[quote who="psychoak" reply="3" id="3677972"] If you're altering core files, they're binned for quicker load times. You either have to manually recreate the bin files, which there are batch jobs for, or delete them and have the game recreate them on startup.[/quote] OMG!!! I was thinking it might be something like this b/c I saw all the .bat files in the Tools folder at one point, but I'm extremely sarcastic and pessimistic by nature so I didn't dare get my hopes
LunarMongoose
[quote who="General Pants" reply="23" id="3677401"]Again, these plans are for down the road a ways... stars will come first, then a simple version of the star-system mod. But since Crusade is not stable right now, I am mostly planning and playing rather than programming.[/quote] I'm in the middle of updating my personal mod for pre-Crusade 2.0 right now so I was hoping you might release something basic in the next week or two, but that's okay - those wonderful binary systems are worth
[quote who="Horemvore" reply="10" id="3677119"]If you do this, you would be better off using the base game map and adding adiens in the red space of this, it would save you having to redo all the colors in GC3AppearanceDefs.xml (which i did for GST, so they are all slightly different to the base game but as close a match as I could find) since they would keep thier numbers.[/quote] I already did this when making my mod 4 months ago, using most of your values (thanks a ton btw!) and do
Well it's not very hard to make my own lol, was just curious. You either only add a few of the most important vanilla color lines, i.e. the ones that are MOST different from any of the Aidan lines, into the small open (red) space available near the bottom; OR you willingly give up the third Aidan block (the second repeat) entirely, which opens up more than enough space for ALL the vanilla color lines. I'm probably going to do the latter myself before too much longer actually, bec
[quote who="Horemvore" reply="1" id="3676952"](there is a combined pallete on the Nexus of default + aidens)[/quote] There is? I can't find it...
[quote who="Horemvore" reply="5" id="3676539"]Via a mod, yes.[/quote] Mods will continue to be disabled in Multiplayer for the rest of time going forward, so that doesn't help me, sadly. :( I'm trying to find out why the base game lets you edit FactionDefs.xml (and add your own extra XML files) just fine, but Crusade refuses to acknowledge any updates to it. In fact, as we discussed you can even delete the file and it won't notice or care. Treborblue gave me some
Sorry to keep harping on this, but has anyone figured out how to reliably make changes in Crusade/FactionDefs.xml show up?
[quote quoting="post"]I got it to update after messing around in the faction editor. I gave the Altarians the Conqueror ability just to test my theory.[/quote] REALLY?! That's EXACTLY what I needed was to get FactionDefs.xml to matter/register/update!!! Now I just need to know what the heck "the faction editor" is, and what exactly "messing around" means, lol...
Press "Copy" on the base Terran Alliance race to clone it. The result that comes up is immediately invalid because you've spent 6 of your 5 Trait points, because "Fast" now costs 2 points per level rather than 1. Therefore, at least one of your base races, and probably more (I didn't bother to check), are using invalid/illegal stats. Brilliant. Way to make changes without considering even the most BASIC consequences they would have... In all honesty I haven't seen released commer
So! I just got done uninstalling Crusade, and found that adding to the root installed "FactionDefs.xml" in the base game DOES still work!!! Whew... Really dodged a bullet there, heh. I don't know if anyone else in the entire world even uses this method for modding Multiplayer, but to me and my RL friend it's essential. We've waited for 2 full years now for all the missing pieces of SinglePlayer, and still gotten nothing... So disappointing. :( [quote who="F
Wow. Just wow. Before Crusade this worked great: I had a mod developed, that I spent a fair amount of time working on btw, that was just like a mod you'd put in the User folder, but you copied it directly into the game's actual installed files instead. This allowed us to bypass all the BS Stardock-imposed restrictions on Multiplayer, except MegaEvents being off (grr) and no random AI races (grr). I had a large number of Custom Factions designed, and was even able to swap the XML value
All "Explorer" designs are missing from the base XML in "FactionShipStyleSetDefs.xml", even though it's still in the list at the bottom of "GalCiv3GlobalDefs.xml", and IS in the CivBuilder ship list even though lots of other things aren't. This MIGHT not be a bug, but I'm assuming it is. Sigh.
[quote who="General Pants" reply="69" id="3676025"]Not only is "warrior" repeated, so are "vigilant" and "discreet."[/quote] Yes, these are exactly the 3 traits from the Mercenaries expansion. I mentioned this yesterday in the "Unofficial User Patch" thread. Someone earlier in this thread said this was "already fixed internally" though, so we just have to wait, sigh.
My own report: In the CivBuilder's ship design screen, on the Starbase tab, the "Drengin Mining Level 05" entry has no model, it just comes up empty. I don't know if this is just a display bug with the CivBuilder or an actual missing model or broken link, but if it's the latter it will definitely cause late-game crashes, sigh. --- As macrossVFX222 said in his own thread, there are several Balanced and Carrier designs missing from the CivBuilder. I would also really like t
Thanks for the patch! One thing I noticed almost immediately was that the Mercenaries traits - Discreet, Vigilant, Warriors - are each listed twice when customizing a Civ (and can be selected twice, which spends all your trait points heh). I'm GUESSING that can be fixed just with the XML, but I haven't gotten into it yet.
Oh thank goodness! I was VERY excited about this project when I first read the thread a couple weeks ago, then I got all the way to the bottom and was like, "Nooooo!" Best news I've seen in a long time - thank you "a wonderful friend"!!! :) :) :)
[quote who="lyssailcor" reply="10" id="3672895"] Hm, doesn't seem the invasion discussion thread had much impact ... [e digicons]:([/e] [/quote] Of course not lol. That's why I didn't bother posting in that thread, or even reading it at all - the devs have never paid any attention to this forum. I tried posting bugs a few times right after launch 2+ years ago, and quickly learned to stop wasting my time, heh. Still
[quote who="macrossVFX222" reply="1384" id="3576480"]SCII Battlecrusier up on Workshop [e digicons]:)[/e] [/quote] Holy carp, niiice! Sooo... umm... any word on that gorgeous B5 Excalibur of yours? ;)
[quote who="Gauntlet03" reply="1377" id="3574072"] New ship set based on crystals! Woo![/quote] No offense Gauntlet, but I don't think Daleks sound like that... You need to get one of those voice modulators like the guy on the show uses. ;) Nice ships! We were definitely lacking in Iridium designs. :)
[quote who="macrossVFX222" reply="1375" id="3573589"] Omega Destroyer Advanced Omega Destroyer Nova Cruiser Thumderbolt Starfury posted in workshop:[/quote] YESSS!!! ... *ahem*
Oh-my-gosh, Navinor, you're back! And I see you renamed "Falcon" from Page 44, to "EAGLE". ;) Thank you soooo much for posting EAGLE in particular - I really love it!
Well, micromanagement and long game turns don't bother me at all; in fact I love them. However my friend and I are definitely not playing until at least version 1.2, which they said will release in August. We would love to start a new game now, but all the bugs I posted about in 1.03 still remain, some other people have reported some other things, and 1.1 apparently introduced NEW problems as well. These are not just minor, find-anything-to-complain-about
Alright, this has quickly escalated beyond the point where I can easily keep track of it all in my head, so I've had to make a text file listing people's forum names versus their corresponding workshop names. In all but 3 cases so far they have proven totally different. ;) MacrossVFX222 - Super anxiously awaiting your designs, especially the B5 set! ... Please hurry! lol. I'm sad TurielD hasn't been around for the Worksho
[quote who="dragoaskani" reply="7" id="3569048"] You're an idiot if you can't still see the flaw in the testing method. Sure some of the ones you pointed out are present in 1.1. But you posted without knowing this, and have since edited the op. You fail at logic. [/quote] Not "some" of them - more like "almost all" of them. Valid bug reports are valid bug reports regardless of methodology. I too fully expect a polished product, with a li
1) I am not positive, but going from memory I believe this was actually fine in 1.0, and then became broken in 1.01 or 1.02. In any case, it's still broken now so I'll mention it: When making (or editing) a custom race, in the "Appearance" page, the bottom-right of the 4 horizontal selectors, "Texture 2", does NOT jump to the active value when you leave the page and come back again, or edit a difference race, or whatever. The other 3 selectors DO (Materia