Oh man! Excellent! Thank you! I should have released sooner, you guys are helping so much lol
Gauntlet03
You seem to be correct! Damn I'll have to make a new video lol :) Nice catch!
Oh my! A few versions back, it was required to move the designs into the main game folder in order for the ship def file to read them... perhaps this has changed! I'll check it out now.
That has not been my experience. Each new relevant tech triggers a "respawn" of the undesired design.
Yeah, my method seems to work well, my mod (Gauntlet's Race Mod) utilizes this method on 9 ship sets. AI still has access to all its crummy default designs, whilst my list is clean.
I'm pretty sure that could mess with the AI's ability to produce default ship designs. I think a safer method is to open ShipClassDefs and for the chosen race, insert or modify the line "isAIonly" from "false" to true. No?
PATCH RELEASED Version 1.1 (lol) of Gauntlet's Race Mod: 1) Fixed missing logo for Minzari 2) Added medium balanced variant for Jun-Jilar 3) Added large balanced variant for Terran Sovereignty 4) Added cargo stations (scanner ships/asteroid bases) for: JJ, KR, VGR, RN, MN, TR, ZN. This gives a cargo scanner ship/asteroid base to every ship set now! INSTALLATION Simply fo
Hey guys! 1) GalCiv refuses to show a custom ship in the appearance preview. If you click on a default ship set, and then select one of mine, you will see a preview ship of whatever you last were seeing. This will give you an idea of colors, sorry for the glitch, but there is no solution at the moment. 2) Regarding the weapons LostKnight... I can't reproduce, and my mod doesn't alter weapons in any way... so I have to assume its either ano
Thank you! By Icon do you mean their logo? Or do you mean a ship icon or such?
You can edit the designs just turn off the animations on the first part. Personally I consider it a feature. I like the movement in the galaxy map.
Absolutely!
Hahahahaha Yes it is impossible to add modules to those ships lol... lots of shrinking required. I forget if the "hide part" command works on real components... but if and when it does that would certainly make things easier. Otherwise... well... sorry :) @Ashberry76 Well, that is a good question. In general, I intend for my mod to not alter gameplay in any way, so that I can make it as compatible as possible with all other mods, I think Deathwyn
Let me know if you were successful in installing/using the mod please!
Installation Video: [video]https://www.youtube.com/watch?v=0EOUkxLgxnQ&feature=youtu.be[/video]
The MOD is AVAILABLE!!!! Woooooo http://www.nexusmods.com/galacticcivilizations3/mods/18/? Unfortunately Steam Workshop does not support even minor mods like mine, so until that changes, you will have to use the Nexus site for acquiring the mod! Please report any issues you have to me via a PM, I'll do my best to help you. Furthermore, if notice clipping on any of the ships, I'd greatly appreciate knowing. <br
Hey guys! I will try tho release when I get home from work lol! That being said from what I'm reading my suspicions were right and mods are not truly supported yet. Sigh I'll get it up on nexus Asap
I wonder... has anyone looked into modding minor races? If so/how?
New Video! No new ships, but this shows off the release version of this mod, the various backgrounds/portraits ships sets, you'll be getting... I also show off a game in progress. CANNOT WAIT FOR 1.1!! The suspense is killing me... and I presume you too! [video]https://www.youtube.com/watch?v=Heg8IxZLVSk[/video]
Makes sense. Honestly the system doesn't feel great to me right now... it feels like I'm playing rock paper scissors, but rock just doesn't break paper all of the time... and then the whole extra layer of rock paper scissors with the weapons/defenses.... but then mathematically (or so I've read) its just better to go with more weapons and HP. I'll avoid saying anything too specific, wouldn't want to start another disc
So I had an idea the other day... that I know has absolutely no chance of ever actually happening, but I thought I'd share regardless. When we design ships, instead of endlessly applying components, we have three wheels just like the governance wheel. Wheel one, is splits your capacity between "components", Weapons, and Defenses. Wheel two then allows you to split your defenses into the appropriate three categories as you like, and wheel three
Well at the least, you would want to increase the speed of ships relying heavily on short range weaponry, such as kinetics. Thus reducing the amount of time they are being fired at without returning fire. It also might be needed if you plan on mixing hull types and want all ships to engage simultaneously. I'm still unclear about the fleet mechanics and what would be good or not... but for example, a anti-support ship (interceptor?) would want high speed so a
haha Not for a while. I've over-reached as it is with the number of shipsets now, and I've been copping out and not making enough designs per ship set as I should. (I have this other addiction called miniature war-gaming, and Dropzone Commander specifically) So its time to go on back, and flesh out things some more, and maybe even PLAY the GAME???!!!
Say hello to the Ronar Confederacy, AKA, the Narn ships from Babylon 5! Come for the Spoo and stay for the Gquan! The Ronar Confederacy [video]https://www.youtube.com/watch?v=PcmpeIida_o&feature=youtu.be[/video]
WOW that is one fantastic carrier. Well done! For myself, I got another bunch of ships done, this time, the Narn from Babylon 5... I'll be calling them the Ronar. [video]https://www.youtube.com/watch?v=PcmpeIida_o&feature=youtu.be[/video]
Hey there! Thanks! Working on the Narn now! All files will be released as part of Gauntlet's Race Mod when 1.1 is out and Steam Workshop is enabled for "true" mods, not just ship designs and custom factions. Also- PM sent.