new version uploaded following your template more closely. https://1drv.ms/u/s!AokCVy_b1r7j4CrMdGwjc9djIAyI Played with the cannons while keeping the disruptor name and idea. replaced the torpedoes with your names, edited the descriptions. By the way, found out that polaron is a real thing based on a Bose-Einstein condensate particle called polariton. Cool!
Wotan2a
OK, that helps by providing a template. Will follow it. Take a look at the Governance tree also, made some changes also and changed the "Slaughterium" which does not fit.
Quoting: Like 90% of the changes, just not what you did to the cannon tech names, does not fit. Klingons have Disruptor canons, not Anti Proton (Uniques for every race just not done them yet), Kinetic(No Longer exists other than damage type), Tetryon (Tholians), Polaron (Breen/Dominion) or Singularity. Did however add it to 0.3f, before I saw the cannons. Yea, I struggled with the cannons. Was trying to avoid using the same term, Disruptor which is strongly ass
Try this share instead, I noticed I forgot to modify the "Meat Trees" :-) https://1drv.ms/u/s!AokCVy_b1r7j4ClPrg-ZT81GepJ0 Quoting: From the OP, I just did:- Downloaded 0.3e, Installed Downloaded Star Trek - Star Names 1.81, Installed and overwrote when prompted. Downloaded 0.3f Beta Opt-in Patch, Installed and overwrote when prompted. My issue may be that I am ins
Quoting Horemvore: 0.3f is a patch you install over the main mod Did that. There are two versions of 0.3f, lets call them one and two to avoid confusion. Two contains the federation wonders. When I copy the files from 0.3f version two over the files from 0.3f version one I get the error I mentioned. I get to the main menu but no Star Trek races show up. If I overwrite those files, and only those files, with the originals from 0.3f version one I get the full mod once again incl
Still having problems with the new version of 0.3f. When I update and launch a game I get to the main menu but when I try to start a new game none of the Star Trek races are available, I am back to vanilla races. I reloaded the previous 0.3f to see what would happen and everything was ok again, could even resume my previous save so it is definitely something in the new code. Not much else to give though, no error message just a lack of content.
Anyone tried the Starfleet Academy yet? I will reload the game with the new 0.3f and start playing with your version of the Federation. Feedback coming as soon as possible. Juggling that with trying to update the Klingon tech tree, names anyway. This is becoming actual work LOL
If memory serves the modded terraforming tech work by stipulating the percentage of land a sector has for the terraforming improvement to work. I agree with larsenex that the initial tech gives too much at once, fun but too much of a good thing. Making the land percentage higher for the initial techs might be a good way to limit the effect until the last tech is discovered at which point the entire planet becomes free game. Another improvement would be to give the last tech the
I will install today, I am at turn 100 of the original 0.3f (reloaded it after the fail of the test patch). Everything is stable and the resources are a bit sparser, plays well. The new DLC adds quite a few interesting colonization events that give you a choice between ship components, civilization wide bonus or colony improvement depending on the ideological choice. Some of those significantly increase shield strength and beam power which will be interesting in the hands of races with powerf
Quote: Feel free to try them out. Will do thanks. Edit: Will not launch, here is the error which i cannot skip C:\Users\wotan\Documents\My Games\GalCiv3\Mods\Star Trek - Core\Game\ST_Res_ImprovementsDefs.xml(341,44): error: value 'AwardCommander' not in enumeration
Hyperfield Projection Cool !!
Quoting: Hint: Take a look down the Engine branch of the tech tree [e digicons]:)[/e] Which tree? I checked the Federation and Dominion and saw Stellar Folding as usual.
OK I installed the DLC and copied your 0.3f files on top of the old ones. Just started a game, worked like a charm, the first colony I colonized gave me the new "Elemental Extractor" which is an improvement that gives an extra 35 credits per turn but takes forever to build at first. The DLC integrates very well I guess :-) Will play some more to see how the new settings integrate and then will start as another faction. Edit: turn 80, still rock solid. One interesting thi
I will load the new DLC and add your 0.3f, restart a game to see how the changes play out.
OK, will search. Have kind of given up on the workshop for this game, very limited capability and no mod distribution.
If you get a chance take a look at these suckers for ideas. Once you get to 1.0 you may want to expand. The Mirror Universe is very popular. It kind of resonates right now. Aside for the Dominion wars or the BORG attacks, this would make a great expansion ;-) Same universe completely mirrored environment, what if? http://www.wolfsshipyard.com/yards/viewtopic.php?f=22&t=3691&a
Yep, new DLC. Looks like the ideas from a couple mods were adapted to the base game especially the colonization events and planet diversity. Should not be too hard for you to incorporate into your mod I think. The "Ships components" piece looks interesting, new specialty weapons based on ideology? Cool.
Cool
Quoting Horemvore: What difficulty are you playing? Gifted Quoting Horemvore: Did you notice if the AI was attacking more than once with a fleet? This change in 1.81 could also of made my changes even more OP. Yes, BORG fleet destroyed two of my fleets in one run. That to
Well ... Playing a custom race with popularity and likability at -30% to offset some other bonuses to try to make a race that can go toe to toe with the BORG was not a good idea. Added to the diplomacy changes all factions declared war on me almost immediately after encountering me so i ended up getting wiped out by a war on four fronts with the BORG, Tholians, Dominion and Klingons. The BORG are SERIOUSLY overpowered coming at me with ships that were pretty much indestructible by turn 145 fo
Larsenex: Go into the xml file stipulated and change the string "Karnaugh" to "Kranaugh", that will do the trick. The star names are in alphabetical order so its easy to navigate.
Quoting Horemvore: "Odd, my save game worked fine..." Weird, tried twice with no luck, kept telling me this version is not compatible so I deleted it. I deleted the entire game folder as well as everything in "My Documents", fresh install plus your patch and still no joy. Now turn 24 in a new game playing a custom race "Terran Empire" using the Dominion tech tree to see how that goes. Stayed within the confines of the attributes points finally giving max bonuses for ma
That sucks. Oh well, good excuse for not losing another to the Borg :-) Quick question, how did you give the Borg more attributes than they can receive? I tried making a slightly overpowered custom race to compete with them based on the Terrans from the "mirror, mirror" universe (the one where Spock has a beard) but when I try to modify the faction file using Notepad+ I get the same as if i am trying to modify an executable.</span
I had to change the string that gave the planet name "Karnaugh" to "Kranaugh" to avoid the collision. Game started fine after that but loading the save gives me the error that "Save game is not compatible with this version"
Will not launch, still getting the same error message. never happened before: C:/Users/wotan/Documents/My Games/GalCiv3/Mods/Star Trek - Star Names/Text/StarNamesText.xml(0,0): error: String collision! String 'DrathOverlord_Dec' and 'Karnaugh' produce the same hash. One of these strings must be changed to avoid collision.