Sometimes I have downloaded other peoples custom races where they have positioned the leader in the leader foreground image, either to the left or the right. Then with the start and diplomatic screen all you get is the edge of the leader. Is your leader positioned in center or too one side of the foreground image?
Hereward_Hills
[quote who="Skukkuk" reply="13" id="3571114"] a way to get a 'methane homeworld' into the game [/quote] Hi Deathwynd, hope you don't mind me commenting here. Like you mod by the way, is having fun playing it. In my own flavour of the Aziuban Conclave race, that I converted from a single faction file to a full xml mod, I gave them a Thin Atmosphere world, as per their description. Aziuban_PlanetDefs.xml &nbs
[quote who="Skukkuk" reply="29" id="3570971"] BTW, is it possible to choose 'gas planets' as home planet too with your mod? [/quote] In my own flavour of the Aziuban Conclave race, that I converted from a single faction file to a full xml mod, I gave them a Thin Atmosphere world, as per their description. Aziuban_PlanetDefs.xml PlanetAziuban2  
[quote who="wpkelley41" reply="30" id="3570977"] Hereward, do we replace version 1 with this...delete it? Or do we use them together? Thanks [/quote] Version 2 replaces version 1 so use one or the other, not both.
[quote who="Skukkuk" reply="29" id="3570971"] BTW, is it possible to choose 'gas planets' as home planet too with your mod? [/quote] I've not tested for that but I don't see why it wouldn't work.
Download Version 2 Version 2 introduces Almost Extreme planets; planets that are colonizable like ordinary planets but, like extreme planets, can be improved with the appropriate technology.
[quote who="Wer900" reply="24" id="3570741"] Is this mod compatible with the Planetary Diversity mod? It would be excellent to play both of these together. [/quote] Yes they are, as Deathwynd points out. I'm finishing my testing of v2 and I'm so looking forward to playing them both together myself. :-)
[quote who="Deathwynd" reply="23" id="3570729"] Keep in mind Ultimate Adaptability is a tech only the Iconians get. [/quote] Awesome, yes, I did work this out just before falling into my bed and obviously I forgot by morning.
[quote who="wpkelley41" reply="20" id="3570691"] You only give "Soldier" bonuses to cruel/evil tenancies. [/quote] Sorry wpkelley41 but I don't follow. None of the planet traits are relative to personality traits. The Jungle planet gives 25% resistance but that applies to all personalities.
[quote who="Vidszhite" reply="18" id="3570634"] By changing it so that CanColonizeExtremeWorld is the whole enchilada, you simplify how every race interacts with almost-extreme worlds and give Adaptable a good reason to like their own trait. You also make basic Extreme World Colonization a more exciting tech to research, because right now it isn't exciting thanks to the crippling production penalty. By having it fully unlock three planets, that's a nice incentive to go for it. Ad
[quote who="BuckGodot" reply="16" id="3570464"] Is it possible to make it so all factions get AlmostExtremeWorlds as a free trait? [/quote] In v1 these are ordinary, not nice planets. What I'm now working on is these Almost Extreme planets use extreme xml but because the initial prerequisite is ColonizationTech they are available as ordinary planets to everyone. Whith extreme colinization, and following techs, they then gain the bonuses of extreme planets. If yo
[quote who="Vidszhite" reply="6" id="3570017"] Quoting Hereward_Hills, reply 5 Quoting Vidszhite, reply 4 I know how to fix tundra worlds. Make them IsExtreme and set the colonize prerequisite to ColonizationTech, and the upgrade to basic Extreme World Colonization. Thanks Vidszhite, I shall have a play with that. Even better, I just got another idea -- make the upgrade pre-requisite the Stat CanColonizeExtremeWorld.
[quote who="Wer900" reply="13" id="3570382"] Perhaps you should add the following types of worlds: Pilgrimage World: A planet with cultural, scientific and religious artifacts from eons ago, representing the pinnacle of that civilization's achievements. (+10% morale, +10% research,, +10% Influence, +1 Benevolent ideology per turn) Neutral World: During the wars of the older races millions of years ago, this planet was looked upon as hallowed neutral ground. (+25% In
[quote who="wpkelley41" reply="11" id="3570263"] Hereward, this looks great. I love variety. Lol, this will be the first MOD I've attempted to use. [/quote] Thank you. I am currently making some major changes to this mod, as per the modding tips from Vidszhite, so please come back when I'm done.
[quote who="Franco fx" reply="9" id="3570165"] In the case of the tundra world, it would be interesting to reduce the food penalty, and add some tourist income based on the presence of that world's version of Elk and other herd animals, as well as large Tundra predators also suitable for hunting. No doubt the Drengi would flock to the planet for a chance to land a trophy predator. You would probably need to cut the tourist income for Benevolent. [/quote] That
[quote who="Vidszhite" reply="4" id="3569994"] I know how to fix tundra worlds. Make them IsExtreme and set the colonize prerequisite to ColonizationTech, and the upgrade to basic Extreme World Colonization. [/quote] Thanks Vidszhite, I shall have a play with that. :-)
[quote who="BuckGodot" reply="2" id="3569963"] More an observation than anything else, but I find it ironic that Frozen Worlds will eventually be better than Tundra Worlds in this mod. [/quote] I did experiment with getting the extreme xml stuff to work with non extreme planets but it didn't work. It appears that the hard code only uses extreme xml stuff when IsExtreme is set to true. Shame because the marginal planets of Gas, Oceanic and Tundra could all have benefited
Download from Nexus Additional planet traits and slight modifications of stock planet traits. Version 2 introduces Almost Extreme planets; planets that are colonizable like ordinary planets but, like extreme planets, can be improved with the appropriate technology. Almost Extreme Planets Gas World, Oceanic Worl
[quote who="Lord_Proteus" reply="9" id="3557500"] Do you know how I can add transparency to an image using only MSPaint? [/quote] Try using this image tool for croping out the backgrounds. http://editphotosforfree.com/photoapps/remove-background-from-image-online/
Not familiar with Mass Effect, had to do a Google, but these custom races are going to make a fine addition to my game. Let the weekend begin, thank you.
I would also suggest Notepad++: https://notepad-plus-plus.org/ During one of the Dev Streams one of the developers mentioned that he uses Notepad++ as well as Stardocks own editors for the game.
[quote who="a0152570" reply="1" id="3554728"] After i quit (exit GC3) and restarted it now is working. Love it [/quote] Glad you like it. GalCiv3 doesn't read from the xml during a game. When you launch the game it reads all the available xml and creates a binary file with the information and then references that binary file during play.
Thanks DarkNeuron for your reply. I've just deleted the ship hull defs and kept all the sensor stuff. Your mod hasn't yet sprawled, imagine how it will look in a few months. I'll keep an eye on your updates and tweak my version as need be.
I like the idea of sensors having diminishing returns. I don't know if I want your other balance modifications, current and planned. Due to the nature of how the mod folder works in GalCiv3 could you consider releasing your balance modifications as mod modules; sensors, hulls, weapons, and so on. We could then simply plug and play the modifications we fancy rather than either having to have the entire bundle, or having to strip out the bits we don't want.
Two Mods to change the star map background. Only use one of the mods. Star Map No Nebula Mod removes the nebula from the star map background. Download from Nexus Star Map Reduced Nebula Mod reduces the nebula in the star map background