[quote who="titanmike357" reply="21" id="3559778"] How can I create a XMl? I tried poking around on google but I havent quite figured it out. It would be very helpful if you/someone would be willing to do a video walk through for someone like me who has no idea how to get started. I would really like to create a custom set of ships for some of my custom races. Thanks! [/quote] Create a text-file,
TurielD
[quote who="Derek Paxton" reply="17" id="3559753"] The difference with the "editable" ship designs is before you couldn't overwrite the old design. You could edit it and save it with a new name and have both designs, then delete the old one. This was also how custom factions worked. Now you can save the ship design with the same name and it will ask you if you want to overwrite it or not. It's a nice usability improvement. [/quote] Th
[quote who="The_Gear" reply="12" id="3559702"] Sent to the developers, thank you!! [/quote] Thanks for passing it along :) Also, and I don't know if it's relevant to this patch, I adapted some of the code to 'fix' fighters, when I thought that AssaultFighters being Small was a bug (apparently it's a feature, if I understood the discussion in the 1.02 thread) - points 3 and 5: <a href="https:/
[quote who="Bamdorf" reply="7" id="3559739"] When I try to redesign ships with this mod, changing the equipment load out, I get a CTD. Is that expected? Am I only supposed to use the ships that are in the mod? [/quote] That isn't intended, no... and rather unexpected. I've had a few crashes with it too when I've moved the template files around. It may be related to this line in the p
Hey Dumhed, while you're at it: any idea what might be wrong with this: [code="xml"] xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Schema/StaticShipBlueprintDefs.xsd"> <StaticS
I just noticed the Pirate tech tree has full descriptions included too - playable pirates? :D On other news, there's a bug causing Medium Missile ships not to appear in the shipyard/shipdesigner when they should because of a wrong blueprint issue: https://forums.galciv3.com/466761/page/1/ It's just a wrong blueprint reference in 27 lines of ShipClassDefs.xml; every Ranger d
From the 1.03 patch notes: [quote] Fixed bug where if a battle against a shipyard or starbase was aborted, the shipyard/starbase didn't reset its battle information, so it thought it was still in a battle and couldn't be attacked again or interacted with by the owner[/quote] :D
[quote]Rebalance of the mass of Sensor systems [/quote] Where's this info coming from?
[quote who="MisterSaturnus" reply="5" id="3559567"] Quoting TurielD, reply 1 SurfaceScale determines how far along the GradietnGlow file a colour checks (for the hull colours) After some minor experimenting, I have come to
How does the AI choose what to research anyway?
I'd like to use more small ships, but it's a bit annoying that shipyards can only produce one per turn, that alone pushes me towards bigger ships
I'm not experiencing that defenses are useless - I tend to build my ships to take advantage of enemies using one weapon type primarily. I'd like to see the AI select defenses to counter their opponents' most-used weapons in the same way, I think that would help a lot. As it stands, it feels like researching all 3 types of defenses doesn't keep up with focusing on a single weapon's research... especially as those attack tech-trees have stuff like '
I've submitted a support ticket: #GKK-975-48500
[quote quoting="post"] I had two pirate shipyards relatively close to one another. I sent out a fleet and destroyed one of them. I then proceeded to the second shipyard and tried to destroy it, but I wasn't able to engage it. I right-clicked on my fleet and left clicked on the shipyard but nothing happened, and no I wasn't out of moves. I tried for two or three consecutive turns without success and then gave up. I left a fleet there to pick off the pirate ships as they were creat
[quote who="wassin" reply="2" id="3559490"] Thanks for the mod it is great. I do have a question on how to mod the ship stats. I would like to mod the lasers and the torpedos. Which file would i find these in? [/quote] There's two ways to do that that I can think of, either you could modify the BeamAttack stat of Lasers, ParticalBeam etc in the ShipComponentDefs.XML file, or alter the tech tree - like TerranTechDefs.XML. I'm currently using Ter
Now also available on ModDB: http://www.moddb.com/mods/starfleet-mod
The first version is ready! https://forums.galciv3.com/466782/page/1/ http://www.moddb.com/mods/starfleet-mod It's still got plenty of issues, mostly quite minor, but the basic functionality is all there :)
Release vB2 This is a Faction and ShipStyle mod for GalCiv 3 - that is, it adds a new custom set of ships and templates which you can use in place of any of the standard races, linked to a faction. It currently features 20 ship models that will take you from Tiny exploration ships all the way through to Huge warships. These template ships can be used with or without the StyleSet modification and Fed
[quote who="MisterSaturnus" reply="2" id="3559387"] Quoting TurielD, reply 1 SurfaceWeight checks how much a surface material shines through Coul
Good idea! I've made my own custom colours in much the same way, but as they aren't mod-friendly I've left it at that. Not to mention that the AppearanceDefs file is... somewhat opaque. If anyone wishes to play around with it, you can make a custom appearance file by putting it in a 'Core' modfolder in the following format: [code="xml"] GC3_Federatio
Hey all, you may have noticed that when you research medium hulls and missiles, medium missile boats don't actually become available. This is because the code for the 'ranger' type ship (the name of the Medium hull missile ship), for all races and all variants, links to a blueprint for the Destroyer; Destroyers are large hulled missile ships. This is even for the pirates. [code="xml"] Altarian
While experimenting with changing the equipment on the starting survey ship, I found that if I tried to link to a blueprint other than the original, the game would hang on galaxy creation (no error shown in debug.err) So, if I make a copy of the information in SurveyStaticBlueprint , and call it SurveyStaticBlueprint 2 (i.e. I copy everythig
[quote who="Island Dog" reply="8" id="3559124"] The patch is live now so there is no opt-in available. [/quote] Great news! Hope you guys can have a bit of a break now :D
[quote who="Medu_Salem" reply="4" id="3555558"] Well, deleted the contents of the folder, but doesn't work. It still shows the templates, no matter what I do. [/quote] Technically it has worked, but only for future saves. Your current save will, unfortunately, keep the template in storage somewhere in its own file system. Each save keeps all data that's been used, as removing a template might otherwise damage ships which are curr
Thanks for the enthusiasm everyone! And no worries James :) [quote who="Christian_Akacro" reply="5" id="3558958"] This is awesome! Looking forward to other races and eras! The Klingons and Romulans obviously. The Dominion's would be great as well as the Cardassians. Can't forget the Borg of course. Probably not possible, but I'd love it if you could force the shipyard near Earth to be Utopia Planitia in style. [/quote]