Community Mods

So, I started this thread because there're plenty of modders here that need a place to share their ideas and work.  Feel free to post a link to your custom mods here, discuss your mods here or offer productive counsel on some elses mod if they ask.

'Here are a few of mine:

 

Amalgemotians
https://app.box.com/s/y1k91jacjtc0idlly68fymy5xu96xhhe

Cosmic Horror
https://app.box.com/s/e4pq0gnhtk5a280566nrjtlgafl7qbth

Babylon 5
https://app.box.com/s/8j8u2oznurk3sekfpoyvk277b32oxpxj

 

The Amalgemotians is my first attempt at an original faction/race.  I can't draw, though, so the pics were downloaded from public domain servers to avoid copyright infringements.

 

I'm currently working on a mod to change the space pirates into Reavers. 

22,556 views 7 replies
Reply #1 Top

Alright, I'll bite.

Some people kept asking to be able to move Colony Capitals, so I made a mod to let you do exactly that (or at least able to destroy and rebuild it somewhere else)

https://forums.galciv3.com/463831/page/1/

 

I've also got an idea for adjusting research rates. Several people have complained that late-game, having -50% research for a colony is nothing when you have +1000% from buildings. I know Beta 6 will have adjustments for the size of the empires, so I'm waiting to see how that affects it.

What the mod would do is have ship modules that would adjust the total research rate, not the colony ones. So if you want to research half as fast, you'd put 5 negative modules on a ship, and keep that somewhere safe. If you then want to reduce it even further, you could make a ship with more modules. (obviously, don't go below -100%, unless you want to disable research*)

The nice thing about it, is that it (unless beta 6 breaks it) affects every race. If you're the one with the ship, it shows how many turns it would take reduced. If you're not the one with the ship, it still shows the original turns, but it does actually work. (tested by selling the ship to an AI)

*Actually, when I had 0 research, it was completing things instantly. However, having -ve research makes the research bar go backwards :p

 

 


As for your races. Not bad. A lot more effort than hs gone into any of my mods. One thing I did notice was that the Amalgemotians' logo was a bit hard to see when zoomed out. I'd suggest making the lines thicker, or at least making it use less empty space.

Reply #2 Top

How will this end?

 

 

 

In fire.

 

 

:grin: 8C :O

Reply #3 Top

@Niedzielan  Thanks for the Amalgemotians (the misspelling is intentional, btw -- pronounced uh-mal-ge-mo-shee-ans) logo advice.  You're right, and thus it was given less negative space.

I like the concept of being able to choose where your capital goes.  Just want to point something out -- though it does only take one turn to build, when added to the colony manufacturing queue it says it'll take, well, a LONG time.  Just cosmetic, I know.

 

@haldiron  lol!  Actually, not sure if you looked but that's in the B5 mod.  It's supposed to play when you go into battle, but doesn't yet.  Still working on it.

Reply #4 Top

Sorry, I should have taken more care in spelling it. Fixed it in my post, for what it's worth. :)

I had the cost set to 0, which is what caused that issue - sometimes it would show as 0 turns, sometimes as a negative number (which appears as a very large one). I'll try setting it to 1 instead, just to avoid confusion.

Reply #5 Top

No real worries about the spelling -- it could easily have been autocorrect.

 

I figured that was the issue, being set to 0. 

Reply #6 Top

Here it is -- Reavers!

 

This changes the Space Pirates that guard some ship graveyards and are, admittedly, kinda cute, into something completely different.  Here's a screenshot of it's equipent so you aren't caught completely off-gaurd.

Reaver Code

 

Yes, they're overpowered.  If you don't know why, I suggest taking a couple hours to watch at least 'Serenity' .... it's worth it.

 

Edit: only in GalCiv3 could a Minbari warcruiser get ravaged by a Reaver raiding party.  Way to go, everyone!