[quote who="Uncle_Joe" reply="7" id="3595316"]Personally I hope this last vestige of the wheel and the attendant micromanagement is removed shortly. I much prefer the 'focus' and the ability to change it on the main planetary screen. But as long as the Global wheel exists, it's possible to micro production and research such that you gain a fairly sizable advantage over anyone not doing it (including presumably the AI). [/quote] The Global Wheel was in GC II afte
BuckGodot
I've done some very very very preliminary investigations, and I don't think it will be possible to mod it back in. At least not easily. Haven't looked elsewhere yet, but the main difference looks to be the file GovernPlanetWnd.xml in the Screens directory. I tried a blind copy-n-paste from 1.3.2 into a newly created Screens directory in a mod folder and that didn't work. Tried to put GovernPlanetWnd.xml in a couple of other places in the mod directory
[quote who="Gauntlet03" reply="2" id="3595133"] If you bring Naselus a heart, a brain and some courage, then he might bring it back for you. But personally I do not dare approach the great modding wizard and his wizardly keep. Sorry, I couldn't resist. [/quote] Heh. The main issue is if one can mod Screens from the mod directory or if one would have to change/alter the actual game directory XMLs. I did a near-full
You don't and you can't. It might be theoretically possible for some modding wizard to mod it back in, but it doesn't look like it at first glance (I have not upgraded to 1.4 yet). This is a top level design decision from Stardock and has been in the works for a couple of months or so.
[quote who="00zim00" reply="5" id="3593083"]In the mean time if you dont want to wait you can mod in a higher limit yourself by doing the following- Find MapSizeDefs in the data/game folder, then change every instance of to 999999. This should remove the arbitrary cap and you should get more planets. You have to do it for each map size your going to use, its all clearly listed in the file so should be easy t
The number of planets per systems (and stars on the map for that matter) was severally cut back just after the game was launched. I happen to have a mod that restores it to that level. It is still a little bit under the GC II generation (I'd say the mod I have is about 85% to 90% or so), but at least it is better than the base game. If lots and lots of planets is what you want, that is. :) I'll edit in the link to
*bites bullet* *modifies OP* *takes deep breath* This mod is now ready for initial release! [e digicons]B)[/e] Please be gentle! [e digicons];P[/e] Here is the link for the mod: https://drive.google.com/uc?export=download&id=0By8Y969dyvLHZWN4T0NTRmkxZE0 I would suggest reading either the README in the file or the modified original
This mod is now nearly ready for release! :cool: [b]ALL[/b] tech trees have now been converted into Generalized form (both bridge and bridgeless), including the Snathi and the various non-player factions. Minor testing has been done, mostly to see that the game loads up on all player factions and that no tech trees crash the game upon display. All that is left to do between now and Initial Release is writing up a README for both versions of this mod and re-writin
You can also make a custom tree by modifing a base tech tree in the appropriate spots to get synthetic or scavenger flavor. It's a PITA to do major changes to a tree (as I am finding out as I work on the project I am close to finishing) right now without the editor that will hopefully come down the pike. But it is doable. Especially if one isn't insane like I am and adds only one or two branches to a tree.
[quote who="Hjalti Thordarson" reply="3" id="3591467"] Nerf it perhaps but to remove it is really ps me off. Bring it back! [/quote] It's pretty easy to mod back in: Just follow the directions given in Reply #3 of this thread: https://forums.galciv3.com/471809/get;3590824
[quote who="joeball123" reply="7" id="3591263"]Now, now, don't be forgetting interest. It's so terrible to be forgetting interest...[/quote] Just to double check, are we talking simple interest, compound interest.... Or exponential interest on this economic growth I could have been getting? I'm [u]such[/u] a bad boy at times
So, let's see. Notwithstanding the presence of future sales (GC III is on sale right now, as a matter of fact), there is now $25 worth of DLC out there. Only $25 to go or so before I break even as an Elite Founder. :D And that ignores all the extra time I had with the game. ;)
I play in one monitor and surf the web/take notes/debug (for modding)/other things on the other monitor. :) 6 core/64 GB for my system. I know, I know. But I had the chance to get a long term PC last year, and I decided I wanted to future proof it for a while. ;)
PROGRESS REPORT: Kyrnn Tech Tree converted. Yor Tech Tree converted. Iconia Tech Tree converted. ==== Decided to have a separate set of tech trees without the "bridge techs" where the first specialization choice will always lead deeper into the tech tree . The other specializations will, of course, still be accessible as side
"Terrans" vs "Earthers" (aka Dirtlings ;)) was something of a very minor plot point in the fantastic [i]Illegal Aliens[/i] by Phil Foglio and Nick Pollotta . The point is made that Humanity is soooo backwards that they still name their planet variations of the word "Dirt" and their home star a variation of the word "Star". Thus the term "Dirtling" is used a slur against Humans. So, all things considered, it could be much much worse than "Terrans".
It's almost certainly the Star Types one. Several XMLs in the base game got updated with the inclusion of the Snathi's homeworld. Looks like Star Types has those XMLs. Thankfully, it's already been updated for 1.3. ;) https://forums.galciv3.com/469870/page/1/
Auto Upgarde ala GC II isn't possible at the moment, sorry. A lot of us have been asking for it, so hopefully when starbases are revamped, that is one of the things they'll put in. As for the rest, most of them should be doable. Raising the amount of drones via two more modules is trivial. Adding to the amount of hit points that a starbase has by a flat amount should be possible as well. The only one I am not sure about is repairing the starbase a
[quote quoting="post"] Hi all, As the title says, I'm looking for the XML location for the limit on planetary projects at 100%. I already checked PlanetaryProjectDef. Thanks in advance for the help [/quote] Did a quick check and it looks like it is the setting for each project in the PlanetaryProjectDef file. Knowing how GC III sets certain fields, I'm betting that is the 100% limit that you are looking for. If you are
PROGRESS REPORT: Eliminated the need for new bridge techs that only lead to specializations at the end of a branch in a tech tree and nothing else. Those specializations can now all be researched once the preceding tech in the tech tree is unlocked. Drengin Tech Tree converted. Iridium Tech Tree converted. Added to the To Do List: Check all new bridge techs to see if they duplicate the displayed name of an already existing tech and chan
I just figured out what's going on with the "BRAINY'AK" Mega Event. They are a minor race whose tech tree is based on the Yor's. Their shtick is that they get a ton of techs for free when they are generated (including multiple early game specializations). So when they appear one can trade with them for early and mid game techs. Looks to be 51 techs in all over the four main branches.
[quote who="Franco fx" reply="28" id="3589107"] Buck, your 1.1 link is to a More Planets mod instead of your Terraforming Mod [/quote] Whoops! Lemme fix that. :) EDIT: Fixed. Thanks for the heads up.
[quote who="Bellack" reply="29" id="3589117"]Loved the space monsters in GC2. And the whole point of fearing them was that they could pop up at any time especially when your not ready. I hope they put them in and do not put restrictions on when they show up. [/quote] The only restriction appears to be that they will not show up before Turn 80. There might have been something similiar in GC II, but I couldn't say as they weren't in TotA, which is the version
Hello Stardock team. :) I have a quick question for you all. I am working on a mod that reworks ALL of the tech trees in the game. The question I have is, is it allowable to post a mod that has a modified tech tree for a DLC faction? In this mod, any faction that does not have a replaced tech tree will be at a pretty severe disadvantage. And since at least one DLC faction (the Snathi) is now a playable faction, anyone who chooses them won't get access to mo
UPDATED to v1.1. ( https://drive.google.com/uc?export=download&id=0By8Y969dyvLHdDJ4RG93MHA0U1E ) Change Notes: 1.1 Added access to the Enhanced Soil Upgrader for all tech trees based on the Yor Tech Tree. They now get access to the Enhanced Soil Upgrader when researching the tech Power Matrix. EDIT: Fixed link.
One final point. These tech trees are going to.... Not exactly be elegant. :) Due the way GC III displays tech trees, they're going to be spread out quite a bit. There is very little I can do about that, I think. After inital release, however, I will attempt to make them a little more compact and not quite as spread out. I can do this by shifting where in the xml file they are put, as GC III will readjust the tree slightly depending on when it reads it. That's a bit down the priority