It seems like any of the options I had tried then gave the minimum amount of debug messages. Unless others in the community have found valid values, I'll have to send a ticket to @Stardock.
pendrokar
Agree, also the AI should declare war right before performing an act of aggression. This is how it works in Civilization IV, the AI builds up forces goes to the border and declares war right after the act of aggression. For GalCiv 3 the Zone of Control is not an actual political border, so they may go through it without declaring war. Though the "Warmonger" diplomatic modifier should not appear in case the owner of the ZOC decides to do a pre-emptive strike.
1. 1 to 2 or even 3 years regardless of research capabilities of a faction? Then you would have to deny all reasearch points and create your own point gaining system. The game pacing options can be changed within the PacingDefs.xml file, but they will apply to all techs. Otherwise you have to adjust each military tech individually. 2. No, currently nothing carries over in GalCiv 3's campaign between missions a reason why the Thalan don't show up in the last mission as you
The only way that I know in how to move a planet is to have the action "Wormhole" set upon it. This is something that is actually plausible for Star Control's Arilou race. You can see all possible actions in the ModifierEffectTypes.xsd file. How would shipyards work in conjunction with such if possible? Well, when a shipyard is un-anchored and moved, then construction is stopped for that turn. So a shipyard would not be able to move at the
I am guessing you are trying to replace the GalCiv3GraphicsDefs.xml as that is where zoom definitions are done, but no changes are occurring? I noticed the same with GalCiv3GlobalDefs.xml. They cannot be overridden even if you have the same filename. The only other option is to edit the core game file, meaning you would have to change it for every GalCiv 3 update.
For the heck of it I created all the races also using the faction editor tool and added it as a collection on Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=624186211
On the same topic. Sometimes a negative percentage factor also shows up for approval with just the same "missing info" text. Could be from an event.
It should be noted that Toys for Bob did not have a music department when making Star Control 2. The music was done by volunteers from the module tracker community. So there wasn't an actual unified theme for all the songs.
This is almost if not a total conversion mod of Stardock's Galactic Civilizations III based on Star Control game series. I making this thread as an announcement that a mod based on Star Control exists. Starting to get bored with the lack of tools to finish it, like official scenario editing, even higher res images from Ur-Quan Master's team, balancing the Ur-Quan and non-Ur-Quan races. Overview The ancient and advanced ra
The 100 player game was a single player mod created by Stardock's Derek Paxton. 99 of the players were AI controlled.
I am nolonger able to enable the console window with the input key. I tried changing the input key from '`' to 'Q', but it still doesn't work. Surely this is a bug as disabling the console window is not mentioned in the changelog and I'd expect an outcry from others. Or am I alone?
Two ways: 1) Disable the technologies in each race 's tech tree and reconnect the branch 2) Disable the carrier components To disable the carrier components, you have to copy the ShipComponentDefs.xml file, which will entirely override the original, which will ignore future updates. Then search for the following components: InterceptorCarrierModule AssaultCarrierModule EscortCarrierModule Either delete them, or make them
[quote who="erischild" reply="4" id="3572967"] I figure if I download a bunch of different ships with different equipment distributions, then as I explore the tech tree, I will get different designs available. That will be fun. [/quote] Fun is one thing you might except. The reality is that you'd hate such ships. For example a ship might use a sensor for which you don't care about, but still have to research technologies to enable them. What you really
[quote who="KarlBar99" reply="1" id="3570681"] So any feedback anyone? [/quote] The basic. What is this? At first I though, o cool someone is recreating the campaign, no. Making the Dread Lord scenario where Dread Lords are a race that is always at war with other races, no.
[quote]It turns out there's a HARD-CODED requirement to have the PlanetaryInvasion tech before you can invade. If I try to invade now I get a popup telling me I need the planetary Invasion tech. [/quote] So a ship with a Transport Module still receives this pop-up when invading? If yes, then this sounds like a game bug.
@Ralle2, nothing you can do. As binary custom factions are meant to be balanced. No way for you to avoid editing XML files.
There is a way easier way. Within FactionDefs.xml you add a tag called StartingTechs, where you include the GenericName found within the race's tech tree. The tag must be positioned between TechTree and ShipCallsign tags, you can see the order in the Schema file. Not sure what the generic name is for the techs you mention. Kinda like: [code="xml"] ExpandedTrade TradeRouteOptimization</StartingTechs&
[quote who="Derek Paxton" reply="4" id="3567902"] Another question, what 4x has the best diplomacy? [/quote] While not exactly a 4X game, more of a global political simulator, Rulers of Nations(Geopolitical Simulator 2) had some great mechanics in the social aspect. You could easily start with one of the most powerful nations and then try to attack and occupy any nation. Without a good provocation that your people would believe in, your approval ratings would freefall from bein
Would be still hard to have them be valid. A bit off topic. Thecw, you seem to have experience with XML and possibly XML Schema's. Is it possible for a XML Schema to check if a value is available within another element in another file? In this case I am thinking to check if an InternalName exists for an element that tries to reference such value.
Well great I found I have the wrong planet name for a star system. Now I have to find several other invisible problems. Sure I guess Stardock would like us to make tiny changes and then test them. I am doing small changes with multiple elements, which require more elements. I wish the XML Schema files were even more strict. For example InternalName element is not set as unique* and there is nothing that would check the reference values in other files. [edit]* - Which I achi
Is it me, or the debug level options within Prefs.ini have no effect? No matter what I set, the amount of log rows in debug.err are the same. Values I've tried: High, Low, All, None, 0 By default, they are all set to "Default". A patch changelog mentioned something about showing less debug information, but that hasn't changed these settings. Perhaps this just simply hasn't been implemented? Sometimes the last error log gives no impression of what is wrong with the m
GalCiv 2 had Mod selection capability so I expect that to be in for GalCiv3 v1.1.
1. You can by specifying a PlanetTrait tag to the planet within PlanetDefs.xml. 2. Unsure. One way would be to have all normal planets having a "Normal" extreme planet trait and have normal races not have any negative effects with them while having your methane race have them. Or just have some bonus for the methane race on methane planets. Perhaps that would sway the AI.
You can test this by starting a new game and activating the console with the tilde/grave key(~) and write "fow" to remove fog of war.
[quote]What if Resistance added a long term unrest penalty to conquered planets representing the population fighting back against their conquerors. [/quote] That may appear in an expansion, as Stardock wants to have demographics in planet population. Only when that feature is in can you have that kind of resistance. In GalCiv 2 any invasion was a genocide, leaving only the victor's population. This kind of resistance was great in a mod of Civilization IV, you fe