...a custom race I created. Sorry. Maybe double-check the steps for modifying StarbaseModuleDefs change again?
CaptainBizarre
No ideas here. I'm playing a new game after implementing the change and it fixed everything. Mind you, I started the new game after making an omelette, which I think counts as "sacrificing a chicken to the dark gods". So who knows what's really happened?
Hey roman815270, It's a Catch-22. The Cultural Influence tech should give you both the Cultural Forum and Information Hub star base modules, but: 1) You can't build a Cultural Forum module because the required tech (Cultural Exchange) is incorrect. 2) You can't build any further influence modules based on later cultural tech because they are all predicated on the Cultural Forum module. (Which you can't build - see point 1.) As Publius of NV points out, all .xml
I've just been living with this, since I disagree with the whole influence mechanic as it exists, but your post prompted me to check it out. The error lies in the definition of "CulturalForumModule" within StarbaseModuleDefs.xml, which references a non-existent tech called "CulturalExchange". Since the "CulturalExchange" tech doesn't exist, you can't add this module and, since this module is a prerequisite module for further expansion of a Culture base, you're Culture base is effec
I went looking for references to in the xml jungles of GC3 and, while the MasterTech file in the Retribution DLC folder does seem to hint that Stardock considers Crusade to be the base game, I couldn't find any obvious cap or reset for admins. GalCiv's code has never been what you'd call lean and elegant, but it is starting to look like the conflict between legacy code and the changing "vision" for the game is approaching elemental levels of fustercluck <p
Ha! Luxury! I've never had more than 3 administrators. None of the techs that promise more administrators actually deliver them (the descriptions don't seem to match the code, either). I always choose the malevolent option on the Outpost event just to gain the 5 extra administrators, but although the extra five admins get added to the administrators tally, they aren't immediately usable. To add insult to injury, I then find out that the malevolent part of the event actually occurs whe
Galactic Civilizations first came out in 1993 . Babylon 5, which allowed access to hyperspace through gates, came out in 1994 . Stardock has always had an active fan base for GC, and we've always been willing to share ideas of what we'd like to see in the game. Stargates, mines, starbase varieties ad infinitum, an ideology system based on actual philosophy, ditto for the economic models, breaking combat in space and on planets into mini-games, a
JJ, I can understand the in-game reasons for wanting separate Ages, but I also disagree with that kind of limitation, so I changed them... all better now. The parameters are set in TechAgeDefs.xml in the Game folder; mine are set to zero. Also, taking credit for proposing stargates in GalCiv? Karma -1. [e digicons]:thumbsdown:[/e]
Yup. Aid Research, in particular, shows as having no prerequisite, but I've never seen it in a game. It seems odd that nobody else has experienced/reported this, unless my default assumption that the world hates me is correct... Thanks again.
This applies to the base v3.2 game (no Crusade or Intrigue). The various planetary Projects (Military Subsidies, et al) are marked with the tag and don't show up in the planetary Build queue, but they do still show in the Tech Tree. Their absence means that when a planet's tiles are fully developed, the game is thrown into an endless "Idle Colony" loop. Disabling the tag (found in PlanetaryProjectDefs.xml) restores access to the
Thanks, Horemvore. I saw the tag, but convinced myself that it must be ignored or inactive, since the Projects still showed in the Tech Tree. Disabling the tag restores and activates the Projects, thereby avoiding the Idle Colony loop. I'll report the bug and ask about AI Research and Aid Economy, since it seems likely that they are supposed to replace the Projects (and prevent the Idle Colony loop), but they're nowhere to be found in my (recent re-)
Military Subsidies - a thing since 00:35 on January 31, 2019 in the Basic Game (no Crusade or Intrigue). Except that it doesn't show up in the planet build queue...
I've recently tried playing home-made civs using the Krynniac and Torian Tech Trees and was surprised to see that they don't have access to any of the Projects (Military Subsidaries, Research Project, etc.) This means that the game loops on "Idle Colony" (because you can't skip it) when you run out of tiles to build on a planet. The only way around it is to either build-destroy-rebuild or queue a building, but cancel it before it finishes. Somehow, I don't think the AI is designed to handle s
This is a v2.8 base game problem: I've fixed the "Research Lab is now Basic Lab" oversight, and I've identified that PlanetaryDefenseSystem_Name and EleriumDefenseShield_Name are pointing somewhere... else. Unfortunately, my attempts to fix the last two are being stymied by the sea of spaghetti that GalCiv 3 uses as a code base. Does anybody have corrected versions of the necessary files or a list of orphaned base game technologies that were replaced, renamed, or killed