pendrokar

pendrokar

Joined Member # 5696167
21 Posts 117 Replies 948 Reputation

Yes you are doing it wrong. You only modify the files under My Games/GalCiv3/Mods folder. Files with the same name as Steam files will override those files, meaning GalCiv 3 will take the ones in the Mods folder. So of course if you override them, you have to check the files against the new versions of them in game files.

3 Replies 4,588 Views

1. Didn't know how to do it but now I know. Biggest problem is InternalName tags in XML files, they cannot be duplicated. The files you have to look at is ConversionDefs.xml and FlavorText.xml under the game folder. You can either replace them by having the files named the same way in a mod or you have to create new ones with their own internal names. ConversionDefs file has a tag called "FlavorText", the value of which is a internal name within FlavorText.xml. As an example you can

3 Replies 33,624 Views

Strange I don't see it, I see Island Dog's though. Sure you are using the logo, which anyone can use. Just want to lower the confusion.

18 Replies 61,279 Views

The easiest way to create new AI behavior would be to edit the AIStrategyDefs.xml and have a custom Personality Type for them. Problem is, even as they can be defined within their own file, the XSD schema disallows custom PersonalityTypes. When I created the Favixi race for the Faction Contest, I set the AI behavior to be only for minors and with an Expansion trait. The trait was not used by any official minor race so it was one workaround I found.

0 Replies 3,342 Views

Ok I found a way to validate XML files against XSD using a linter for SublimeLinter package. Edited the first post.

7 Replies 10,960 Views

Then you can't add your own option. Here is a message from Stardock Staff: [quote who="kryo" reply="2" id="3554418"] The point of the schema is to restrict the XML files to only those options the game implements in code. Modifying the correct types in the core schemas would (if anything) just let it get past validation, but it would still not work. [/quote]

3 Replies 9,048 Views

Yes, this is due to modding. That is why I posted this in the Modding section instead of Support. I don't think modding crashes should be reported in Support, otherwise Stardock's programmers would be overwhelmed. Also other than IsImmuneToInvasion0->5, Stardock has added IsImmuneToInvasion6->19 for any forthcoming invasion types. So they can be used for custom types as well.

3 Replies 43,313 Views

Sadly non of your requests are possible via modding at the moment. 3. This would be great for a diplomatic victory. This could be done in Civilization IV via the trade screen, such cities had a label "(Liberate)". 4. I would also like this. It might come up once Stardock implements demographics for each planet.

9 Replies 11,209 Views

It was done so that normal players would not have to restart the game after creating their custom faction. It's strange, GalCiv 2 didn't have this problem and generated XML files.

9 Replies 20,950 Views

Advice number one: Do not show this to Brad(Frogboy) [e digicons]:grin:[/e] Your XMLs seem to be valid. You may able to find out on what it crashes by looking at the debug log. Right before the game makes a crash dump. It is right beside Prefs.ini, called "Debug.err".

12 Replies 16,802 Views

A Stat can be a prerequisite, but they are defined in StatTypes.xml, so I'm not sure if I can add a new one... Constructors worry me less, since without shipyards and outside help, the faction without the shipyards cannot obtain a constructor. Though I do have to block Ideology from creating any ship for that race. I also set the initial Shipyard to not appear by having a custom ship style where I left the Default shipyard tag empty.

2 Replies 4,534 Views

Right now, I only allow specific races to build the default shipyard. I have added another shipyards with different prerequisites. Having the improvement as the prerequisite immediately deems that it has been met. Probably because it is colony specific or that the improvement simply exists within the ImprovementDefs.xml I have tried having the improvement add a Stat or RaceTrait, but even setting those as prerequisites does not help . Too bad it can't give a specific free tech, th

2 Replies 4,534 Views

I want to have a race have a serious headstart in that their territory/influence spreads to certain percent of the map size due to owning most if not all habitable planets in the area. My thinking is that the race starts with multiple colony ships based on the map size as there is no way to find out the amount of habitable planets within the map. Any ideas in how to achieve this?

0 Replies 2,744 Views

Pirates are a faction that are able to build ships with orphaned shipyards, but only because they don't need a turn button. So AIs can ignore such restrictions. So this is possible when AI is controlling the faction. I doubt you are making an AI faction.

12 Replies 77,485 Views

[quote who="fargetv" reply="5" id="3548407"] I really like the Star Control 2 map, which is easy for the human brain to comprehend, [/quote] Is it? I still can't get my head around it because of the "Galactic Spin" thing. Supposedly the center of the Milky Way is to the north west of the map. But I am still unsure if it is supposed to be a top down map. On topic, I think there should be a 3D map, but navigation should still be done in a 2D map. When you start to

23 Replies 83,025 Views

There is an interesting stat called IsImmuneToInvasion, there are 6 types IsImmuneToInvasion0 - Immune to Conventional Warfare IsImmuneToInvasion1->5 - All other invasion types IsImmuneToInvasion0 is not defined within StatTypeDisplayDefs.xml and also does not have tooltip text within StatText.xml For example, if added to an improvement. Once you hover over that improvement either on the tile or build list, game begins to generate

3 Replies 43,313 Views