TalVerd

TalVerd

Joined Member # 4579492
4 Posts 10 Replies 5,607 Reputation

DISCLAIMER: not sure if this will actually work and not screw up your game, so make a backup first, this is just my best guess after a quick look at the files. Galactic Civilizations III\data\English\Text UIText.xml and UIText_Intrigue.xml change all (or at least most) instances of "week" to "month"

1 Replies 7,563 Views

[quote who="treborblue" reply="2" id="3705159"] Did you modify the shipcomponentdefs.xml directly or did you make a copy in your mods folder and modify that. Tooltip descriptions that say 'Increases rate of fire of Beam Weapons 30% but lowers damage 15%' are hardcoded into the text descriptions, so you will have to edit these to reflect any changes you have made. The stats below the description in the tooltip, are dynamic, and should change based on what stats are i

8 Replies 13,480 Views

Hey, so I have a problem that I made another thread about, but nobody has helped me yet, but then I saw this and think I might be able to use this to help me. I made a mod that edited ShipComponentDefs, but the changes I made don't appear in the tech tree tooltips for the items. Would I be able to use this tool to change those tooltips to reflect my changes? Or possibly use this tool to change the file directly in such a way that the changes will be reflected in the in-g

201 Replies 848,629 Views

Additionally: if I can't get the tooltips for the components to change, the stats themselves will still behave according to the changes though, right? And for example a component with increased attack compared to vanilla, will a ship I put it on display that it has damage equal to the incorrect vanilla value or the correct modded value?

8 Replies 13,480 Views

So I modded ShipComponentDefs.xml a bit to try to (in my opinion) balance a few things, but the changes don't show up in the tooltips for the tech tree, which is very annoying. I assume it will mean they also won't show up when adding the components to ships, even if they actually are statistically matching my changes. how do I get tooltips to match changes that I make?

8 Replies 13,480 Views

nope, the one in front got instantly targeted and destroyed as soon as the battle started while most of the other ships were still out of range Since then, I've started just using Cargo Ships as scouts, they have so much space I can fit way more sensors, so they are better anyway, and I just have them in a separate tile until my logistics are high enough to include them in the main fleet. Still weird that it happened though

4 Replies 11,156 Views

I just had a battle where I had 2 support ships and a bunch of combat ships, but for some reason one of my Support ships appeared on the front line, while the other appeared at the back. The only reason I can think is that one had a cargo hull and one a tiny hull. The one that appeared at the front was a scout ship with a tiny hull, 0 threat, 0 fortitude, 1.8 value ship with sensors and engines the one at the back was a Transport/Carrier with a cargo hull, 4 threat, 0

4 Replies 11,156 Views

So this started because I was looking for a way to change it so that tiny=interceptor/guardian, small/medium=assault/escort, and large/huge=capitals for consistency and to make more sense in my opinion, because I hate the fact that some mediums are considered capitals while some larges are considered escorts (I will not mention support going forward in this post as I wanted them to remain the same) I could not find anything for changing threat vs fortitude vs value auto classification

3 Replies 38,810 Views

[quote who="admiralWillyWilber" reply="1" id="3704263"] Honestly this would not be an issue with computer targeting. [/quote] Well ya, I guess, that's true to some extent, but that's also less fun :p also, you could flavor it as smaller ships being more physically evasive, since having less mass means they could dodge incoming attacks more easily [quote who="northernwater" reply="2" id="3704275"] I agree it seems small and tiny assault ships shoul

7 Replies 11,175 Views

Why aren't smaller ships harder to hit than bigger ships? It's a pretty basic idea, and I think it would add some interesting balance and need for combined-arms in mid to late game if balanced right. Larger ships already are at an advantage value-wise since you get more HP per manufacturing point, and putting all systems on a single ship means you get 100% of their effect as long as the ship is alive as opposed to if you spread them out over multiple ships, you lose effectiveness as s

7 Replies 11,175 Views