I have spent 3 nights trying to find a creative solution to this idea, but I may be running headlong into schema restrictions. I am trying to mod the Military Academy to generate legions on a per turn basis. They are provided by the General Citizen as "AwardSpecificResource". I tried adding similar code to the Improvement and setting a trigger of OnTurnStart (or something close to that, I think I'm getting delirious). The idea was to get the improvement to award a le
Vehement26
Starting a game now causes a crash no matter what. The last line of the debug reads: Debug Message: ShipComponent Created. [ Name Yor_Starbase_Wall_03] What is especially confusing is that the same GlobalDefs file that WASN'T increasing ability traits for custom races is now, but now the game is crashing. I have done multiple uninstalls and reinstalls over the last 48 hrs, each time I get a different crash. The only constant seems to be
Side Note: I have already attempted a full purge and reinstall
Debug says: DebugMessage: Tried to enter unprintable character: 8 DebugMessage: Tried to enter unprintable character: 8 DebugMessage: Tried to enter unprintable character: 8 DebugMessage: Tried to enter unprintable character: 8 DebugMessage: Tried to enter unprintable character: 8 DebugMessage: Tried to enter unprintable character: 8 DebugMessage: Tried to enter unprintable character: 8 D
I KNEW I could count on you Gauntlet!!!! Thanks!
Anyone have a list of what each number on the EXP1_MercenaryDefs.xml file is attached to each ship? Trying to mod the weights toward my favorite mercs. Thanks!
It's unfortunate to hear that the work you guys put into the game isn't appreciated. I think the problem is that for the rest of us you've created such an addictive game that we forget to thank you for your efforts!
Update: I have found that if the race is created using the Civ Builder tool OUTSIDE of starting a new game, it will work fine. The issue seems to be only when creating a new race as part of creating a new game.
GalCiv3GlobalDefs.xml 5 2 I initially just put an updated file in the Mods folder, when that didn't work I updated the Core file in Intrigue. When THAT didn't work I updated the Core files in Crusade and the main GC3 download. I have since reverted all 3 Core Files, only have the modded file in my Mod
I actually tried that too, this is why it's driving me bonkers!!! LOL
These are the mods that I'm not seeing take effect despite being located in my Mods Folder (which is the same one from Crusade): Global Defs: Custom Race Ability and Trait points Planet Defs: Habitabilty of Mercury, Jupiter, and Saturn by changing Planet Type to Habitable Planet Class of Mars Improvements Defs: Removed Colony Unique Parameter from the Terraforming Techs, but
My mods don't seem to be sticking entirely. Some parts of Global Defs, but not all. Star System Defs, and Planet Defs aren't all sticking either. I'm not getting errors when starting the game. I recall there were changes to Crusade that were made at the Schema level, and were overriding the DEF files. Have similar changes been made to Intrigue?
So, when I create a custom faction (using the tool in the game, otherwise I wouldn't put this in the support forum), I can use that faction in the proceeding game I create. But, if I start another game after that, the game crashes while setting up players. If I delete and recreate that faction, it works again (until the next game after that). The Debug seems to reference a problem when creating the Tech Tree. Is anyone else seeing this?
Nope, that isn't working. I haven't been able to adjust this by any means since the Intrigue install.
I tried adding custom race ability and trait points, but it doesn't seem to take. Mods are enabled, and I even tried also changing the core files in the original download, Crusade, and Intrigue. Did these get hardcoded?
That sounds great! I agree, the more anomalies types the better (by definition, I dare say!)
Thank you! That's what I was looking for. I'm thinking of a counter that would actually add to the lowest ideology. "Dissident Manifesto". Is there an action that would add points to the lower of the three that you are aware of?
I can't remember the exact title of the anomaly, but it generates 25 points to your dominant ideology. I can't find it in the DEF files anywhere. I want to design a similar anomaly and wanted to see the code that was used for that one. Anyone know where this is? I don't know if it's stock or mod, can't find it in either.
[quote who="Pawel25" reply="5" id="3684236"] Lets face it guys, ground and space combat sucks and Stardock is not talking about it. Which in my humble opinion is a big mistake. [/quote] This is my concern, there's nothing coming in the way of "Yes, we will be fleshing that out more.....love getting the ideas!" or even "Take it or Leave it, this is what you get". Personally, what I would like to see is turn-based model where you actually have to stage a campaign
Just wanted to find out if a more comprehensive ground combat system is being considered, or if the conversations just go into a black hole? I haven't really seen a lot of DEV commentary where I have seen the conversations.
[quote who="Taslios" reply="3" id="3683964"] I've always been one to support Carriers being a support ship that spawns empty. and you build Fighters to load it with. this would allow the player to design the fighters and would also allow the fighters to be more of an "ace in the hole" type fleet weapon. [/quote] That would be pretty awesome. I'd love to be able to build out an actual Air Wing, and then the fighter r
Entrepreneur 3% Increase in Trade Revenue Global or 30% increase to assigned planet 10 Helios Ore Merchant
General 25% reduction to cost of legions on assigned planet (1 per planet) 10 prometheon, Military Academy must be present on planet Academy Commandant
So, I know that there is a diminishing returns logic built into the game, but is there a hard cap to sensor range? I changed the bonus provided by "The Spider", and the results aren't nearly what I would expect. I even went so far as to make it a 500% bonus just to see if I had hit a threshold, and it appears I have.
Has anyone tried adding new promotions to citizens? Just want to see if there are any known schema constraints.