Hi, I'm Vid. I am currently working on a Civilization called the Veluszhi Triumvirate, which is a project I have been working on since the game's release. They were a race in GalCiv 2 as well. At some point, they had a custom star system, custom continents, custom planet types, custom music, a custom tech tree, custom dialog, and an entire custom ship style, right down to custom starbases. This was all before Crusades made any of this easy! Currently, I'm finding myself having to rebu
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Now THIS looks incredible, and it's something I've been wanting for my custom faction.
Add this to the list: fix custom heightmaps so we can use them again! This was a feature of my custom faction that worked at launch, and I spent weeks refining and perfecting, and it hasn't worked for at least 8 months.
At launch, it was possible to create and use custom heightmaps with your custom planets. Ever since at least 8 months ago, around patch 1.3, trying to use these custom heightmaps results in blank planets with no heightmap at all. This isn't a problem of file settings on save, either, since if you copy an existing heightmap and rename it to the same thing as what's in your [Mod]_ContinentDefs file, the game still won't use it. It's as if the game only allows you to use a defaul
This is/was a typo in nearly all of the tech trees, sadly. :(
Well, I have that, and mine works. Are you getting any error messages when you try yours?
[quote who="BobeBrown" reply="4" id="3616553"] I've looked. And another thing, If I was building a ranger ship with the terrans. Some shipyards would give me ranger medium hull ships with the red defence and others give me ships with blue defence. Its not user frieindly. [/quote] Is the game still doing that? I thought that was a bug that should have been fixed months ago. The game is SUPPOSED to give each ship a basic mix of all 3 defenses, and then add extra
If you're already gone, then I guess we'll be seeing you. You could have asked for help first, though. Like, what's complicated about the combat system? What are you even having trouble with? You can safely ignore everything except for guns, armor, hyperdrive, and life support. The other crap is fluff unless you know something. You have 3 shot types, and each one is defeated by one of the 3 defense types. They're color coded for your convenience. Shields don't bloc
[quote who="leiavoia" reply="11" id="3611052"] You would need to create a custom race in XML (as a mod, as opposed to in-game) in order to the use the InternalName tag. I might try this over the weekend, because i already have a flavortext mod written, but until now unusable. [/quote] The internal name of the faction isn't the problem. The problem is, the way the game defines each conversation type is by its internal name in the conversation XML. So,
This is because you cannot edit the .XSD files in the schema and expect anything to work. The schema files themselves require hard-code support from the .exe file in order to work, and the .exe file also expects the schema files to remain unchanged when it does everything, or else things start to break. You're lucky the game started at all. Basically what I'm saying is, I've been told from the devs themselves that if what you're doing is limited by the schema, abandon
Oh, there's plenty of ways to make custom planets, names, stars, systems, and have them all be your own. I've made custom planet types, art, and gradients for my home system. The only thing that doesn't work right now is custom heightmaps, but those USED to work, so keep your fingers crossed for their return. Thing is, all of this requires XML modding. Star systems, thankfully, aren't too difficult. [quote] And how do I create ship templates for a custom race? I'
[quote who="Pawel25" reply="3" id="3615638"] I pray that ideology perks will be fixed with the expansion. [/quote] I'm just praying that we can use Custom Heightmaps again soon. That broke some time ago, and playing my custom faction without it just isn't the same. :(
100% exactly the problem.
Just bumping to make sure no one forgets about this. Everyone just came back from vacation, so I'm not expecting a hotfix or anything, but I don't like playing without my custom race's custom planets. :(
[quote who="leiavoia" reply="6" id="3607341"] Update: It would appear that the 1.5 update adds support for modding the FlavorText.xml file. We can finally give our custom races some personality. * NOT TESTED YET * I would be interested in hearing from anyone how it works. [/quote] So would I. Unfortunately, I can't figure out how it's supposed to work. As far as I can tell, the FlavorText.xml hasn't changed at
Same thing is happening to me. If I try to use the game's default custom heightmaps, such as Earth's, the continents will load fine. However, the heightmaps I had made for my custom race are now broken and result in totally blank planets -- though, interestingly, it doesn't result in Class 0 planets. The planets will still have their starting class set correctly, but you will be unable to terraform because there's no land. I have been gone a long time, since before 1.3, so som
I noticed in the 1.5 patch notes, under the Modding section: Changed flavor text definitions so that they can have groups appended to with mods. If this is what I think it is, it sounds great! I have a few questions, though. Does this mean we can finally use the append method to make a full range of flavor text for custom factions? If so, how do we make the game recognize, for example, a custom faction's First Contact and Declare War
The Xitak in 1.5 are causing a duplicate surface error with their Xitak_SurfaceDefs because the internal name of their custom surface, GC3_Default_Surface_20, is now being used by a Stardock surface. My suggestion to fix this is to change the internal name to something future-proof, like GC3_Xitak_Surface. Don't ever use Stardock's internal naming scheme as though you're the last one that's ever going to use it, because there's absolutely no need for it, and problems like
So far, I'm not having any issues with GC3 in Windows 10. Guess I just got lucky.
I actually only bought the game because of how fantastic the tools are for creating custom races and ships. It's not that I don't find the base game satisfactory, far from it, it's that I need an outlet for my creativity, and this game happily gives it to you.
Hereward, your mod has come a long way. Your and Deathwynd's mods have helped me with my own mods, and I'm thoroughly enjoying myself. Keep up the good work!
These planets are absolutely amazing. The extreme worlds are handled nicely. Consider me a fan.
[quote who="marigoldran" reply="1" id="3576163"] Downloading. Is it possible to script the AI to prepare for war prior to declaration? That's the next big AI issue. If the AI can be programmed to make surprise attacks with ten maxed out fleets (and a transport with each) at a time that would be something. [/quote] Sadly, that is not something a modder can do. I wish.
Good news, you can use both. :) The AI mod uses the append method for its AI defense ship blueprints, so they should coexist peacefully.