Sorry, this is entirely an oversight on my part. I mixed up the patch numbers. It became increasingly tedious to keep up with the frequent patches so i didnt fix this file for the beta, it is still 2.13. It looks like the whole tech tree file will have to be rebuilt in 2.14, which i will probably do once 2.14 is out of beta and official patch. I have updated the link in the post above to reflect that it is still only working for 2.13
sainon
For those that want it, here is the new file for 2.13 with some additional changes. I have changed the XML files for the precursor worlds, but for some reason they dont seem to be working ingame. Havent had a lot of time to play and test lately though :) For those of you that like this mod might like other stuff that i do as well, so i would recommend you check out <a href="
[quote who="curt2013" reply="14" id="3677510"] I would like to add these changes to my game but don't see were to download it at. [/quote] barrybeals changes is downloadable on this thread: https://forums.galciv3.com/482857/page/1/#3677353 . Thats where i got it at least. Dont know if it is updated with the changes he posted in the last reply on this thread. I made similar changes and you can get it <a href="https://www.dropb
Sweet stuff Barrybeal! Great you are keeping track. I made yet another update of my patch here for those interested: https://forums.galciv3.com/483023/page/1/#3677493 . Be mindful potential clickers, as I have made more extensive changes than barrybeal in his files. Although all my changes are logged in the changelog in the post and in the downloaded zip folder for your review so you know what you are getting into. barrybeal,
I had a look at a lot of your stuff barrybeal and i like it. Have downloaded your files and will see if i can incorporate a lot of your stuff into my patch as well. We have different preferences in some areas, but seems we are equally annoyed about a lot of the bugs and balance issues :) Also, the OP is edited again to yet another version. Will continue to update as long as i have the interest, so anyone that wanna use the patch, feel free to comment on my changes if you think they ar
Thanks for the continous updates! However, I am getting error messages on startup after updating game. Multiple Duplicate String, and duplicate Internal name error messages in message box. Not using any mods, and just verified game files. Luckily it doesnt seem to affect gameplay as it still launches. Tried to make a spoiler box but it didnt work. List is too extensive to post normally...
[quote who="RSharaE" reply="1" id="3676984"] Can you, or can you show me how, to fix the issue where the pre-crusade campaigns are missing any building whose tech you automatically already have, such as basic factory and farm? [/quote] Sorry buddy, I dont know where to find this. You should probably trek through the DLC folders in Galactic Civilizations III\DLC\EXP2_Crusade. If you find any ImprovementDef files in there perhaps some of those make the changes that cause
FTFY here, along with some other changes: https://forums.galciv3.com/483023/Crusade-213-User-Made-Fix-and-Balance-Changes
Changed the precursor prod bonus in this mod along with some other changes :) https://forums.galciv3.com/483023/Crusade-213-User-Made-Fix-and-Balance-Changes
Made a mod to patch some of those issues here: https://forums.galciv3.com/483023/Crusade-213-User-Made-Fix-and-Balance-Changes . Hope that alleviate some of your troubles.
I got kind of tired of a lot of the silly bugs that were simple XML changes so i decided to make some changes for myself. Figured out I could share my files with you guys in case someone else wanted the same changes as well. Below is a link to the file, and the changelog as well. Simply drag the zipped folder into your mods directory and enable mods ingame to use the fix. I will probably keep updating this mod as i discover new bugs or for balance reasons etc. Also, I am ver
A lot of great fixes here! Tnx for all the bug and trait fixes! [quote who="zuPloed" reply="5" id="3676733"] At a first glance the slimmed down tech trees look outright aweful to me. And inconsistent with Brads comments about 4x being about making decisions. [/quote] I definitely agree with this statement. The slimming of the tree was not a great decision. So many of the technologies were placed more logically before, instead of it all being one long and s
Agreed, that precursor bonus is just huge! I Think +1 and +2 raw production is more than enough considering you also get the +x% bonuses. +10 raw production is the same as having 100 pop - thats just insane!
[quote who="Liort" reply="1" id="3676653"] Xenophobic will be working as of next patch, it's not quite functioning at the minute. Cybernetic unlocks a citizen type that gives +1 moves to all ships, that's it - does not unlock techs or improvements. [/quote] Thanks! As suspected concerning the Iconians then. Too bad cause they were one of my fave races lore wise but currently they become very underwhelming with only one trait - and a bad one at that... They used to have reall
The title says it all really. These traits of the Iconians and the Yor doesnt seem to make any changes to anything. No added techs, buildings or ship components. Am i missing something or are these traits just flavor theme that doesnt really affect the game at all?
Made a separate thread, but there seems to be more activity here so ill post this bug here as well. I have tried playing both as stock Torian, and my own custom Torian race and both times i was unable to build the Healing Water improvement after researching the appropriate tech. I could only build the normal Entertainment centers. I have checked the xml file for the improvements and it
Hey, Started playing Crusade as soon as it came out but i discovered an issue with the Healing Water improvement. I have tried playing both as stock Torian, and my own custom Torian race and both times i was unable to build the Healing Water improvement after researching the appropriate tech. I could only build the normal Entertainment centers. I have checked the xml file for the improvements and it does not seem to have any buildings it upgrades from, although i did notice that the r
I would like to make a comment about the research speed in general. I think its way too easy to get all the techs in this game. In normal game settings, by round 200+ i will have pretty much any tech i want even on slow and very slow research speed. I prefer long games where every tech matters and give you a certain edge in some way so I play with very slow research speed. However, the game mechanic for this is pretty stupid. All it does is add a additive -50% research on all colonies. Which
Most colonization events that affect growth and pop you mean? Or everything? i know ive gotten all the bonuses like extra research or wealth, but then didnt take the pop or growth hit that came with it. Makes it pretty OP.
I have been playing a couple of games with the Yor and have discovered a few bugs and problems. 1. When picking Planetary Specialization, the one giving "Mining +1" does absolutley nothing in terms of mining. None of my starbases get higher mining, and i dont get more from recources on planets either. Im pretty sure i ended up getting bonus mined resources when playing other organic races. Yor bug only? 2. Dicovery sphere in one of the final tiers of research tech can on