You could comment out the Merc ships in the xml. Edit: I did it for you. Click Here Extract it too ....Steam/steamapps/common/Galactic Civilizations III/DLC/EXP1_Mercenaries/Game
Horemvore
Using Mods?
I did already :o (Check first sentance of last post :) )
[quote who="a0152570" reply="3" id="3637694"] Quoting rynebrandon, reply 2 I'm not sure I understand your meaning. My code doesn't have line breaks. He may want a line break [/quote] The game is automaticly adding line breaks....where there are none. Thats t
I have also been getting random freezes since patch 1.71. I tracked it down through the debug.err file, and fixed it by verifying local content. Also submited a Ticket - #WXG-657-30637. Just cause it keeps happening and its always the same 3 corrupt files. Zynek, if you open the debug.err file in notepad and have a look at it, see if you can find:- Debug Message: CSDFModelCore::LoadModelData has detected an SDF file that is an older version of SDF than expe
[quote who="joeball123" reply="8" id="3637626"] Are you sure that the cap is 250 credits per trade route? The only limits I see within the XML files are on contribution from trade route age or trade route length to the base value of the trade route, and the bonuses to trade route value would be applied after these caps, not before. Contribution from planetary "income" appears to be uncapped and is a percentage of the total production of the two worlds connected by the trade route. [
There is a hardcap of 250cr per trade route(this should be varied for all 3 trade types tbh but thats another topic), which is alot when you think about it, 10 routes is 2500 per turn. (An if you go down the Pragmatic tree for the Trade buffs you can hit that cap easily on huge+ maps). Another buff from trade routes(if you have Luxuries from Pragmatic tree) is +5% Influence and Approval per trade route. Again 10 routes = 50%. Which makes your trade planet a perfect tourism planet. As
I did not check frame rates. [e digicons]-_-[/e] SkyboxDefs.xml GalCiv3GraphicsDefs.xml ColorDefs.xml Are the files I messed with get the mini mod here . Compare them with the originals and you will see what I changed. I cba to look atm (An I forgot what I exactly changed, Intenisties, shimmers and urm stuff) its 1am here an I'm off to the land of nod!
I turned it all off, Fow and Skybox(I left the stars), its a bit extreme but well it shows what you can acheive with a bit of editing:
when you zoom in a little you can still see all the background effects the "skybox" through the unexplored area and fow its hard to tell but im betting that its still an animated unexplored area as well. With certain graphics settings yeah. But with others.....No. I zoomed in not a little...alot. Changing the intensity/transparancy solidifys the "Fow". <img style="vertical-align: baseline;" src="https://www.dropbox.com
Funny how you can achieve what you want with the FoW without actualy editing any xml, even if it is darker than what you wanted:-
+10 Great ideas!
Ive noticed this behavior too, are you using custom ship sets?
I know what you wanted dude. An if you had bothered to try well....But well each to own I guess. Teach me to try an help ppl!
Did you play with the colors? FOWUnexplored 30 35 40 FOWExposed 45 <
Take a look in ColorDefs.xml(Colors) & GalCiv3GraphicsDefs.xml (Transparancy/Intensity) for possible FOW adjustments.
Just throwing this out there, a well placed Shrinker can net 70-100% Bonus. [e digicons]:D[/e]
If you are going to use the replace method, first and for most make copys of the StarDefs.xml, StarSystemsDefs.xml, PlanetDefs.xml & PlanetArtDefs.xml and place them in the ExampleMod/Game folder located in ...Documents/My Games/GalCiv3/Mods. You will then add the below code to the top of each file. If you are going to do the append method you will
Would you mind if I combined your Trait and Feature mods into a Planet mod I am working on? It will be a sub mod to my Star Trek Themes collection, which I may or may not release as a stand alone, depends if I can keep it seperate from the rest of the mod. Full credits will be given ofc. Edit: Reason I am asking is due to the fact I am altering the features file so each feature has specific traits assigned to it and would rather not have your mods as dependancie
Updated to v1.1. Fix for broken Text and images. 7 More Events.
@ androshalforc - Are you the same guy from CivFanatics?
Feel free to use the assets from Colonizatin Events if you would rather the "backrounds" be more diverse [e digicons]:grin:[/e] I include the base game Event xml due to changing the backrounds (labled Van_ ) of some of the default events for that exact reason.
Id go with Paint.net + addons. (Only cause thats what I use [e digicons]:grin:[/e] )
I have included some of your suggestions and ideas (They will be in v1.1):- Free floating planetary core Emphatic Planet Fire Rainbows (Renamed to Lava Fountains) Rapid tectonic drift Flight of the Bumblebees Lava Galore! Not Quite There Yet. house like trees On the Fence (Mainly cause I think they are best suited to global events):- Rock and Roll Will Never Die Demands for autonomy