barrybeal

barrybeal

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Crusade does not use TechDefs.XML or TechDefsTxt.XML or anything in the old ...//Galactic Civilization 3/data/game files. Crusade loads its XML files from ..//Galactic Civilization 3/DLC/EXP2_Crusade/data but it uses MasterTechDefs.XML not TechDefs.XML for the Research Technology Tree. And yes there are some new tech names in the Technology tree for Crusade that didn't exist before.

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Last night after I looking at Saisin's version 1.0 mod changes I got mostly through a review of the ImprovementDefs.XML changes in 2.14 Opt-in patch as noted in the comments above. But after disabling Mod support and looking at the new 2.14 Research tree, I see Stardock has made a serious effort to clean up the Crusade tech tree layout. So I am revisiting my preliminary version 1.2 Tech tree changes and only leaving those that made a real difference to gameplay and accommodating a

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Okay I made more extensive changes to the tech tree than I originally planned (making it more like the original 2.0 tech tree with of course incorporating new Racial Ability and Lifestyle changes from the Crusade expansion). Whom knows if Stardock will incorporate those changes but everything in the research tree is moddable if they do not. I will finish up looking at Saisan's 1.0 Crusade Changes (I switched TradeFocus1/2 and TradeOptimization1/2 so that it is back to the order it

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[quote who="sainon" reply="15" id="3677514"] Quoting curt2013, reply 14 I would like to add these changes to my game but don't see were to download it at. barrybeals changes is downloadable on this thread: https://forums.galciv3.com/482857/page/1/#3677353 . Thats

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Okay I actually run a game last night using the first pass of my XML file changes and I agree with Saisan that some of the tech tree changes that Brad agreed to on AngryJoe's Show do little to simply / flatten the Research Tech Tree and the implementation of that decision is not suitable for my personal tastes (leave it that way if you like). So for my purposes until Stardock modifies the Tech Tree again I have made the following additional changes to the Research Tree Layout.</p

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[quote who="sainon" reply="4" id="3677025"] Quoting barrybeal, reply 3 Looks nice I will see about doing full comparison tomorrow with the changes I been making and publish my XML file changes. Note without feedback from Stardock I am relucta

12 Replies 1,971,479 Views

Okay I found this out when Draginol was posting about Map Size Changes - for your information - Crusade abandons all of the standard GC3 files and only utilizes new versions of the XML code under .../Galactic Civilizations III/DLC/EXP2_Crusade/ where modified copies of the ship designs game data XML files are located. Also mods are accessed under a new ../Users/ xxx /Documents/My Games/GC3Crusade/ folder - everything under the old mod folder .../Documents/My Games/GC3Civ/ is

1 Replies 8,365 Views

[quote who="zuPloed" reply="2" id="3677311"] Well... You will get hives, once SD patches. Apart from this you start out with several techs: - Star federation (+10% production +4 administrators) - large hulls - stellar folding (passive +1 moves and highest tech movement components) You are also able to research the dimensional military upgrades (small buffs like 10% jamming) Not sure what SD is gonna do, bu

7 Replies 28,642 Views

Okay I see once I finished incorporating most of Saisin's Crusade Bug Fixes from this forum post that Opt-in Patch now says 2.13.1. There were a only a few changes to ImprovementsDefs.XML and MapSizeDefs.XML from today's patch. https://forums.galciv3.com/483023/page/1/#3677028 Here is DropBox link to my Modded files for your use - I can tell you Crusade loads and the recent changes to Synthetics, Time Travelers

17 Replies 66,676 Views

I notice that after the 2.13 Beta patch opt-in that if I do a validate files that a bunch of the XML files get updated - I am not sure if this is an error or some kind of incremental opt-in update but I have gone back to check for changes. [moved down] 23) The First Crusade Update 2.13 has abandoned several Starbase Research Modules - ZeroGExperimentationModule (2nd after Starbase Laboratory) and OrbitalInstituteModule (4th and last researc

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Generally a lot of good fixes with this patch so far but there are still more XML - Research related XML design fixes needing to be addressed. I spent the day reviewing the XML file changes to confirm all the changes listed above and to understand the changes to the design tree. I am not going to clutter this post repeating a lot of design questions I have posted in threads. But there is at least one major change that should be fixed in this patch to improve

36 Replies 111,506 Views

Looks nice I will see about doing full comparison tomorrow with the changes I been making and publish my XML file changes. Note without feedback from Stardock I am reluctant to make changes in the tech tree layout (and I suspect someone will eventually expand some or all of it back to the way its was). Moving buildings around is another story and there are several that are in "bad places" or don't match the radical ability associated with its tech tree. Some of the your chan

12 Replies 1,971,479 Views

Will update these questions upon reviewing the changes from 2.13 Beta. Continuing to update for the discovered effects of the new Racial Abilities in Crusade: T) Angry Ability gets one free military ship from start. Small sized Assault Ship based on AwardCutter Blueprint (weak beam attack ship with almost no defenses at start. Due to ship size less capable than the medium sized armed Survey Ship.) U) Diplomatic

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Continuing to update what the various Racial Abilities do while looking for errors in the XML files and learning what the Racial Ability changes do to impact gameplay in Crusade. 19) There are several errors in the Devout (Kyrnn style) Building definitions that affect its tech tree: These New buildings don't show on the tech tree because they are is marked for ZealotsAbility (Slavers) instead of thee Devout Ability. ShadowEnforcers - a

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I can send you the various changes I have made to buildings related to the Slaver's ability per my question thread: https://forums.galciv3.com/482895/page/1/#3676071 Several of the tech related questions still needs to be addressed: 3) Why do Starbase Markets (Starbase Module) require AntiMatter (which seems to be most rare standard old space based resource) as well as Promethium) 11)

40 Replies 148,681 Views

Over the weekend I played a game as a custom Snathi Race with the Slaver Ability instead of Unwavering. My changes to #5) above were definitely OP while I was doing well the Drengin who are Slavers too were far ahead of everyone due to these new changes. So I am removing the Flat +1 Increase to MaxManufacturing to each Work Camp building (and subsequent upgrades). Therefore presuming to follow the design intent for Crusade I have re-enabled being able to build

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I have taken your work and found another half dozen errors in specialization tech cost mismatches in MasterTechDefs.XML. There is question why the Synthetic population cap buildings were nerfed in Crusade by reducing the population cap bonus for the these four building but the change is in MasterTechDefs.XML as well as ImprovementsDefs.XML. The higher level synthetic population increase projects are also missing - currently see this post. <a href="../../../48284

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Due to concerns over bring able to exploit minors diplomatically you can not interact with them other than to send freighters for trade or invade their planets. Due to changes in the new gameplay they don't seem to do much as far as building ships I have seen a freighter but that been about it so far. Personnally I like to see some changes to this long term as the current diplomacy bugs get fixed.

6 Replies 21,708 Views

[quote who="Naric" reply="109" id="3676253"] Found a pretty big bug with synthetic races. I started as Yor and found that I can't do the "Fast Assembly Project", and or any of the higher tier assembly projects once I researched them. The only way I can increase my population is with "Increase Population Project" within the Propagation Technology. Once I complete my research of Spark of Life, "Fast Assembly Project" does not appear on my planets, and when I researched Spark Replication, "

190 Replies 469,788 Views

I notice playing on Normal Difficulty that Krynn Syndicate had more colonies than me and was running -770 economy although later on they had +880. 12) Why were Recreation Center and Orbital Resorts removed from the Starbase Module list ? With the Supportive Population choice only adding +1 morale to each planet now (was +4 before Crusade) you have to add Entertainment Centers to most planets now with population over 4 (including sometimes even if you are usi

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[quote who="Kraegor1977" reply="68" id="3676024"] 1. Duplicate resources on the same planet do nothing. (Snuggler Colonies, Hyper Silicates, etc) 2. Artifact Anomolies do nothing but flavor text for research. (Capsules give 15% tech) 3. Resource hexes with special abilities spawn too random (like +3 social manufacture on Homeworld) but you can't build anything on it (Except Deep Core Mining) but you can't build Deep Core on your homeworld. (And it does NOT app

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Yes I am thinking #4 might need to be increased at least in player mods and maybe bonuses from Citizens. Note that production in the game now is largely based on population with no direct controls over planetary production and taxes - ie no direct control of the economy (taxes) - social manufacturing - research - ship building (military) sliders. Raw production appears to be now always split evenly. Therefore going for the larger planets in the g

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In case you haven't heard yet - currently there is no way to interact diplomatically with minor civilizations due to concerns with being able to exploit diplomatic deals/trades with them - however you can trade with or invade and conquer them. A couple questions about minor civilizations: 1) Do they still participate in United Federation votes or just major Civilizations ? 2) For those of us that never really exploited minor civilization can

25 Replies 917,186 Views