Franky999

Franky999

Joined Member # 634887
12 Posts 87 Replies 707 Reputation

Another problem with the , when set to true with Units, the condition seems to always be true ! for example Unit_Mechanic Unit_Mechanic_Name Unit_Mechanic_Dec Mechanic <br

8 Replies 19,393 Views

I am pretty far along my modding of new promotions (around 15 so far), but there is one can't figure out: The goal is to sacrifice a farmer to terraform a tile , but this code don't seems to work: OnUnitGenerated Local &

8 Replies 19,393 Views

I have found that you need to mod the file: UnitGlobalTypes.xsd But the file is in a path that don't seem to be supported for modding. You need to modify the file directly in the game directory: Galactic Civilizations III\data\Schema\Enums

8 Replies 19,393 Views

I am trying to add a new Promotion and i get the following error: ...Documents\My Games\GC3Crusade\Mods\FrancoisMod\Game\UnitPromotionsColonyStatDefs.xml(169,37): error: value 'WorkerFocus' not in enumeration I have added the 'WorkerFocus' in the 3 files: UnitPromotionsColonyStatDefs, UnitPromotionsDefs, UnitPromotionsGlobalStatDefs. I think the order is important, so i have added the entry last in the 3 files. Any idea ?

8 Replies 19,393 Views

Many things don't add up with legions: Why can't i drop legions (as garrison) on newly conquered planet with my troop transport ? If i design a ship with both: Colony module and Transport module: The game will only ask how many colonist to load ! The PopulationCap on Transport Module is useless so i decided to remove it from ShipComponentDefs.xml: After doing this the Transport design no longer appears in the available designs ! Why a Population of Yor (robots)

2 Replies 23,668 Views

Probably because i don't have the Mercenary DLC: When i choose the third level of Individualism: Mercenary contracts (To get 2 mercenary ships) the game crash to desktop... I will try this change with CultureTraitDefs.xml: OnCultureTraitUnlock</OnEvent&g

113 Replies 136,532 Views

We can see with the recent shift to Arnor Spice for research building, this is now the most used resource. And Thulium is now the galactic resource the least used... Note: The rarity was taken from the wiki, it may no longer be true!

17 Replies 66,607 Views

Yes, Factory is underwhelming and probably should be given a buff, as does the Xeno Research. I like the idea of giving them a small flat bonus as their primary trait. The others are just fine as they are. I am curious to know what flat value are you giving them

10 Replies 51,710 Views

it's been over 10 days that this bug as been reported. This is a critical bug: Each time you invade a planet with legions, your number of legions increase... Sadly, i no longer wish to play a game with this bug! Note: I suggest that you move the 'STATION GARRISON' with the Xeno combat technique' technology, to give the AI a chance to put legions in defense. For now i just steamroll one planet after another with just one transport !

4 Replies 7,676 Views

Just a follow up on my Settlement -> Town -> City -> Metropolis idea: I find that i need less food than before because i use mostly settlement or town at first. I think we should roll back the food/pop ratio to what it was before the opt-in-2.13 : So Settlement -> Town -> City -> Metropolis would use 1/2/4/8 food.

13 Replies 781,199 Views

I have found in the crusade files, the following icons: Settlement.png, City.png, Metropolis.png. So i have modded your mod to add four upgradables City that goes like this: Settlement -> Town -> City -> Metropolis that give 4/8/16/32 Pop capacity. Maybe that is something that would you consider to add. [e classic]:congrat:[/e]

13 Replies 781,199 Views

The game crash when generating a new galaxy (with beta 2.14) I have the following error in debug.err: ERROR: Tech Tree Audit: Tech Tree Fracture detected. This tech has no valid prerequisite, and is unreachable.[BR]Tech Name: MasterMinorTech[BR]Tree: Master_Tree

12 Replies 1,971,437 Views