barrybeal

barrybeal

Joined Last seen Member # 641552
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Because Arcean's are Vigilant - they have a difference Starbase type (VigilantStarbase) because it has a larger area of effect and should have more hit points than the standard Starbase (BasicStarbase). I am not sure how that is now implemented in Crusade but maybe someone forgot that difference (or never knew there was a difference) . This does seem odd in Arcean_ShipHullDefs.XML (normally one of the differences of a Vigilant race is they should have a VIgilant Starbase not the s

1 Replies 5,046 Views

Updated per the 5/22 update to the 2.14 Opt-in Patch Several Fixes to my mod version 1.21 as noted above plus Frank999's upgradable Settlement/Town/City/Metropolis additions for Standard races and another set for Silicone Based Life. I did change the Starbase Defense System Modules and their upgades Advanced Starbase Defense Systems and Omega Starbase Defense System Modules back to their previous attack values. Weapon and Defense upgrade modules have had t

13 Replies 781,224 Views

Yes Approval can be issue in game now. I have increased the base Morale (GoodsAndServices) for the Colony Capital building back to +3 from being lowered to +1 in Crusade. I suspect Morale buildings need to be either +2/+4/+6/+8 with its upgrades or +3/+6/+9/+12. Yes adjacency bonuses will help for Morale Buildings. Intimidation Center (Ideological Motivation Trait Choice 1 ) also gives a +2 Adjacency bonus and +20% (was previously 50% and should be changed back) M

22 Replies 49,581 Views

Cool PM me a download link to your changes and I will look at them - yes changing City to +16 Pop Cap from 8 is abit drastic. Should probably do the same for Silicone Cities. It actually was easier to get food than I thought when I was playing last night (I did get the Food Wonder and put it on a +3 Population/+1 Population boost tile). Continuing to find some more things to tweak like Embassies costing 500 manufacturing cost (I did lower and scale the influence bo

13 Replies 781,224 Views

I missed this Steam Post by Draginol. Even though Hives haven't made it into 2.14 yet, it is heartening that someone at Stardock is thinking about how Crusade needs to be fixed while it currently seems rushed to release without polish or QC. I will add a link to 1.21 version of my mod once I wake up enough to do a quick comparison of manufacturing costs of various similar buildings. I went back to before

13 Replies 781,224 Views

I have revisited whether the Slaver Manufacturing Bonus Buildings Work Camp should increase Population or Food. And I have decided that it is simpler to ignore Crusade's requirement that you have to add a city to normally go beyond a planet's standard 4 Population Cap (+4 Food From the Colony Capital) (you can have more than 4 food therefore population cap due to special resources on the planet or planet bonuses to food like being a Bread Basket without adding a City). Work

13 Replies 781,224 Views

Understand more about leveling bonuses (yes you can have FoodIncome (which I assume boost global not just local Food) Leveling Adjacency Bonuses (when I tried Food and GrossIncome they didn't work as Neighboring bonuses). Anyhow I decided that Work Camps can boost PopulationCAP +1 but I decided that the Population and/or food leveling bonuses didn't make any sense even though they existed before Crusade. They should NOT increase population adjacency bonuses - ie Slaves are happy b

5 Replies 25,140 Views

Per the 2.14 Opt-In Patch, if you research PrecursorMysteries and have the Ancient Ability, Living Ships should give you a -100% multiplier on Global Ship Maintenance plus +5 Tactical Repair.

3 Replies 13,490 Views

I had asked without an answer if Slaver Manufacturing Bonus Buildings Work Camps and its upgrades should still get +1 Population Bonuses So I tried doing +1 Food Income Bonuses (so you have to build Cities to actually exceed the population Cap for a planet). But unfortunately because You can't have +Food Income Neighbor bonuses (unless it is something not obvious to me) for buildings so you still get population cap bonuses when you are adjacent to other Work Camps.

5 Replies 25,140 Views

I have spent some time this morning playing my favorite custom Snathi race (have to be Slavers and Scavengers now lol) something I haven't done for almost two weeks. I have found a few bugs (disappearing Standard morale techs, factory and work camp bonuses should be 2.5% not 5%) so I will release an slightly updated version of my mod tonight.

13 Replies 781,224 Views

[quote who="Dougiegee" reply="50" id="3678792"] Hi folks, quick question... Do the opt in patch changes affect a saved game or will it only be for games started after the patch? [/quote] Mostly NO I believe but a longer winded answer follows Any of the XML changes will not affect a Saved game well to the best of my knowledge (there may be some exceptions for things like Graphics Icons or text changes but I believe

86 Replies 374,455 Views

[quote who="treborblue" reply="47" id="3678782"] @barrybeal have you tried my Tech Tree Viewer / Editor https://forums.galciv3.com/477456/ It may be of use to you. [/quote] The problem with the 2.14 Patch is that there are a lot of numerous fixes and updates in the 5/14 update. And from 2.13 they rearranged the flow of techs in MasterTechDefs.XML so they are now more organized in order (generally a good thing for parsin

86 Replies 374,455 Views

Starting with the early Crusade Bug Fix Mods, I created my own mod (modeling) of the GC3 Crusade Expansion XML data files to fix bugs and to model the game to my own preferences. Since that time this effort has taken a life of its own with major and subtle changes have made their way into my efforts. With the 2.13 and now Opt-in 2.14 Patch StarDock has made significant efforts to fix some of the problems with the initial Crusade Technology Tree and behind the scene's calculations

13 Replies 781,224 Views

Okay Pre-Release Notes for the version 1.2 update of my Technology Tree/Improvement Mod: 1) Incorporated most of the 2.14 Opt-in changes of 5/19 - see the change notes text file in the update ZIP for more details on changes from 2.14.\ 2) Incorporated most Horemvore's Blueprint changes from the preliminary Crusade update to his Galactic Star Trek Mod. Also incorporated his Technology tree research cost changes. 3) Revised the Manufacturing

25 Replies 917,228 Views

Lol more changes to the Tech tree and Buildings - some of which seem good - it has taken me several days to plow through the combining old custom race techs into the "standard" tech tree (another numerous fixes / updates to tech tree note mentioned on 5/14 update note - 95% of which I am fine with) so maybe I can use my modded 2.13 XML files again lol. I found some Farm techs that were deleted in 2.14 I missed earlier today. Looks like some of the late game life support techs were

86 Replies 374,455 Views

Note in the 2.14 Opt-in Patch for better or worse. StarDock has started to delete the duplicate race techs and merge those races into the "standard" technology tree. the buildings will retain the custom race naming (although this currently causes issues as not all the "standard" buildings "disappear" for custom races). Synesthetic Manufacturing and Research techs were removed and the improvements changed to refer to the "standard" equivalent technologies. Similarly, the Sl

201 Replies 848,160 Views

I have plodded through the 2.14 Opt-in Patch deletion of the Synthetic Research and Manufacturing techs; Slaver Research, Manufacturing, and Morale Building techs from MasterTechDefs.XML [waiting to see if they delete the Amphibious, Certain and Devout Morale techs and combine also with standard as well lol]. Deleted the old techs in MasterTechDefs.XML and changed a bunch of building and starbase module references that used to work prior to the new patch (breaking a few of my old fixes)

25 Replies 917,228 Views

Be Aware that the 2.14 Patch Opt-In makes extensive changes to ImprovementDefs.XML, MasterTechDefs.XML, and StarbaseModuleDefs.XML - the Tech tree is undergoing considerable revisions from even the fairly drastic changes that were made by the Crusade Expansion. The 2.14 patch has removed most (if not all) of the Slaver and Synthetic custom Technologies plus fixed the fact that Torian Techs were missing from Crusade version 2.1. These revisions are likely ongoing so anyth

20 Replies 63,093 Views

That is cool if you don't mind I look through your mod XML files and update my XML files to reflect the revised research costs (note all references to Torian Technology techs can be removed from StarbaseModuleDefs.XML and ImprovementDefs.XML (later needs to be fixed - most ?? of those fixes were done in the 2.14 Opt-In patch). My patch is almost ready once I plod through a consistency / sanity check and full comparison to the 2.14 Opt-in. <span style="text-decoration: line-th

10 Replies 48,777 Views

[quote who="zuPloed" reply="3" id="3678137"] The reasoning is this: slave camps provide their flat bonusses by increasing population (they get+pop form adjacencies!). Slave research is based on the +1 the native building has, which is not unique. If you are still hurting for production, try asteroid mines [e digicons];)[/e] . Just do it. [/quote] Yes - Work Camps once built after researching the 2nd "Colonization" Tree choice do currently increase popu

9 Replies 30,448 Views

Perhaps a better and longer winded explaination of some game concepts slightly changed with the way that Crusade has changed Planetary Production. When there was a planetary production wheel - you had three things you could do with Raw Production (still called Production in the XML files but now in Crusade it is sum of Production caused by Population plus any improvements - planetary resource tiles or buildings - that add to the Raw Production capability of the planet). So you

25 Replies 195,001 Views

Be aware that beyond all of the version 2.13 and 2.14 patch fixes there are number of serious errors and balance problems with ImprovementDefs.XML, MasterTechDefs.XML and StarbaseModuleDefs.XML files.. Torian/Amphitious improvements were originally copied into 2.1 unchanged from EXP1 so they have higher multipliers that the improvements for other races. 2.14 has fixed most of the Torian tech references most if not all don't exist in Crusade. Various Slaver and Synt

10 Replies 48,777 Views

I see they have updated the 2.14 Opt-In today with some more bug fixes - will go back and check for changes again (mostly MasterTechDef.XML, ImprovementDefs.XML and StarbaseModuleDefs.XML - finished updating for later). After I spent most of Saturday night/Sunday morning setting up and installing apps on my newer phone. Since then I spend a fair amount of time reviewing Manufacturing and Research bonus buildings and found some more inconsistencies which I have now resol

25 Replies 917,228 Views

not sure TechDefs.XML changes affect the game at all any more - anything you have to change would have to affect MasterTechDefs.XLM. And with all the bugs in the tech tree that XML file would have to be changed with every patch. Not sure if any of the other XML files work differently for Crusade but they change the ShipComponentDefs.XML file fairly often as well.

30 Replies 105,938 Views