Horemvore

Horemvore

Joined Member # 3791731
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Reply to .... in GalCiv III Modding

Updated to Version 1.32 Fixed Handy Trait. Fixed issues relating to Retribution's new ships. Fixed all out of sync Technology costs. (Technology tree will look different) Fixed Borg having access to improvements it should not have. Tweaked Trade routes. Tweaked Precursor anomaly econcounters. (They are harder) Economic Tweaks. Event Tweaks. Tweaks to diplomacy text. Removed AI Handicaps for Resources and replaced them with a Mining bonus.<b

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You can try setting the ShipStyle to Custom, DLC or Universal. If this works (I have never tried) it will still show all shipsets set to Custom, DLC or Universal as one like it currently does for the defaults like Terran, Drengin etc (I think as I have never tried these to see how the game handles them). You can see the available hardcoded options in ShipPieceCategoryFilterTypes.xsd in the ShipPieceFactionTypes Table. EDIT: This is only doable if you are making them vi

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GC series for me, is all about the tiled map tbh, goes away from that then so will I, sad but true. So I am hoping no starlanes, although that is the current route they are talking about according to Brad. Hexs trump squares, so squares are out :) I am also hoping they move away from tiled planets and go more Civ6 style but with system planets rather than districts. Decent terraforming of planets (not tiles) ala Stellaris. Outpost (Mining, research etc) for planets that can not be ter

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Update While adjusting the tech costs for my mod (so they are not so wonkey) I came across a weird bug with the first 3 invasion specializations. I have removed each line of techs into their own xml file this worked fine for all the Engineering techs and Military techs apart from these 3, moving them out of the MasterTechDefs.xml causes 2 of them to not appear in the technology tree, the only one you get is Biological Warfare. Moving them back into the MasterTechDefs.xml and they re a

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Firstly, in MasterTechDefs.xml (Retribution) there is this : AICannotTrade it is a boolean, default to false (true and false the only options). However it is currently been used as an xs:int or FixedDecimal for 22 instances: 1 should be true Secondly the current Tech Costs are all over the place after the restructure of the tech tree for Retribution, here is an example:- Beam Weapons

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Zip up your debug.err file and post it to a file sharing website like onedrive, dropbox etc and post the link here. Posting it here on the forum is hard on the old eyes. Zip up your mod and do the same. Read this Guide .

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There are action types that might do what you want, UnitDestroyTile or ChangePlanetTileToType, however, since these are not used in the game atm there are no examples on how the parameters for these need to be set. Best I can do. If you can get a dev to explain how these work you might get some where.

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Intrigue is okay, I am not keen on Retribution tbh, but, I would not say it makes it worse, more like easy mode or hard mode depending on your playstyle\experience :)

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[quote who="Unknown_Hero" reply="2" id="3764965"] Yes, I play as the Korath. Retribution v3.96, standard races, all expansions and DLCs, no mods. Ah, I see, what heresy! [e digicons]:snowman:[/e] Unfortunately, this is once again a feature of the game that deserves to be redesigned properly. [e digicons]:waaaa:[/e] Stardock if you read us. Quick fix. That would do the trick? Unpopular (-1): -25% to planet Tourism Income Unpopular (

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Its was only changed a few patches back, Diplomatic Cops used to grant both Diplomat and Celebrity projects. (3.8 I think it was changed, it was in patch notes)

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Movement is one of the biggest handicaps the AI gets. Its very very high on last 2 difficulties. (+1 and like 200% I think) EDIT Just checked and yep its +1 and +200% for both. Which is kinda fkd up...should be graded. Incredible is not that much different from Godlike. So similar infact that if you beat the AI on Incredible you will have no issues with Godlike.

12 Replies 11,172 Views