We fixed a bug for 1.71 that would sometimes reverse the outcome results. [e digicons]:S[/e] That explains alot! [e digicons]:thumbsup:[/e] For the fix though.
Horemvore
In a nutshell, I skip nothing. Military Support techs give ships the abilities to buff your fleets and debuff enemy fleets for extra damage/range. I think a Life Support System is probably cheaper than a Starbase, since they have maintenance now. Depends on Map size too I guess.
Look in GC3GlobalDefs.xml, right at the bottom of the file:- 2 2 Set both to 0, should do the trick.
TYVM! And ofc credit will be given, also a change log listing your changes. Again, Thanx!
I was wondering if you would be okay to let me use part of your mod in Star Trek Themes? Mainly the AI/Diplomacy changes, I have been battling with changing the AI myself to limited success and tbh its grating on a nerve. I noticed you missed out the sensor(the new power stuff) and starbase(Auto upgrades) extras at the bottom of the GC3GolbalDefs.xml, thought I'd mention it just incase it was not deliberate.
I have had a "Victory Certain" end in failure a few time's. I never view battles so couldnt say what went on, 9/10 times I have another fleet near by and kill the enemy fleet on the 2nd go due to them losing x amount of ships. Never payed attention to see if its the "magical" 3 ships that survive. Will pay closer attention. There was a similar post about this, but when the thread link was clicked the result was, access denied. &n
I had a small play withe the Schema files. Seems you can add extra includes into them without the game crashing or hanging. Not sure this will be usefull though.
So I adjusted the terraforimng improvements to be non unique. Works fine as you would expect. Once you have progressed to late game you have alot of terraforming improvements in the build list, so since each one is better than the last I thought I would make the "old" ones obsolete, so I added a preclusion to each one:- PlanetaryUpgrade</InternalNa
[quote who="mortili" reply="6" id="3634571"] assume that all thats not in the Schema files is not supported by the game, [/quote] I disagree, I think the Schema files are there as a "bridge" between the data files, xml's we have access too, some are still locked away in the dll's prolly as c++ code, and the dll's. Exe reads said schemas, builds its "archive" then collects the data from the xml to fill said "archive" or some such. If there is extras in said schema
Documents/My Games/GalCiv3/Savegame
I have done both ways, and the game auto generates bazzars when you dont add them, if you have Mercenaries DLC.
You tested it with all other mods disabled other than GRM + Vanilla? If it crashes with just GRM + Vanilla but not Vanilla on its own I'd mention something to Gauntlet. If it works then its another mod your using.
Its not that different to moding Civ4. Take a look at this Test Mod You need to edit one line in the GC3GlobalDefs.xml to point at the system/systems Group you make for them to show up in the faction creation screens. Search for Horemvore in said file to see what I changed. (Instead of the default ones, if you want the default ones to show make a copy of them from the vanilia systems
Is it a custom map? All the cutom maps I create automaticly place bazzars near each start position at the start of a game if I do not place them myself. I do not see how this is relevant.
What version? As only v4.0 works with 1.7 to my understanding.
You have any mods that edit the ShipBlueprints xml?
My Understanding of the Schema files is they really do not like to be "edited" in any way, there is a few posts around here on the subject, will take some digging to turn them up as they are in threads related to other stuff. After reading what other people stumbled upon regarding Schema files is the sole reason I have not tried to edit them myself. At a guess I say there is either hardcoded code in the exe or dll's regarding schema files. Just getting access to the rest of the xml's
External Link in the OP at the top.
I edited the Battle behavior a bit myself, from reading post here on the forum and changing things ppl suggested. Seems you have taken it a bit further with the hull editing, how well does it work? I'll do a few test games after my current game, justa bit curious as to how well or bad the AI is with it?
Did you rename the files outside of the designer by anychance? There seems to be something badly wrong with the designs:- Debug Message: IShipDesignGfxUpdater::SendEvent_UpdateGfxData: Failed to find object config with name: Leviathan Dreadnought_668584E70FDA43C8BB69B241FBC5662F.objgfxcfg Debug Message: CShipDesignGfxListenerBase: Failed because root component was NULL. Did an objgfxcfg '(null)' fail to load? </blockquot
So I couldnt wait till after work, had to give it a shot.....works like a charm!!
Don't you mean cheatsytle? [e digicons]:grin:[/e] Pragmatic 3 Constructors as first choice, Free Colony Ship as 2nd, Intimidation Center(very OP improvement in my book) as 3rd, Prep Center as 4th, Missionary Center as 5th then I beeline down the rest of the Colony line in Benovelant. I still do not have an issue getting that +2 pop fairly early. On the odd occasion its wasted, but thats more down to my playstyle of mostly going for the non penalty desicions.
FactionStart OH...Missed that....hmm very intresting, if thats editable opens up whole new possibilities. I'll give it a go after work today.
Interesting discussion going on here, please continue. That being said, if you use the custom group, are you still able to select the custom star systems for a new custom race you make, without any XML edits? By selectable I am guessing you mean in the list at faction edit/creation? I have never been able to get that to list my custom systems, I think you have to in