See the rallypoints tab in the sidebar, there is a button "Create new rallypoint".
pendrokar
The line in the debug that you should look for is the one before dumping begins: Debug Message: Building tech tree for node: ClusterEngineeringTech It fails to generate the Engineering/Industrial tree line.
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.
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
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.
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.
@Vaelzad I say impostor. :D Could you get a Stardock staff badge, like Island Dog has?
Well there is nothing like that in the XML files. IMO, these techs are a bit too powerful to be traded as specializations.
[code="xml"] DrenginDefensiveFocus1_Name Information Systems Hardening DrenginDefensiveFocus1_ShortDec Makes all colonies Immune to planetary bombardment. DrenginDefensiveFocus1_Dec</Label>
Ok I found a way to validate XML files against XSD using a linter for SublimeLinter package. Edited the first post.
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]
I agree, we should be able to change those. Does changing the main game files, in this case XSD, help? In that it works without errors? If yes, then Stardock should seriously consider allowing modifications to XSD file too.
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.
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.
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.
Wondering if you have added any extra Personality Traits? Since even if you add them in an XML, the Schema complains that some are unknown to it.
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".
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.
I noticed a star that is named without a beginning capital letter. Does that count?
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
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?
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.
[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
[quote]Is there a way to play without the Fog of War (only in a mod) ? [/quote] Welcome to the modding section Echillion.
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