Right now, nothing has changed... other than you will find some diplomacy bonuses in all three trees here and there. Next version will focus on making additional versions of events and making sure they are compelling and not so obvious. In addition, just adding 10 or so new events with pictures... and probably working on bringing back ideology dependent buildings. Beyond that? Dunno. OHHHHH and I should mention, that this beta version also messes with Anomalies.
Gauntlet03
Hey guys! If you haven't heard, I've developed a second mod! GRM Ideology! It is a complete overhaul of the Ideology tree and the events/etc. that go along with it! Tired of a childish vision of "Good VS Evil"? Try GRM-I for some more sophisticated moral choices! Keep in mind its a Beta! BETA of GRM-I is now available here! http://www.nexusmods.com/galacticcivilizations3/mods/118/? I
BETA of GRM-I is now available here! http://www.nexusmods.com/galacticcivilizations3/mods/118/? I'd love feedback! Keep in mind it is still VERY much a Beta, but the basics are all there! [video]https://youtu.be/FS9WNxLuRk0[/video] You can support me on Patreon here: https://www.patreon.com/user?u=4834743
Quick Update! Almost done with the beta version, hopefully will release this weekend. It will have converted all the events and adjusted things, so you don't know which choice is which ideology... however most events will only have one version of the event right now. The version after the Beta release will have multiple versions of each event, and add several new events.
What bug stops you from designing ships?
Yeah... guess i've just been lucky. But still... probably easier to fix that than rip out a feature. But I get it... the current battle system isn't adding anything to the game.
When you say "subscribe and unsubscribe" for mods... this suggests possible Steam support? Or... are you simply referring to how many of the game's files can't be append styled or otherwise can't be modded through a mod folder and we have to add files to the directory (Replacing Merc's Ship designs for example, won't work unless those designs are added to certain zip files in the game's directory. Also I'm loving the look of that influence screen... and I think we are all looking forw
It would take work for them to remove it... so why bother? Just auto resolve everything.
The Ideology pick in faction creator just sets the ideology of the race when played by the computer... no effect on the player or race when played by the player. As for how many picks/points etc... for now, I'm actually lowering or splitting points for events down. Since you can build a building that will get you 1 point a turn, I think to keep the current overall rate of Ideology I need to tone down the benefits. That being said most events still award 10 points, somet
[quote who="Old-Spider" reply="21" id="3684046"] Quoting Gauntlet03, reply 20 Questions: Anyone know how to change the labels in the Ideology Screen? I thought I knew, but I was wrong. Then I remembered finding some text in a different file, checked it and found it there.&nbs
Oh yeah, I'm starting by updating all the original events, there are modifications to the choices, but the event descriptions themselves are generally unchanged. I added the Civil War one you see above just to practice making an event from scratch. I'll of course add a whole bunch of events, but first things first. I'm also trying to make 2-3 Variants of each event, so that you have the same event, but potentially different choices. Should make it harder and harder to memorize which c
Exactly. Hence why I mod the original file (but does reduce intermod compatibility)
Can you select that system from the in-game menu for faction creation?
If anyone knows how to make an easily updated installer .exe let me know! As for GRM, I'm on hold for the moment and focusing on GRM-I the Ideology supplement... so don't expect a new ship-set for a month or so. Anyone play Fulgar/FTH shipset? I'd love to hear if people like the new style or their old style better.
I prefer the approach of Stellaris or Endless Space to minor civs/factions... they have meaningful benefits if you conquer or bribe them into your empire, and how you choose to deal with them reflects on your civ. What we need for Minors that I think would be very easy to deploy is: 1) Give them strong garrisons to make them annoying to conquer. 2) Upon conquest have an event tailored to that race that awards ideology points in how you deal with them. 3) Have d
OH and you def have to make sure it Replaces those *($%&^#$-ing .Zip files for Object and ship files in the designs directory... if you accidentally hit "don't replace" then that would cause it. and yes... I despise those zip files. Before those existed I didn't need to put the Merc designs in the main game folder at all.
Well this one will be it's own little package and can be used with or without GRM
I mean... It'll crash if steam updated or you didn't replace the files in game directory. Grm 6.2 updated all the merc ship files that go in the directory...
Apparently it was considered unbalanced by the Devs and a bit of code was introduced to silence the minor races.
Not finished modding the screen... actually haven't found where I can change those labels in that screen. Eventually I want all labels of Benevolent/Malevolent/Pragmatic to be replaced with Egalitarianism, Survivalism, and Individualism respectfully. That being said the content changes should throw people for a bit of a loop. A lot of the choices we would classically consider Malevolent end up being individualism (has a strong greed stance and a stance of "hey those people kne
As always... kinda sorta yes but no lol That being said, I've updated the last of content that needed significant changes from the old version to Crusade (last of the float animations) so for a while the only files that should need removal/replacement are Mod folder items...
I don't see population having a beneficial effect on manufacturing... even today we are seeing the automation of industry take effect, and there is no reason to think that automation has a cap. Eventually robot factories and robot workers will build virtually everything with a minimal population needed for oversight. So I think manufacturing should really be independent of a population. Now economic output, IE, in GC Terms... credits... that makes sense and people here have ma
Also having fun updating the anomalies... 1) Reducing Precursor Anomaly presence... to about 10/15% from 25%ish 2) Added back in the Graveyards, but reduced the common-ness of them and the common-ness of them producing ships. Adding some events, that will result in gaining Citizens and resources. Will eventually making Pirate battles tougher and more varied.
In addition to the tree changes and now also the events... there are three new Improvement available at the start of the game... you can only build ONE of the three, and it is only buildable once within an empire. Planetary Data Core: Acts as a Farm and produces 1 point for Egalitarianism per turn. Planetary Command Center: Acts as a Military Academy (doesn't unlock Legion construction) and produces 1 point for Survivalism per turn. Planetary Congress Building: Acts as