Kiloku

Kiloku

Joined Member # 4023723
7 Posts 16 Replies 8,770 Reputation

You could make a separate Tech Tree with techs created specifically for your new race, Vidszhite. Might be a bit harder than we'd like it to be, but it's doable without needing to give an OP tech.

18 Replies 104,545 Views

I think the problem is that Shipyards are kind of hard-coded. The constructor module allows you to build them and there's nothing we can do about that, unless the devs change it. I'd try another thing before knocking it, though: Add a new strategic resource (like Durantium, Antimatter, etc.) to the game, that can only be obtained by building the improvement. Make that resource a requirement for your shipyards. Hopefully that one works.

2 Replies 4,511 Views

I looked around a little (this sounded like something we could find in GalCiv3GlobalDefs.xml) but found nothing. EDIT: joeball123 found it, there indeed is a tag for that! However, you can mod your custom civs in by making them externally, in the XMLs. This gives far more flexibility, as you're not constrained to the rules in the Custom Faction UI. Check out <a href="https://forums.galciv3.com/461766/page/1"

5 Replies 32,246 Views

Yeah, the Turn button is currently my main problem, followed closely by how hard it is to make a civ homeless. Even if I get an event to delete their starting planet (and they have false ), the game simply crashes.

12 Replies 77,404 Views

Echillion, as I said, I know of the "dead" preset. The civ I'm trying to build however is supposed to be a "pure spacefarer" civ. Absolutely NO planets. Shipyards can get production from other sources (in my project, starbases, which I managed to get working), even without a planet to support them, but the game stops you from going forward because the shipyard is "orphaned".

12 Replies 77,404 Views

Honestly, I could see it being used for a mod that's a staple in the Sid Meier's Civilization series: the "Simple Clock" mod. Although it'd still have to find a way to hook into the system clock, which I think we can't do (for now, at least)

2 Replies 3,888 Views

I've been trying to force a modded civ to start out homeless, like the Terrans do in the Tutorial, but I'm having no luck. I tried makinga galactic event to force the homeworld to be removed as the game starts: HomelessCivsEvent <span style="font-family:

0 Replies 4,905 Views

[quote who="pendrokar" reply="6" id="3552228"] Just found out, you have to shutdown shipyards that you want to stay as orphaned. Then the turn button becomes available. [/quote] The problem is that this forces the shipyard to not produce anything. Since my mod gives production to shipyards regardless of Sponsor Planets, they should be able to keep on churning out ships even while orphaned.

12 Replies 77,404 Views

I can think of a work around where you create many copies of the same improvement in the XML, with different Internal Names, and set them all to Colony Unique. The problem is that it'd repeat in the list, which would look weird. But it'd work.

2 Replies 4,349 Views

[quote who="Lightbanee" reply="3" id="3550725"] I seriously doubt that will work, because where is your research and production coming from? [/quote] From other starbases. [quote who="pendrokar" reply="4" id="3551399"] [edit] You may also want to check the Tutorial and the first level of the Campaign regarding Homeless factions, as the Terrans start as one. On your side note: By orphan shipyards, do you mean that the turn button becomes unavail

12 Replies 77,404 Views

Added most suggestions to the list! They mentioned a map editor is in the works, so I didn't add that one. I also didn't add ideas that are game features rather than modability features.

18 Replies 104,545 Views

I'm gonna compile a modding wishlist! Post here if you there's something Stardock could implement into Galciv 3 to make your modding ideas possible. Allow shipyards to be orphaned regardless of planet availability Allow homeworld-less civilizations (such as pirates) to not crash the game when made playable Allow different Colony Capital improvements per civ (Right now, the Colony Capital is defined for all civs in GalCiv3GlobalDefs

18 Replies 104,545 Views

[quote who="Lightbanee" reply="1" id="3550437"] You must have a homeworld or the game will will crash [/quote] I noticed, which is why I posted. The point of this thread is more of a feature request, to allow further modability. If the game didn't crash if a playable civ has no homeworld, we'd be able to do more interesting things. I know there are presets with "dead" planets, but they actually do have habitable (Class 2) planets. This is not desirable

12 Replies 77,404 Views

I tried modding in a race that doesn't have (or need) a Homeworld, by using the Pirate Faction as a starting point. So I added the tags to my custom race false InvalidDef Jus

12 Replies 77,404 Views

Hey, I just found out that there is a problem with the [code] tags here. It tries to show white text in white background (at least in XML and HTML modes, I haven't tried the others) Examples: [code="xml"] PointDefense AreaEffect &nbsp

0 Replies 17,197 Views

Unless a lot changes in the release version, this game is not ready to be released at all. It is missing a whole feature (Proper diplomacy), the UI is convoluted and buggy, many user experience features are lacking, half of the game goes unexplained, so you have to count on luck to find out how to do something... I'm sad that GC3 is releasing in such a sorry state.

11 Replies 5,245 Views

I suddenly got an angry Thalan yelling at me through holocomm: One of my long range explorers was in their territory. I had set it to "explore" automatically. There should be a toggle somewhere for me to tell it not to enter territory we don't have access to.

11 Replies 5,245 Views

The general idea of the mod is to implement the races from EVE Online into the game, actually. I've outlined them all, and they'd all be too powerful for normal Galciv races, but not for each other. Also, notice that for some reason the traits that are +1 are named TraitName2, so it's not like I'm giving it a bunch of +2s. Anyway, I managed to test it in a much simpler manner: I made sure the "Slow" mod wasn't showing up in the list and checked the move range of

10 Replies 15,117 Views

I've been trying out modding the game, and had some success. I was adding a custom faction, and I decided it would have 8 traits: Militant +1 Tough +1 Brutal +1 Handy +1 Influential +2 Slow -1 Likeable -1 Adventuresome +1 (while it has way more traits than usual, the total is 5 points, which is supposed to be the golden rule according to the Dev Streams ;) ) <b

10 Replies 15,117 Views

I'm playing with the Altarian Resistance, and I recently had a shipyard orphaned. I added a planet that's too far away as its sponsor, and it gives zero production to the shipyard. When I queue a ship to build, it says "NA" in turns to complete. Despite that, as soon as the turn is over, I have a new ship. I get one free ship per turn from that shipyard.

2 Replies 2,756 Views