[quote who="leiavoia" reply="23" id="3680117"] Quoting a0152570, reply 22 installed and liking it! good job. BUG sometimes when i do battle at one of your anoms (and win) the anomaly is still there and i can't move on it. only happens with your anomalies I had this happe
ScrivenerOfLight
Updated - see OP for details.
Interesting. Well, I'm glad you got it figured out! I hope you enjoy it!
Well... I'm at a loss. Don't take this the wrong way, but did you unzip and place the mod into the Crusade folder? The mod folder is different: instead of My Games\GalCiv3 it is in My Games\GC3Crusade.
So I fired up a game as Yor, and the mod is working for me--though it seems the Yor tech tree has changed a bit since I created the mod. Not sure what might be the problem. Are you using a custom modded tech tree?
Hmmm. If using the synthetic tech tree from Crusade, this should be working. I'll look at it and make sure there isn't a problem in the mod. I had tested with Yor and it worked, but I'll double check to make sure everything is still okay.
[quote who="Moser_Alchemist" reply="7" id="3679359"] I was excited when I saw this mod. Unfortunately, I discovered that prereq tech needed to access your techs isn't available to research for my robotic custom race. [/quote] So is your prerequisite tech a completely new tech you created? The prerequisites are the standard first tier manufacturing, research, and planetary improvement techs (with the exception being the power tech line for Synthetic Life).
I know this isn't from the devs, but is this along the lines of what you mean: https://forums.galciv3.com/480163 (sorry, having trouble with hyperlinking atm)? [link here]
Exactly why I made this and the Resource Anomalies. I have one more resource-related mod up my sleeve that I'll probably tie into this one, but I'm going to update anomalies first with some balance and other improvements (just about done testing those). Thanks for the feedback!
I don't think there is anything simple to accomplish that... maybe try looking into Status Effects--not sure if you could have the improvement trigger a status effect that upon completion resulted in a unit... and then have the status effect cause itself to start again, maybe? I'm not on my gaming machine, otherwise I'd check into it a little more. But as far as I know, there isn't a way to make an improvement itself generate units over time.
Hope you enjoy, Franco! Thanks!
Thanks, Publius! Hope you like it!
This mod ( available on Nexus ) adds Shipyard Missions that award resources. Version 2.0: The updated mod eliminates duplicates--Stardock added missions for Hyper Silicates, Harmony Crystals, and Aurorus Arboretum, and so I removed these from the mod. Also, the update increases some costs to balance the modded mission
For anyone trying this and seeing a lot of defended Artifacts, it's because I made an error in the text file. Most of those defended Artifacts are actually defended Space Junk. I'll have that fixed in an update this week.
Thanks, Publius. The updated version may be a little too lightly weighted. Just hard to get a good balance without several games on different map sizes. I'm going to try to get a few more hours into some games over the next couple days and may update it again this next week. Have some other fixes/improvements to put through as well.
Thanks so much! Glad you like it. Maybe once you get a new game going, let me know what you think of the overall balance. Between adding a lot of stuff and the seemingly enigmatic way anomaly group weights work, I'm not sure how this will all pan out. For instance, the unit anomalies may be too rare. Testing something intended to be rare but not nonexistent just takes lots of time. The more feedback I get, the better things can be. Thanks again! Enjoy!
Updated the mod--hope you like the additions/changes.
Good stuff! Unfortunately, I'm not sure the game does allow you to set every planet to 'extreme'--is that just a function of the element in the MapSetupDefs.xml? If so, I've tried a number of variations and not arrived at 100% extreme worlds. Also, is there a setting for how many special planets (like Serene, Desert, etc.) are in a given map? If I missed something and the game does allow every habitable planet to be extreme or have special traits, you wi
[quote who="Horemvore" reply="2" id="3678613"] Quoting Publius of NV, reply 1 But there was a mod that tried to fix it in the base game, I think it was called "Two Way Treaties". I have no idea if it would still work. I can update it if this is still the case. [/quote] I glanced at the TreatyDefs.xml rec
From the most recent changelog: Colonizer Ability changed such that every time they colonize a planet, they get their administrative point back. This will need a tooltip tweak for the admin resource tool
[quote who="alphaprior" reply="15" id="3678561"] It's really confusing now. I wanna get rid of specializations. [/quote] I don't think it's too bad after looking at it for a while--it does take some getting used to. The biggest difference is the use of RaceTraits as prerequisites for some techs. I hope they take this further to make things truly unique for carbon life vs silicon, etc. The potential to do some really interesting stuff is there--more than what was possible bef
[quote who="krbjms" reply="13" id="3678144"] I just wanted to increase the variety of anomalies in my game so that it would not be so repetitious. With yours I had hoped to get even more. Sorry I am messing up your percentage of occurring. Quoting Publius of NV, reply 6 Do yours show on the map as "Artifacts", "Capsules", and "Ship Graveyards
[quote who="curt2013" reply="11" id="3678089"] I've noticed this as well with my personnel mod so I just took the files out of the main galciv directory and put them into a mod folder with new anomaly weights. I also put the DLC4_AnomalyDefs in there with new weights since it was either way to many spawning or hardly at all. I was finally able to find the right balance doing this. [/quote] I would do this, but I am seeking to make something modular. I am planning a seri
So, after some testing, I found that even if you use the same internal name of an anomaly group, I believe the game treats the mod as a separate group. I modded the original AnomalyDefs.xml to have only one Artifact and modded in a separate append mod with a single Artifact using the same internal name for the anomaly group. Only changes to the group weight mattered. If set to the same value, the anomaly frequency was 50/50 and the anomaly weights themselves had no impact (only one anomaly in
I agree that this is an issue. You can cripple neighboring civs by snatching all their colony ships early on. Constructors seem especially undervalued. As much as I don't believe in hard caps and strict limitations, I think that if a civ has only 1 colony and 1 colony ship, they shouldn't be willing to trade that colony ship unless you are giving them something amazing... not a resource or two and a cheap tech. As for Administrators... I think the best way to handle this would