I'd recommend using Notepad++'s compare function for future endevaours. This way you can easily target possible problems in your files.
CaptainGarand
More Hull Types Mod Second modification for Galciv 3 here on the Nexus. It's best used for people wanting more diversity in hull types. You are free to use it as ressource in your mods for credits given. This Mod is made for Mercenarys expansion pack and will likely not work without it. Have fun! <span style="font-s
Stellar Coherence Mod [img]http://i.imgur.com/CSl8mKAl.jpg[/img] This is my first "real" Mod for GalCiv 3. It's best used for people wanting to build "realistic" displays of milky way star maps. You are free to use it as ressource in your mods for credits given. Have fun! <s
[quote who="naselus" reply="9" id="3624022"] There's a pretty small selection of things which have amazing, tightly-integrated Steam Workshop support (ship and race designs) [/quote] Hence my initial point. [quote who="naselus" reply="9" id="3624022"] but the price of that accessibility appears to be some more complex functions being locked away from us [/quote] Believe me, there is no "price" to be payed, they did this in purpose. I know my way
The fairly simple process of learning from the files is already learned, no problems with this. I've made a huge Mod for GalCiv2 as GalaxyCreator(unfortunately can't find my old E-Mail, so can't get access to this account). I know my way around .xml hacking. I also have the available tools to modifie the script files (.xsd), and I'm comfortable with the dev tools, but this doesn't help in getting those custom hulls working. I just basically want to recreate my old
You might reconsider your arguments if you don't know what you're talking about. Creating new hulls will create the enumerant error. Editing the ShipHullTypes.xsd to add new enumerations doesn't work out, even when trying to modifie the file with Microsoft Visual Studio. The hulls will not show up in the game no matter what...;)
Since there's only vague posts about hull modding, and you're barely capable of finding any info on this, please answer this question once and for all. Can we mod new hulls? If not, why not? Why restrict me from recreating the diversified hulls mod for Galciv 2? Would it pontentially break the game, or is it just that you guys got all hooked up on "controlling" content the workshop way?
I've added two new ship types to he package. The light fighter Hornet inspired by Wing Commander, and the Hammerhead, a custom ship variant inspired by various fighter ship themes.
All starting planets from all races in a galaxy game, will be class 26. http://www.mediafire.com/download/e77yj6zqj3gla7v/BigStartPlanet.zip
Simple Mod that removes any starting ships from any faction in a galaxy game. You will start with a shipyard only. http://www.mediafire.com/download/fm5w4dw4pdl847w/NoStartingShips.zip
I've added two new ships to my package, a trader and constructor vessel. I'm going to start making more combat vessels this week.
[quote who="Destroyer6464" reply="11" id="3555203"] @CaptainGarand is there any chance there could be a request section for people to request ship designs, people like me who carnt get hang of it or find right parts its abit enoying not been able to use ships we want [e digicons]:([/e] also loving the designs so far carnt wait to see more [/quote] I don't see no reason to why requests should be disallowed? Findi
Well deserved and more...if the game had all the bugs squished it'd have been very well deserving a 90.
I'd recommend waiting for the developers to enable Workshop and provide modding tools for the community.
Thanky ou very much for sharing. My first Mod downloaded and installed...haven't regret it since then...:D
I can confirm these freezes. They happened to me on the biggest map type only though. Usually they take 5-7 seconds and repeat 4-5 times in a row. Luckyily it only happens rarely. Any internet related feature that trys to connect which makes my Antivirus program causing the freeze issues? Like DRM or so...:D
It seems there's demand for custom ship templates...:D I've updated the first post with content from TurielD, as well as dramatically refinined the first post. I think I'm going to make this a full fledged community project. Anyone wants to join the team? @TurielD Thank you very much for your contribution. Are you okay if I combine your ship templates with mine inside a single package at a later stage of the project?
I've added two more ship templates and replaced the package download link with my mediafire account.
Fixed the screens, added some more and added a new shiptype to the package. Next to follow is a constructor type and a tiny defensive vessels, inspired by Wing Commander's Ferret.
My newest design... [img]http://i.imgur.com/zjbgHSr.jpg?1[/img] ...more info over here... https://forums.galciv3.com/466184/page/1/
C.S.T - Custom Ship Templates Project by CaptainGarand and Contributors What is C.S.T? Hello folks, this will be one of my(our) ongoing projects named " Custom Ship Templates " or C.S.T . You might argue that this is not necessarily considered to be a Mod, but since it's custom created content, I do in fac
The title basically says it. There's a bug when you mark all default ship designs as obsolete, you will get no extra ships when choosing an ideology that gives ships.
- map editor allowing maps to incredible size - allow editing star systems in game (or in editor) - all variations of stars in map editor, main sequence, giant red, giant blue, white dwarf, brown dwarf, hypergiants etc. ...my two cents for now.
This is my very first Mod for Galciv III. This entirely removes all background nebula on the campaign map. I've kept the blue one in the upper right corner, as it is not much intrusive. Notice that this is personal preference. I just do this for every space game I have. Here's the download & a screenshot: [url=http://www.mediafire.com/download/w1hpx6lftbs0l5p/NoNebula.7z]Download[/url] [img]http
Could you maybe point to where this information is given? And when is the 1.1 update sheduled?