Thank you for that tip! I'll check that out.
Vehement26
OK, thank you.
CitizenRateReductionPerUnit >. 2 <span style="color: #545454; font-family: arial, sans-serif; font-size: sm
[quote who="Horemvore" reply="3" id="3679206"] Set the trait in PlanetDefs.xml PlanetXindi Xindus <P
[quote who="Horemvore" reply="1" id="3679197"] What do you mean a new planet type? Theres only 3 atm, Dead, Habitable, Gas Giant. if you mean the ones with bonuses, they are Planet Traits, PlanetTraitDefs.xml [/quote] Yes, I created some new traits (Utopian World, Ancient World, Lost World, etc) and assigned them to planets in the SOL system using StarSystemDefs.xml. Those planets just came up generic though. I did cut and paste from Serene World, Desert World, e
I tried creating new planet types using the PLANETDEFs and PLANETTRAITDEFs files, but they just wouldn't stick. The selected planets simply didn't have a type, they were just generic worlds. Did I miss a file, or is that not possible?
Anyone know a string that would allow an improvement to GENERATE a unit? As in: Military Academy generates a legion every 20 turns Strategic Command generates a General every 50 turns I know how to make them spawn upon creation, I'm just trying to figure out a way to make that a recurring option. Would ***** do this?
The binned files is the smoking gun I was looking for. I was modifying core files and restarting the game. I will try it in the Mod folders. Thank you for the information everyone!
I've wiped every file for GalCivIII off my system, done a complete uninstall, and reinstalled. I made sure to clear out EVERY file I could locate (Did a search on my C drive for anything with "Gal" in it). Now, when I make changes to: StarSystemDefs.xml, PlanetDefs.xml, and PlanetTraitDefs.xml They simply aren't reflected in the game. I've changed the files in both the main GalCivIII directories AND the Crusade directories. It's literally
After some tweaks I've made to multiple files, I'm now getting crashes while building my galaxy. Does the game store logs anywhere that I can view to see if I can identify the crash?
After some tweaks I've made to multiple files, I'm now getting crashes while building my galaxy. Does the game store logs anywhere that I can view to see if I can identify the crash?
Yes, that is exactly what I needed! Thank you!
Is there a way to add code to a planet type to make it trigger a specific colonization event? E.G. Active Core worlds get the Earthquakes event, Frozen Worlds get the Ice Bridge, Desert Planets get the Giant Worms (let's be honest, THAT is the most important one!). I know how and where to change the traits for the planet types, I just don't know how to code that.
Is there a way to add code to a planet type to make it trigger a specific colonization event? E.G. Active Core worlds get the Earthquakes event, Frozen Worlds get the Ice Bridge, Desert Planets get the Giant Worms (let's be honest, THAT is the most important one!). I know how and where to change the traits for the planet types, I just don't know how to code that.
I know the Blueprints use a "BestDefense" parameter, but is there also a "BestOffense" for selecting weaponry? I'm working on blueprints that are more role-specific, rather than weapon type, and would rather those ships just outfitted with the best available weapon. If it's not there, is it something we'd be able to mod in? I'd just need some guidance where the BestDefense parameter is stored. Thanks.
Keep setting to "Insane" galaxy size, but it's coming up as a much smaller map. I'm only using the game-included Majors and set stars to "Rare". Does the game automatically shrink the map size for certain settings?
I think militias are much more organic in their creation, and should "spawn" when an invasion occurs. They would draw from the existing population, reducing the workforce. If they invasion is repulsed, they disappear and repopulate the planet's workforce. Depending on Influences, militia units COULD potentially spawn the SUPPORT the invasion (depending on who the invader is).
Yes, that's the basic idea, and then if you integrate those population units would spread to other planets as well through natural migration. If you isolate they don't. If you enslave then their race's natural productivity is a baseline for their value as a slave race.