Added dowload link for Alpha 0.3, Requires 1.8 Beta Preview patch. Alpha 0.3 Added Star Trek Splash Screens. (Requires replacing core art assets) Added Star Trek Logo for main Menu screen. (Requires replacing core art assets) Added Star Trek backround for main Menu screen. (Requires replacing core art assets) New Minor Faction Images. Fix for mi
Horemvore
In regards to Ideology Points for each upgrade it is increased as you gain traits. I do beleive this is handled internaly(Hardcoded) . See Below. You can adjust the amount you gain from Events. The xml's for this are:- ColonizeEventDefs.xml & IdeologicalGalacticEventDefs.xml. You can also enable the Planet Projects for Ideology's they are commented out at the bottom of PlanetaryProjectDefs.xml. You can also edit the Unique
[quote who="neilkaz" reply="7" id="3638947"] Will this work with the 1.8 opt-in? [/quote] *Yawns* I will make it 1.8 compatible :) Edit:- Done!
[quote who="ForesterSOF" reply="8" id="3638888"] Now that says Star Trek MOD [/quote] For sure!! Refined it a bit :) Edit: I must apologise for hijacking your thread GalCivus, kinda got carried away :)
....Data/English Folder, you want the [FactionName]TechDefsText.xml's. Pick one (each faction has its own) search for Specialization, you want to edit the entry ending with _Name for each one:- BorgIndustrialSpecialization1_Name Manufacturing Specialization (S) <Str
Sadly the AI does not seem to know how to use the Population slider, I have experimented with this alot. The AI seems to use what ever the default setting is set in Global Defines. I have it set to 3(Max you can start with in the early game), I have been toying with making all colony/troop components 6 by default and then adjusting the mass so its balanced(player wise), but i think it might well gimp the AI with the early colony rush using 6 pop every time. I wish the Colony & Troop were
I could not help but try!!! Just a 7s record of an old wallpaper I had hanging around. Works though :) :) :)
Thats great news Old-Spider! Not that I can make use of it, never tried to do a video(Do not have the tools for a start), ever :)
Done some more playing :) The failed attempt on the menu logo top left is either my crappy art skills(very likely) or the game just wont accept edited files in this Folder/Sub Folders. I will try and edit the xml that points to the png's and see if that works. Edit: The Merc l
Yup and its been edited to death and back, now includes some of the changes from IAB.
So I did a bit of testing with the possible things you can change to breath a bit of cosmetic life into our mods. I know the Menu screen uses two video files for the Backround and the GalCiv3 logo(I am no video maker would not even know where to start), BUT, the Mercenary addition is just a standard png file which does not mind been replaced :) :- <img style="vertical-align: baseline;" src="http://images.akamai.steamusercontent.com/ugc/443982864953674631/587AE1B58BC04C42850D3BD57ADC7F
Removed.
Updated to Alpha 0.2h: Adjusted faction text so it fits correctly at faction choice menu. 6 More Colonization Events added. Added compatibility to new colonization events for the Yor. Added New Precursor Events for Precursor Gateways, Robot Wasteland, Precursor Industrial Center, Precursor Military Complex, & Precursor Research Matrix. Changed Planet Trait Gas World to Methane Rich World. Fixed Tech Costs Bug. <span style="font-size: small; colo
You have to replace the core files. They will only get wiped by an update if SD change them or if you do a validation through steam. TBH I do not see an issue replaceing the core files with these. Most people are already replacing the GradientMap files anyway, 75% of the ships(Airmaster's and the likes) on the workshop use Aiden's GradientMap's. And thanx for the idea of changing them, +1!! Earn yourself Karma!
[quote who="exelsis" reply="6" id="3638682"] the game is fine with the internal and generic name being the same, I use that method almost exclusively for custom techs. [/quote] This. I do the same. The Generic name is what is used to link Improvements/Components to Techs and also to link Techs together. I think the internal name is used for tech tree building, bit unsure on this tbh.
If you just want to have repete of the colonization events contained in the Mod from the OP. Extract the following mod to:- ...Documents/My Games/GalCiv3/Mods/Colonize Events/Game WOOT WOOT! Again there is 3 files. Use all 3 for Quadruple, Omit any one for Tripple or any two for Double the amount of events.
[e digicons]:blush:[/e] Um Thanx :)
[quote who="canadian_rocker2008" reply="170" id="3638596"] So i have been tinkering in the various XMLs and would really like to see a list of my options to some of these strings. I can figure some out by looking at others but i notice sometimes when there is an error it tells me a list of strings available but not their options> For example: Productive1, Clever1, Economical1, Content1, Fertile1, etc <
[quote who="Frogboy" reply="2" id="3638610"] This is a feature that is in the works. Making it easy to make say, The Klingons and setting up the various templates. [/quote] By that do you mean in game UI that will auto generate xmls or will it be similar to the way the game currently makes factions?
I already did it, I said it wouldnt take long :P Extract the following rar file too:- ...Documents/My Games/GalCiv3/Mods/Colonize Events/Game Moar Events! There is 3 files contained within:- 110_Event_ColonizationBug_Fix.xml -- Takes total events upto 110 (Doubled amount of events. Vanila Events + Colo
Its 59 I think, 34 from vanilla + my 25. Its easy to extend that to 1000's if you so choose btw(There is a mod that does this for vanilla events here on forums by Buck). Would not take 10mins to do and include these events too. Edit: I'll see about doing that after i test my 5 new precursor events for
You can take it to 60ish :)
[quote who="Larsenex" reply="1" id="3638587"] I would also like to know what goes into the planet placement. I would prefer it to be IN the home system as that is typically my main war machine shipyard. Is there a way to mod where the 'bonus' planet is placed? [/quote] Not that I can see. It uses DiscoverNearbyPlanetOfClass which is in the ModiferEffectTypes.xsd, t
Grants a free class 10 planet. Places the planet far away from the associated Star, this is a mild placing I have had them placed upto 25 hexes away from thier associated Star (I think it does this due to Starbases cluttering the map):-