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
Franky999
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 &
Thanks for the answer, i will use the unused promotions for now...
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
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 ?
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)
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
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!
I hope this will help rebalance the resources in the game <t
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
I suppose this will need an update for 2.6 ?
I have found that my Anti-virus (AVAST) is putting the file:Crusade_CoreCompiler.bat in Quarantine I have restored the file and all is working fine now !
I can't make my own mod to work with the beta 2.5. Are the mods disabled ?
Star Diversity crash the game
Are you sure ? There is nothing in the 2.21 changelog about it. And i am still observing the bug with 2.21 in my current game...
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 !
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.
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]
Sorry, i can't find your link to the 1.21 version...
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