To answer your question... Yes... but... 1) New abilities and the base changes to abilities (adding a few leaders to them) will be a necessary part of GRM as my races will utilize these things. 2) Ability Components, will be included, but as its own separate mod folder (so far, its only a single file), and thus, can easily be removed from GRM if desired. The AI will not be taught to use the components, so really uninstallation of this is hardly necessary. If you feel the compo
Gauntlet03
That's just not how the GC3 system works... its reading every file in the Mod Folder... if a single file is misplaced, that single part will not work... there is no "this mod loaded" and "this mod didn't" its never a all or nothing affair unless you completely missed installing the mod properly. If its not working, your likely getting an error message... whats the message? And always double check that "Enable Mods" is checked in the options of GC3.
Yeahhhhh I forgot how much fun modding components was! Especially since it justifies new ship designs! NOM-NOM-NOM Nomad Module (Credit Bonus) (Req: Nomad) Colonial Mining Module (Mining Bonus) (Req: Resourceful) Astronomic Research Module (Research Bonus) (Req: Intuitive) Salvage Survey Module (+50 Credits on Surveying Anomaly) (Req: Traders or Scavengers) Thinking of adding a battle salvage and repair component for Engineers... fu
Hrm... and now I have it working too... weird. Must have missed a line somewhere somehow... Thanks!
Can you no longer add ship components via a additional ship component defs XML file? I seem to be only able to add a component if I literally have a file called ShipComponentsDefs.xml... I can't do a file with ONLY the new ship component entry called TEST-ShipComponentsDefs.xml Etc. It means that basically modding ship components in one mod will always conflict with another mod that does the same. Even if they are only adding items.
No prob! Just got that Nomad Module to work (took a bit of tinkering, haven't done ship components in a while). So I'm thinking for the income, it would be say... 10 credits per turn? A brand new colony tends to be about 2-3 credits per turn. So, for the price of .5 population, your getting a tiny colony in credits, AND a survey ship with some range for ONE administrator (not 2). Not bad right? Not gamebreaking? I'm making one for Resourceful... al
Having a blast thinking about special ship components tied to the various racial abilities... Nomad Colony Module: Colony Module Produces Income per Turn Allows Surveying Uses 1 Admin, 0 Maintenance to the entire Ship, uses more capacity (60 instead of 45) and 15 production cost instead of 8 I'm just thinking of all the interesting modules used on Mercenaries and making weaker versions that you can put on ship
I've only done it to an ability... here is how the entry looks: MovesCap Global Shipyard Flat <
So yeah... just some ability changes I've worked in... Angry = 3 Cutters and 1 General (instead of just 1 Cutter which is crap) Determined = 5 Tiles and 1 Commander Diplomatic = +1 Diplomacy, Galactic Council, and 1 Diplomat Hopeful = Morale Bonus and 1 Diplomat Resourceful = Start with some rare resources and 1 Worker Starfaring = Hyperion Improvements, Nebula Immunity, and 1 Commander Sneaky = Espionage Tech and
Hey guys! GRM-Ideology has been updated! Should be good for version 2.7 of GC Fixes some bugs, especially with adding leaders/etc. Some new events in there for sure! You just might find a Merc on an abandoned planet! Go Download Here!
It has not. Though nothing seemed to be made incompatible. EDIT: Just for you I uploaded the new version. Mostly just fine tuning and like 3-4 new events/etc. But it does fix a few bugs.
Update: Fixed Orion Star Republic Finished "Exterminators" ability for the Daleks... -20% Damage from all Weapons, +50% Military Production, -20 Base Diplomacy, -10 Shared Borders Penalty. New Starting Ship Options! Prepared Fleet: 1 Colony, 1 Survey, 1 Constructor... -1500 Credits at start Exploration Fleet: 3 Survey Ships... -1500 Credits at start Thinking about adjusting all the very weak abilities in r
PS: Also in an unrelated file... I've added three minor races that represent pirates and are "at war with all". SO they are each separate pirate factions technically. This is completely separate from the game's standard pirates.
I think its both of those lines... since the main 2.7 made both 1 it would make a certain sense. Just an FYI, GRM Pirate changes are not purely aesthetic... it also adds starting units to the game regardless of the pirate event, and gives them the scavengers ability so that they steal opponent ships. With GRM your quite likely to run into a pirate colony or two as a result.
Ah perfect! The ability line that says 2 needs to be 4. The other line controls pointers for the trait things, like economy and ship capacity, etc.
Yeah its actually super simple... I just don't have access to the file right now to tell you what its listed as exactly. Pop to Production value is close to the top of the file I think and is also super simple. They basically just went from .5 to 1 and maybe should've done .75
Good ideas there! I'll definitely look at those too! Thanks for bringing up the Orion, I'll look at them. For what you need to change in Pop rebalance... find the GlobalDefs file, do a find command and search "CustomRace" eventually you'll find a line that is something like "Custom Race Traits>2 Change the 2 to 4
OH PS: 1) That submarine spaceship set is well underway. 2) I'm starting to create some new race abilities for fun. For example, one is intended to give a great bonus to weapons/etc. but make diplomacy virtually impossible... still working on how to do it though. Another ability is "Nomad" +30% ship range -50% Shipyard Decay +4 Moves (5 total) to Shipyards -1 Diplomatic Penalty to shared borders... meaning its wo
1) Have you enabled mods in your settings? 2) Are you using another mod? Many mods would conflict with this, as in order to give 4 abilities, I have to modify the Global Settings file. Most mods that want to tweak things like production to population would also modify this, and it would not be certain which mod would subvert the other. On that note... there will be a update to GRM soon to bring that Global file into alignment with the current 2.7 patch (I'm usin
Their intent was so that there would be someone else to utilize diplomacy with... however, it was apparently to hard to balance, so diplomacy with Minors was completely removed... So yeah... they serve little purpose. It porbably makes more sense to add a major faction, but at a lower AI intelligence to represent "minor" factions. Notably, my mod GRM does get some Minors to expand, by virtue of gifting some of them a Colony Ship at game start. Which does make them a tiny bit m
What's the point of multiple spheres connected? What practical, purpose does that serve? Don't get me wrong, I don't always make sets with any sense of realism... But you predicated your idea on pragmatism and the realities of true movement in space.... Soooooo.... But yeah... I can do cool TIE fighter race ;)
Ok, interesting ideas... Spheroid ship design might work, since, frankly, Crusade gave us so many spheres to work with lol. But that being said... the problem with designs like that, is you end up with almost no variety. In order to maintain the whole point, every ship must overall be a sphere or cube... if you add some variety... like "sphere attached to other sphere, with little wings with spheres" ... it negates any practical point to being spheroid. So it is kind of a inte
Thanks guys! Appreciate it! Any votes on the next shipset to get some love and attention... as in an existing set? Not: Zrentak, Fulgar, Terrans please!
So it took a few days... but I just finished my first pass of updating all Zrenrakkan ships. I'm pretty happy. Passing over sets like this isn't going to be noticed by most of you I suppose, but it makes me very happy to do things like: Standardize the base hulls a bit, and remove imperfections. Create more "standard" variety... IE shared design elements amongst missile ships for example. Updated weaponry, less fixed weaponry. Plugging odd seams, u
Gone are the days of redirecting your economy on a dime and whim! Apparently test tubes and laboratory AI don't INSTANTLY transform into manufactured goods or shipbuilding... infrastructure is like... a thing?! So yeah, sorry, the sass is just for my amusement! The economy model is now a bit more sensible... what you build on the planet will customize it, you can then layer on citizens of various types to further specialize. Furthermore, population = production 1:1 at the mome