Unfortunately, you can't modify the existing buildings without over-writing the entire definitions file in your mod (the "total conversion" method). It can be done, sure, but it will not be compatible with other mods that change the default buildings. Such is often the case with balance mods. As long as you're the only one who will be using the mod, this won't be a problem. The file is in data\Game\ImprovementDefs.xml
Vidszhite
Title. I'm trying to make custom continents for my custom faction's homeworld, but I have no idea how to do that, and looking at the PlanetArtDefs file for examples was... less than useful. I don't even know what code I'd need to add to the PlanetArtDefs file to get it to use someone else's custom continent. If you can even tell me how to do that much, I'll be very grateful.
[quote who="SuperCoolProgrammer" reply="4" id="3555369"] If that's really how it works then there should be some sort of indication on the planetary invasion interface. Also even if the bombardment failed I would still expect to do some damage by landing troops on the planet, but all 24 of them couldn't kill even 0.1 defenders. [/quote] There is, you just didn't realize what it was telling you. Planetary Defense kills a % of your troops before they even manage to
[quote who="Franco fx" reply="9" id="3555335"] The pragmatic tree is a great starting ideology but once you have the Builder choices and the Preparedness Center it is not so great. This is somewhat true of all of them I guess. Lots of not so exciting choices. [/quote] Actually, I think Malevolent and Benevolent both have a couple of great late-game tenets. I have always thought Pragmatic needed a buff in that regard.
Update: This also happens with Planetary Defense. [quote who="Christian_Akacro" reply="1" id="3555341"] I thought I saw this happening! Just my empire was too big to pin it down easily. Good catch! [/quote] The AI loves to go for planetary resistance technology, too, so it should help them actually defend now. EDIT: Ticket submitted. CBA-395-54776
Ticket: CBA-395-54776 While I was testing out my custom race, I discovered that the resistance tech wasn't increasing resistance. Then I discovered that almost none of the resistance techs worked. The reason for this turned out to be the fact that most Resistance techs do this: [quote] ResistanceBonus Faction</Ta
[quote who="Arumba" reply="14" id="3554668"] How do multiple weapons work, does the sum of their values get 'rolled', or do they roll independently? What about fleets? Sums, or independent? And you said "Current single strongest defense mod", are you saying that shields can reduce damage taken from kinetics? or chaff? Why would that be the case? [/quote] Weapons all roll independently. Fleets are just a collection of ships, so the
I'm testing mods right now, so maybe I won't be using it today , because what if the new exe broke something and not my mod... but I'ma save it and pop this in later. Good stuff.
[quote who="SadfaceSquirtle" reply="10" id="3553447"] I don't ever touch the planet wheels, it's just tiresome, and I don't think the AI does either. This also makes specialization less of a no-brainer. [/quote] The AI certainly does use the sliders, in fact it's always fiddling with the sliders based on what it needs right this second. [quote who="sweatyboatman" reply="14" id="3553476"] Governors will hopefully resolve most of
[quote who="Arumba" reply="12" id="3554596"]Could you go into more detail here please? How exactly does armor work, and what is the salvage ratio I saw in the xml file? If a target has say 10 kinetic armor and I hit it for 1 damage does it go down by 1? Do I need to do 11+ damage to 'break' the armor? There is no information in the tooltips or tutorial about how these numbers actually work.[/quote] For each gun you have, you roll a die with as many side
[quote who="NotAnUser" reply="12" id="3554558"] check your race bonus as well as your enemys, you may be loosing due to an 'agile' / 'precise' bonus or penalty from the fighting factions [/quote] Check the date of the post you're replying to. This was fixed way back in beta months ago. It turns out the problem was the Altarians' unique defense technology was giving them 1000% jamming instead of 10%.
[quote who="NotAnUser" reply="9" id="3554570"] I wonder how can a pack of High Explosive Missles be lighter than a mag of Dense Core Light Cover Bullets (for bullets the important part is the speed you shoot it, not the mass as for the missle explosives). I really think they are swaped, and that unswaping them would make kinectics way more attractive while not actually making missles unatractive, considering their massive firepower (you only need to hit once, and the damage will cover fo
[quote who="kryo" reply="2" id="3554418"] The point of the schema is to restrict the XML files to only those options the game implements in code. Modifying the correct types in the core schemas would (if anything) just let it get past validation, but it would still not work. [/quote] Does this mean we can't add custom stats at all?
[quote who="Kiloku" reply="13" id="3554465"] You could make a separate Tech Tree with techs created specifically for your new race, Vidszhite. Might be a bit harder than we'd like it to be, but it's doable without needing to give an OP tech. [/quote] Oh, I did. I had reasons to do that anyway. The problem is, the game handles extreme worlds in a very strange way that makes it impossible to do what I'm trying to do without over-writing the entire planet traits fil
What I want is for us to be able to change how custom factions interact with extreme planets using the append method. Right now, the way production and planet stats are handled is hard coded to each of the planets themselves. See, while the colonization of tier one planets is handled using a stat, the production effectiveness of all extreme planets, as well as the colonization ability of tier two planets, is handled by looking to see if a faction has researched a specific tech. This would be
I'm making a custom race and want to use a custom stat to go along with it. However, whenever I try to start the game, I get the following error... [Quote]D:\___'s Documents\My Games\GalCiv3\Mods\Veluszhi\Game\TechDefs_Veluszhi.xml(2136,48): error: value 'AdaptiveMutation' not in enumeration[/Quote] Adding a /Schema/Enums/StatTypes_Veluszhi.xsd with the stat declared did nothing. Does that mean we can't add custom Enums? If so, I'll abandon my cus
[quote who="Edladner" reply="3" id="3553337"] Save games include everything, so you can delete a ship in a future game but it will still be in that old save. [/quote] Which is also why save games are huge! A necessary evil.
I think anyone who has created a custom race knows firsthand that the robot that talks to you when you finish researching is has a distracting, jittery animation that makes it hard to look at. Each of the default factions has a unique animation on this screen, with the Terrans having an actual scientist, but this animation doesn't come with the tech tree when making a custom race. Today, I'm looking at each of the tech trees to get an idea of how to build my own tech tree, and
[quote who="androshalforc" reply="1" id="3543391"] Honorary Stardockian: Play for 1000 Hours this one will take the longest i mean thats like 6 weeks of nonstop playing i wonder if it counts time from beta? [/quote] It does. I got a couple of those achievements in beta.
[quote who="Niedzielan" reply="12" id="3553140"] This may be the same issue as #IMY-637-46001 https://esupport.stardock.com/index.php?/Tickets/Ticket/View/778097 Whan an improvement with true is destroyed, it seems to clear that flag for all planets. What may be happening is that you destroy
[quote who="Derek Paxton" reply="8" id="3553032"] If this is the issue I think it is, it should only occur on invaded planets. Basically I dont think the memory for "has already built this improvement" is being transfered over then the planet switches owners. We are checkign it out now. That does mean that you should never see that issue on planets oyu colonize. Of if you conquer a planet that doesnt already have one of the improvements. [/quote] <p
I discovered during a soak run that the AI on normal will build constructors almost right away once it sees a resource, but once the constructor is finished, it'll ignore the resources that are two inches away from its own start location, and will send the constructors off into space to claim resources on the very edge of its own range, often getting the constructors killed by pirates in the process. I've watched as the AI ignores a pair of Promethion sources right next to its capital
LOL! Yeah, it freaked me the F out too when I first saw it! It looks so goofy and unnatural! As expected for the Drengin, of course. Nice touch. The Krynn look even creepier when they smile, believe it or not.
Before, Kinetics were almost twice the weight of Lasers. Now the tier 1 has idenitical weight as missiles, and never goes up as tiers increase. By the end of the tree, Singularity Drivers are the lightest weapons in the game, equal to Doom Rays, which is fantastic, since doom rays are extremely light. Durantium weapons still aren't changed, however, so their weight is still massive, but so is their power, making it justified. I also think this is good, as super-light Dura
5/10. Decent satire, but I'm not sure what exactly you're satirizing.