Vehement26

Vehement26

Joined Member # 6785150
24 Posts 38 Replies 13,475 Reputation

[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

6 Replies 8,476 Views

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?

6 Replies 8,476 Views

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?

1 Replies 5,023 Views

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!

7 Replies 41,167 Views

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

7 Replies 41,167 Views

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.

3 Replies 6,843 Views

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.

1 Replies 5,839 Views

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.

1 Replies 4,581 Views

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?

190 Replies 469,719 Views

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).

23 Replies 71,080 Views

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.

2 Replies 17,846 Views