Has anyone played with making custom components? I am not talking about grouping components and making a component from the group like you do in the editor but exporting a custom model to whatever the game uses and writing it into the game through the components XML. I think I can do the XML bit but I don't know what format the meshes are in, anyone know out there know what format the meshes are or a way to find out?
Veinot
Is anyone abit annoyed that cities cannot upgrade or be destroyed? I didn't think much of it until I annexed a planet to find it was nothing but cities. My food and approval dropped like a rock and I think my food went negative (did keep playing long enough to check), my only option was to destroy the planet figured I could recolonize it and use it but it turns out when you abandon a planet it somehow gets reduced to a 0 dead world.
I try to put one city on any planet producing; Manufacturing, Research, Wealth, or Influence all other planets are farms, large planets might get 2. With that said I am not very good at this game though.
When I used the map editor I could only delete one thing at a time and that was too time consuming for me, especially where I was trying to reshape a large area. Also I was hoping to make a new spiral template so that I could generate random maps with a slightly different design. Between work and kids I only get 1 or 2 hours a week to play this not really keen on spending the next three or four weeks making one map. So a map template edit instructions or a tutorial would be more
Is there a tutorial on modifying making the galaxy template dds file? I tried to some editing in GIMP but GalCiv didn't like it. What I am trying to do is make the centre of the spiral galaxy mostly empty (because I don't think there would be any habitable planets in such a densely packed clump). What I would like to do is make the centre densely packed with stars, gas giants, asteroids and resources but no habitable planets. Not sure if that kind of design is possible but anyway...
I got a little further a head by mass building/buying farms on my larger planets and cities on my small ones with improvements. Also I tend to focus production on planets with lots of asteroid access and less on what is there for improvements. Now I am running out of money lol, can't seem to find a good method for income. I am thinking on easing up on the farms on large planets, building some cities (2 or 3) and dedicating a portion of my farm planets to money.
In terms of weeks to build a ship makes sense (for a small one) but only 6 weeks to research and develop a new tech? Really? I play on extremely slow long games and one thing I get tired of is setting a production line to find after a few ships I have to change it all because my new tech has made most of those new ships obsolete just during the construction time. It took 5 years for the San Francisco ship yards to build the Enterprise (assuming it was the enterprise Kirk walked by on his way
I have played 3 games so far to utter destruction on easy and it seems farms do not add any additional population, only cities. Base population cap seems to adjust based on planet size, but I am not getting far before I am destroyed. I do tend to specialize a planet based on size and bonuses but it is hard to manage when you colonize a planet with a 25% bonus to all research so when you get the ideology event thing you, well I, pick, if I can, something that will go with the research bonus so
Found it, it is in the componentdefs.xml
I like the fact resource accumulate and are then used, what I don't like is that ships using resources use them per turn, effectively killing your resource income. I didn't find this an issue before the updates because all resources acted them same and 1 resource point was fairly easy to get. Has anyone modded so that ships only cost resources on initial construction?
So I played a few games and hated how things changed! Then Loved it! It makes more sense the way it is now; food stores, resource stockpiles, etc... but now the pre 2.5 planet strategy does not seem to work. I just went from easy to normal in the pre 2.5 because I just got the hang of things. I play as a benevolent earth human race so I start with earth and mars. I usually make Earth my influence homeworld and mars as my production site. As I move out mars size planets become research 8-12 pr
Thanks, but I don't have a nexus account
Hi; My idea of space is a big expanse of nothing with little dots of something; I find with the new updates there is just way too much. I often start a game with 2 or 3 planets within initial sensor range as habitable, before I even move. I had had the files edited so that basically the number of stars was 1/2 of the original settings, and about 1 in 3 planets where habitable. After the updates it seems the mapsizedef file does not have the new super large map, ludi
Hello, I have a unique problem and am hoping someone can help. My PC isn't exactly GalCiv3 spec but it works mostly; unfortunately one thing that gets it is whenever someone destroys a asteroid mining base my game will never pass the turn. It will stay at that point in the game until I exit and reload. To get around this I have been decommissioning the asteroid mining bases before they can be attacked. So I would like to mod the game so that mining bases cannot be attacked
I needed them all, I tried just those files and it fixed the cursor swirly symbols but my textures were still off. I suspect that the 1.9 textures are too hard to load for my GPU or when they did the 1.9 update they didn't include "low enough" low res textures. Funny side effect however, when I had just 1.8x I could not see; nebula's, black holes, explosions, kinetic rounds, the light at the end of the missile. A few other things I suspect.... Anyway it is like a whole n
Most of you probably already know this but, in notepad++ findreplace [^<>]+ in the Find and 100000000000000000 in the Replace This will sufficiently increase the cost of all ships. EDIT: Correction use 2147483.647 instead of 1000000000000000000000000 otherwise the game will give an error basically saying the ship cost cannot exceed 
My biggest problem with changing the cost is that I cannot find a way to replace the value between xml tags in notepad++; and I am lazy and don't want to change it one at a time lol. At least not late last night when I started this thread. If no one can find where this is controlled I guess we will just have to edit the cost of the ships.
There was a forum post about dropping the mercenaries where it was talked about editing out the merc ships in the EXP1_MercenaryDefs.xml file. I well.... deleted the code in that file and had some good games with no merc ships yet still retained the other DLC components. Now it seems GC3 does some sort of file integrity check and my modified EXP1_MercenaryDefs.xml file is rejected. Is there maybe another way to do this? perhaps make the merc market
Well, I found a solution, it ain't pretty and it is kinda sketchy but.... If you happen to obtain a copy of the GFX file from version 1.7 or 1.8 you can copy and paste it into the 1.9 GFX file, overwrite any conflicting files. When you play the game now the textures and ships look as they did, you loose the spinny symbol over your ships when zoomed out but I never liked that anyway. Now, there might be a better way; I noticed the GFX file was somewhere around 2Gb from 1.9 but the old
This picture shows the issue with the "spinny image thingy" it is hard to see the issue with the ship texture but if you zoom in you will see faint circles in odd places, it doesn't look like it "fits" the model. Sometimes it will be dark and pat
Guess I should have posted this here but the game was fine at 1.8, ships sometimes stuttered and some areas were missed during exploration but it wasn't too bad. Since going to 1.9 I noticed the game play was smoother but I am having texture issues with some of the races, most noticeably the Terrans. Textures seem to "not fit" or some times go missing to a black void. The "fit" seems to change as I switch from one ship set to another in the custom race appearance tab. Sometimes th
Hello, The good, the game runs smoother and my ships are not as choppy moving about, my PC is quite old but it has 2.6Ghz Dual with 8Gb ram with a Nvidia Quadro Card. The bad, Terran Race ships seem to be having an issue with their textures. The textures do not seem to "fit" the models or the parts. Makes them look really bad. Also when I zoom in it seems I am looking at the source file of all the symbols spinning around my ships as oppose to a single symbol. I w
Can someone repost the solution or the file? There are dozens of xml files in that location which one would you edit?