Yes I have. It has promise. Certainly helps show the trees in a visual format which is handy for telling just where a tech is in relation to the others when editing the xml. I do wish it permitted core file editing. Perhaps an option you have to enable to do so with a strong warning that you are so editing said core files. Could also look into baking the multiplier editor into the greater tree editor. Shows research cost and then another entry below it that has a multiplier of 1 that you can
Maddhawk
An interesting utility. That said, I did simplify my description of how I was editing the costs. Basically, the first tech in a tree is x10, the first set of specializations are 1.5x more than the immediate preceeding rank of regular techs. Next tier up is x25, next tier of specializations again 1.5x the preceeding rank of techs. Base age is x10 starting, age of war is x100, age of ascension is x1000 etc. So starting a tree is x10, first rank of specializations are x15,
Doing some changes to test some more. I temporarily moved the edited Altarian tech tree to a side folder so it wouldn't be messed with. I took the cap value from the error message and rounded down and changed a base value for a random early tech in the Terran tree and fired up a game. I got the following for research time in game "N/A". Anyone know why this is?
Question folks, I am trying to get the pacing of the game to change by changing the rate at which new techs are learned. I want to drastically slow the game down. Far far far slower than putting the pacing of the game on very slow. Basically, I want it to take upwards of 1000 turns just to hit age of war in techs, and 5000ish before anyone is hitting age of ascension and another 5000 turns before hitting age of victory. It has always irked me how fast 4x games all tend
Do what I did and build multiple economy star bases per planet. Minimum of 2 preference of 4. Research the star base are extension tech and you can easily have 4 overlap and cover a planet. Also get the Tourism tech asap and build the Port of Call on every planet regardless of purpose. It is colony unique and boosts your tourism income 10%. Finally, you get at least 4 planets in each mission. The first second planet you get should be economy focused with 2-3 factories, a Port of Call, then wa
Edit: Double Post.
Nope, didn't like it at all when I tried to change Antimatter into Antimatter . Gives me an error: F:\Users\SNIP\Documents\My Games\GalCiv3\Mods\Custom Settings\Game\GalCiv3MapDefs.xml(90,15): error: element 'AsteroidResource' is not allowed for content model '(PlanetLikelihoodInAsteroidLane,BinaryStarLikelihood,PlanetTraitLikelihood,Stormclou
That is what I was thinking and afraid of. Guess only one way to find out. I will try it and see what happens in a new game.
Has anyone tried to mod the game to change the spawn location of antimatter? I want to change it to nebula, but not sure how to go about doing that.
THANK YOU!! I didn't even realize that option existed. I must have hit it by accident while turning mods on and off to trouble shoot changes I was making to logistics.
I uninstalled today to try and fix this and downloaded fresh. Also removed the only mod I had installed, the Mobile Asteroid Processor, and STILL every base line ship model ships up in the hulls available to make new designs with. I know this probably isn't something most would complain about, but when all I want to do is select from a selection of a few hulls to build a new ship around, it is quite annoying to have to scroll through a massive list of ship design options. I shouldn't
[quote who="joeball123" reply="4" id="3594301"] RaceTraitDefs contains two fleet logistics entries, one for Organized +1 and another for Organized +2; these are the empire bonuses, things which increase the base logistics value. Had I meant to indicate that the base logistics cap for fleets could be found in RaceTraitDefs.XML, I would have said something abo
So the game doesn't like ships with no logistics cost. Starts up then closes to desktop. No error report when it closes. The entry in the GalCiv3GlobalDefs.XML for star base logistics cap apparently is shared to include planets and shipyards. There are no separate entries for each. However, I can now build massive fleets and make massive orbital fortifications. After all the only proper way to secure a planet is to control the orbitals.
I had already thought about the Hyperion Logistics Center and changed the modifier to 0. Basically, its only purpose is now to buff a Hyperion Shrinker. I am aware of the impact of the changes I want to make to my game skew the game further in favor of bigger ships. That is partially the point. I want to be able to make fleets of 20+ huge ships and battle other similar fleets. I hate having caps placed on my ability to stack units and then wage war. On the other hand I
So going through the various folders for the game, checking out different xml files in notepad++ and making small edits as advised elsewhere to get better maps out of the random map generator, I have begun to wonder what other tuneups can be made to improve the game? BACKGROUND TO MY QUESTIONS BELOW [spoiler]Currently I am wanting to: (these are my thoughts with my thinking impacted heavily by the "Stars at War" series by David Weber, as w
No one has any ideas?
So, I wanted to play through the 2nd stage of the campaign and first thing I do is go into the ship designer to clean out the default garbage designs. I then go to make new practical designs for the strategic situation and find that every hull from every faction is suddenly enabled even though "show all faction parts" option is turned off. How can I disable this so only the Terran designs show?
Deathwynd, can you make a video showing how you made one of those custom ships? I notice in the ship editor that you seem to have used a number of parts that do not otherwise register. I.E. they have no unique icon but some kind of place holder instead, and have no descriptive tooltip when you mouse over them unlike the standard parts which might say "Terran Model 11"