[quote]Mega Tsunamis caused by meteors: Mega Tsunami: cause by island shelf, mountain side collapse Gamma ray burst: a near miss might not be an extinction event Coronal mass ejection: -massive communication and IT failure Weakening magnetic field: -atmosphere gets ripped away faster Mega Volcanoes like Yellowstone an extinction or near extinction event Non-visible nebulae like patch of space containing matter or radiatio
Horemvore
Hello to ya all! Please post your colonization suggestions here! I am willing to code said suggestions into a mod, I am however not very creative when it comes to names and descriptions so if you could include these in your suggestion it will help a great deal! Current Events I am toying with, I have had inspiration for a few events from Stellaris and Natural Phenomenon that occur around our planet: Maelstorms Cave Formations
Basicly on Godlike the AI is getting a 100% range bonus. How this is calcualted, I am not sure. At a Guess, Base Ship Range + Map Setting + Bonus + Components. 40% Chance of free tech while at war, per turn I do beleive. I have not delved to deeply into these "bonuses" though(Pure Guess).
Updated to Alpha 0.2e. Alpha 0.2e Updated to 1.71 code base. Reverted some of the AI changes back. (Untill it is updated to 1.71) Removed the New Diplomacy. (Untill it is updated to 1.71) New Pirate Faction, Maquis. Complete with custom ship style. 3 New unused Shipstyles, Vulcan, Andorian & Tellerite. Fixed Federation Assault Fighter using wrong design, now correctly uses Per
[quote who="Dionysis58" reply="15" id="3635651"] The MOD is looking good but I had a question about playing the UFP. When I start a game as this fraction, I do not have a constructor available, only a colony ship. Is this on purpose? Thanks for your hard work! [/quote] I noticed this in last test game, was playing UFP. Looking into it atm.
1.71 beta will give you issues, some new stuff in GC3GlobalDefs.xml which will prevent mods built on anything other than 1.71 from loading if they edit/include said file in thier mod. Same goes for StarbaseModules.xml.
[quote who="Go4Celerity" reply="7" id="3635493"] Quoting Horemvore, reply 5 .....Raspberry Jam goes well with toast. https://youtu.be/WmwcaP2wwEg I should be banned for posting that. [/quote] Nods. You should, th
Want some custom icons for the Culture projects? There not great but unique! :) <img style="vertical-align: baselin
.....Raspberry Jam goes well with toast.
I updated to 1.71 opt-in today. Just started a new game after updating my mod to 1.71 code base. When colonizing planets you get the pop up to choose a name, sadly I am one of them people that names every single planet. There seems to be a niggly little bug with this, I rename the planet in the initial pop up:-
I Upgrade a constructor at a shipyard to a colony ship (3 of them actually from the Pragmatic trait). Next turn I select one to launch set the slider to 0.5 pop then decide I do not want to launch so click cancel. Then launch all 3 at the same time with pop 1.5 (0.5 on each). This is what happens:- ^^ Patch 1.7. I&n
Goto Govern and reset the wheel?
Messing wiith the schema is a real bad idea. They do not take to been modded. Think of them as a "bridge" between the dll/exe and the xml's, mess with the bridge and its likely to collapse. [e digicons]8C[/e]
Thats a known issue and is now fixed with the 1.71 preview opt-in patch, Id sugest you opt-in to the beta patch. Goto Steam rightclick on GalCiv3 goto Properties, click on the Beta tab and select - opt_in_update - Preview v1.71 from the drop down then click close. it should download an install the patch.
Its from ModifierEffectTypes.xsd
Updated to 0.2d. Alpha 0.2d Restructured the Mod folders. Requires deleting the old version before extracting New. Included updated copy of Planet Diversity Mod. (I basicly made map Icons for it). Incorperated the AI & Dimplomacy side of Insane-Abundant Balance Mod, thank
I see what you mean now. Get about 30% less with equal values. Very odd. I have however re-formated(sorting idents) the code so its easier to read, also added unique icons to every planet/trait. You can find it here if ya want them too look more diverse!
[quote]at lunch of course [/quote] Yeah yeah.... [e digicons]:P[/e]
Fractions are a massive issue with the UI. It not just the designer. *Stares at Devs*
Is there some list somewhere of all the OnEvent and Action options? In the Schema files:- <xs:enumeration value="OnPlanetTileO
I tried having them on the same values, only played about 20mins, but I colonized a Crystal Wasteland planet which is part of PD so they are there. I noticed the "Planet Destroyed" in debug.err too, I had 7 in current log. Will investigate a bit further. Just not tonight, its Midnight and time for sleeps!
I'll test that later. I am using a self updated version of PD, have not changed the code other than restructring it the way SD has and i made a bunch of Icons so they look different on the map. I cant see that making a diff though. You using any other mods?
Do not know about advanced tutorials but some tips in another thread from last week, check it out :- https://forums.galciv3.com/477109/page/1/#3632947
Whats "too" high? I have mine on Occasional(1 down for abundant). I dont see how that would effect the mod though, looking at the code the extreme handling of PD has been comented out so they act like "normal" planets and not effected by the extreme setting.
I'd check your other mods, I use this mod and it works just fine with 1.7.