The thing is, I am trying to use the mod in crusade, by placing it in the crusade mod folder. Also placing the ships from the mod into the base game (design) folder, doesn't work either.
ladyarcueid
I'm playing crusades for the first time, and I noticed the ships from the eve online mod don't show up in the ship list when creating a ship style. They did before I bought Crusade. Is there a new format they need to be converted to, or a new folder they need to be in?
Awesome update, cant wait to start working on tech tree again. :)
After looking at the logs. I figured it out, I never created the new string in techdeftext.xml. Just assumed it did that automatically. Probably should have looked at it awhile ago :/
Selecting edit description causes ctd for me. As to adding a tech, I normally copy a similar or previous tech and edit it as needed, with notepad++. I only edit the (race)techdef file, as I don't use specializations. Not sure how you could do new techs, perhaps you can find a way to copy a selected tech, it then places it as the next tech to the copied one. Then the person can move and edit it as they see fit.
I use the Tech editor extensively, it's great to be able to see the Tech Tree visually as I create it. I would love to be able to add and delete techs. Being able to edit the Tech names and descriptions would be a nice bonus aswell.
Can't believe i missed that. Thanks:)
What do I have to edit to increase the range of starbases for mining resources? I have looked under globaldef and starbasedef/modualdef but haven't found anything other than RequiredStarbaseSpacing.
Any news on updates?
That sounds like it will work pretty good. Looking forward to using it :)
What ever happened with the modding tools? Last I heard we where supposed to get them when 1.5 was released.
GoG.com is another site to buy games on, where many if not all of them are DRM free. I myself will be picking up GalCiv3 from there at some point.
Looks good so far and the ships look great. Looking forward to seeing the finished product.
Base game runs fine with or without mods installed, just cant use custom races on a map. Game freezes weather I'm playing as the race or against it. If I copy a base race and edit it, game runs fine even with images that I've added to the game. If i try to make a new race from scratch the game freezes.
When I create a custom race or use one from a mod, the game freezes on the building map screen. I don't have this problem with the main races, also if a copy a main race the game works fine. I have uninstalled and verified game integrity, every now and then it will say that 13 files failed to validate, but the problem still persists. I don't remember having this problem with 1.2.
Wow, those look absolutely amazing.
Awesome cant wait to see it completed. For the race specific weapons couldn't you just delete the other weapons in the tech tree? I've made a few eve races myself and that's what I did, though I did notice that one race sometimes had another weapon type. I just assumed it was using the base weapons from the first tech that gives you the three starting weapons.
Cool I will check this out, asap. Was wondering why you thought that a ship would get fighters based of the number of planets sponsoring the shipyard? Thanks to Moogle65535 and Deathwynd for testing some of these ideas themselves and everyone else for their ideas.
Military MilitaryUnique
Thanks guys. Now like you said I just have to figure out how to get them to actually build it. Soaking for a few hundred turn and they still are not building it. It's a shame you can't set a weight for improvements, like you can with techs. Just need to find out how to get the building to be placed at game start, like civilization capital and I'll be set. Thanks again :)
I'm attempting to make the Gallente faction from eve online so they are only using drones and blaster (railguns). Because I'm having the AI use it, I'm trying to stay away from ship parts as it could really get out of hand. I guess X per fleet wouldn't be so bad, I'll check it out. Thanks for the help and advice.
Well tried a bunch of different numbers, anything below 1 makes so no fighters show up. Anything above 1 doesn't change the number of fighters. If I can find the ideology xml, maybe I can use the Pragmatic ideology that gives ships to all ship.
So i tried adding the line (See Below) to the Paranoid ability. So that all the ships would have one fighter at the start of the game. It works, but instead of giving them one fighter, it gives them 63 fighters. InterceptorFightersCap Global &
I second this!
sound very cool, cant wait to see the end result.