Faction
Maybe I'm blind or a bit daft but I can't for the life of me find a way to replace sounds. I have been in every audio asset file I can locate tinkering many of which would appear to be a relatively quick and easy alteration. Boot game, check sounds. No change. So I have decided to ask the community where they are on the addition of sounds via mod to any and all aspects of their game.
That would be epic!
[quote who="Larsenex" reply="1" id="3557450"] Moding a file that is in our mods folder is safer than directly changing the XML in the actual game folder. This way if you make errors you will be able to remove it without having game crash issues. [/quote] Also modding your base folder will likely make your multiplayer unstable. I have not tried to edit this file, but I can say that changing 5 to 500 likely puts it out of the accepted bounds. Likewise wi
I agree this was a dramatic change. To much for my liking. Perhaps the solution isnt to bring down the max settings but to suggest lower settings and maybe ad warning pop ups about the higher ones?
Not familiar with that files use but did you save it in a mod folder? If so you need to enable mods in the menu options and then restart the game. I wouldnt recommend modifing files in the base game directory btw.
That looks very handy. Great addition to the modding community.
If you play a multiplayer game it will save the other players designs in your documents/my games/gal civ3/designs. This is also where your designs can be found and deleted if you wish
There is a great guide in an earlier post. https://forums.galciv3.com/465834/page/1/#3555499 I think that will be the most helpful place to look for ship styles
Ahh yeah that would make it not modable lol
Thanks! I would love to add sound of course but I have alot to do before I get there.
XPerShip would be a very helpful feature. perhaps it can be coded. I don't know you would have to find where OnePerShip is defined.
Yes I have been through that. I was more or less hoping there might have been an option somewhere.
I'm trying to test events, the only problem is getting them to pop up. Does anyone know a way to trigger an event in game?
A cap to sensors would make more sense then having additional sensors reduce the range. Personally I have done the early game sensor ships just to see what all the fuss was about. Unless your on a small map size it's really not that concerning. I'm on board with modifications though. In single player the AI doesnt do it, so it would be a players discretion if they wanted to. In multiplayer well that would be more a concern.
Progress is coming along nicely, but I am still looking for an interested person or two to help speed up the conversion. If your interested and can help please send me a private message.
Any news on the planet invasion screen?
https://forums.galciv3.com/465834/page/1/#3553225 Follow that link and you will find a well presented guide.
Redacted comment. It was already mentioned.
v0.010 Many thanks to the BIGGEST Doctor WHO fan I know, BUGBEAR, for creating the Dalek as a ship for this mod! Looking to see if it was updated since your last download? Check the version number above. This is a VERY early release! Updates will follow as they happen. Update notes can be found in the readme file located in the base mod folder. <span style
I was stumped by this for a while but I figured it out. If you mod FactionDefs the game will crash when you attempt to click new game, or possibly quick game. This is due to the game making calls to factions that are not in the modified FactionDefs. All factions may work just fine in an alternatively named file. I know mod support isn't far along but any chance there will be a fix for this like an If faction x not present then move to next? Would be appreciated. Thanks
Thats all very true, but it would be epic. Im sure others would offer up more booze for something like that too :-)
Try ai or stop to cancel the soak
It would be amazing if someone was able to make a lexicon on their wiki. Id buy that person a beer ... or icecream cone age dependent. :-)