[quote who="00zim00" reply="5" id="3593083"]In the mean time if you dont want to wait you can mod in a higher limit yourself by doing the following- Find MapSizeDefs in the data/game folder, then change every instance of to 999999. This should remove the arbitrary cap and you should get more planets. You have to do it for each map size your going to use, its all clearly listed in the file so should be easy t
BuckGodot
The number of planets per systems (and stars on the map for that matter) was severally cut back just after the game was launched. I happen to have a mod that restores it to that level. It is still a little bit under the GC II generation (I'd say the mod I have is about 85% to 90% or so), but at least it is better than the base game. If lots and lots of planets is what you want, that is. :) I'll edit in the link to
*bites bullet* *modifies OP* *takes deep breath* This mod is now ready for initial release! [e digicons]B)[/e] Please be gentle! [e digicons];P[/e] Here is the link for the mod: https://drive.google.com/uc?export=download&id=0By8Y969dyvLHZWN4T0NTRmkxZE0 I would suggest reading either the README in the file or the modified original
This mod is now nearly ready for release! :cool: [b]ALL[/b] tech trees have now been converted into Generalized form (both bridge and bridgeless), including the Snathi and the various non-player factions. Minor testing has been done, mostly to see that the game loads up on all player factions and that no tech trees crash the game upon display. All that is left to do between now and Initial Release is writing up a README for both versions of this mod and re-writin
You can also make a custom tree by modifing a base tech tree in the appropriate spots to get synthetic or scavenger flavor. It's a PITA to do major changes to a tree (as I am finding out as I work on the project I am close to finishing) right now without the editor that will hopefully come down the pike. But it is doable. Especially if one isn't insane like I am and adds only one or two branches to a tree.
[quote who="Hjalti Thordarson" reply="3" id="3591467"] Nerf it perhaps but to remove it is really ps me off. Bring it back! [/quote] It's pretty easy to mod back in: Just follow the directions given in Reply #3 of this thread: https://forums.galciv3.com/471809/get;3590824
[quote who="joeball123" reply="7" id="3591263"]Now, now, don't be forgetting interest. It's so terrible to be forgetting interest...[/quote] Just to double check, are we talking simple interest, compound interest.... Or exponential interest on this economic growth I could have been getting? I'm [u]such[/u] a bad boy at times
So, let's see. Notwithstanding the presence of future sales (GC III is on sale right now, as a matter of fact), there is now $25 worth of DLC out there. Only $25 to go or so before I break even as an Elite Founder. :D And that ignores all the extra time I had with the game. ;)
I play in one monitor and surf the web/take notes/debug (for modding)/other things on the other monitor. :) 6 core/64 GB for my system. I know, I know. But I had the chance to get a long term PC last year, and I decided I wanted to future proof it for a while. ;)
PROGRESS REPORT: Kyrnn Tech Tree converted. Yor Tech Tree converted. Iconia Tech Tree converted. ==== Decided to have a separate set of tech trees without the "bridge techs" where the first specialization choice will always lead deeper into the tech tree . The other specializations will, of course, still be accessible as side
"Terrans" vs "Earthers" (aka Dirtlings ;)) was something of a very minor plot point in the fantastic [i]Illegal Aliens[/i] by Phil Foglio and Nick Pollotta . The point is made that Humanity is soooo backwards that they still name their planet variations of the word "Dirt" and their home star a variation of the word "Star". Thus the term "Dirtling" is used a slur against Humans. So, all things considered, it could be much much worse than "Terrans".
It's almost certainly the Star Types one. Several XMLs in the base game got updated with the inclusion of the Snathi's homeworld. Looks like Star Types has those XMLs. Thankfully, it's already been updated for 1.3. ;) https://forums.galciv3.com/469870/page/1/
Auto Upgarde ala GC II isn't possible at the moment, sorry. A lot of us have been asking for it, so hopefully when starbases are revamped, that is one of the things they'll put in. As for the rest, most of them should be doable. Raising the amount of drones via two more modules is trivial. Adding to the amount of hit points that a starbase has by a flat amount should be possible as well. The only one I am not sure about is repairing the starbase a
[quote quoting="post"] Hi all, As the title says, I'm looking for the XML location for the limit on planetary projects at 100%. I already checked PlanetaryProjectDef. Thanks in advance for the help [/quote] Did a quick check and it looks like it is the setting for each project in the PlanetaryProjectDef file. Knowing how GC III sets certain fields, I'm betting that is the 100% limit that you are looking for. If you are
PROGRESS REPORT: Eliminated the need for new bridge techs that only lead to specializations at the end of a branch in a tech tree and nothing else. Those specializations can now all be researched once the preceding tech in the tech tree is unlocked. Drengin Tech Tree converted. Iridium Tech Tree converted. Added to the To Do List: Check all new bridge techs to see if they duplicate the displayed name of an already existing tech and chan
I just figured out what's going on with the "BRAINY'AK" Mega Event. They are a minor race whose tech tree is based on the Yor's. Their shtick is that they get a ton of techs for free when they are generated (including multiple early game specializations). So when they appear one can trade with them for early and mid game techs. Looks to be 51 techs in all over the four main branches.
[quote who="Franco fx" reply="28" id="3589107"] Buck, your 1.1 link is to a More Planets mod instead of your Terraforming Mod [/quote] Whoops! Lemme fix that. :) EDIT: Fixed. Thanks for the heads up.
[quote who="Bellack" reply="29" id="3589117"]Loved the space monsters in GC2. And the whole point of fearing them was that they could pop up at any time especially when your not ready. I hope they put them in and do not put restrictions on when they show up. [/quote] The only restriction appears to be that they will not show up before Turn 80. There might have been something similiar in GC II, but I couldn't say as they weren't in TotA, which is the version
Hello Stardock team. :) I have a quick question for you all. I am working on a mod that reworks ALL of the tech trees in the game. The question I have is, is it allowable to post a mod that has a modified tech tree for a DLC faction? In this mod, any faction that does not have a replaced tech tree will be at a pretty severe disadvantage. And since at least one DLC faction (the Snathi) is now a playable faction, anyone who chooses them won't get access to mo
UPDATED to v1.1. ( https://drive.google.com/uc?export=download&id=0By8Y969dyvLHdDJ4RG93MHA0U1E ) Change Notes: 1.1 Added access to the Enhanced Soil Upgrader for all tech trees based on the Yor Tech Tree. They now get access to the Enhanced Soil Upgrader when researching the tech Power Matrix. EDIT: Fixed link.
One final point. These tech trees are going to.... Not exactly be elegant. :) Due the way GC III displays tech trees, they're going to be spread out quite a bit. There is very little I can do about that, I think. After inital release, however, I will attempt to make them a little more compact and not quite as spread out. I can do this by shifting where in the xml file they are put, as GC III will readjust the tree slightly depending on when it reads it. That's a bit down the priority
One of the considerations I had when creating a new tech for each and every specialization was whether or not the tech that unlocks the specializations (and allows advancement along the tech tree) should actually [b]DO[/b] anything. Unlike GC II, the devs attempted to get rid of the idea of "dead techs" that simply unlocked another set of techs without doing anything else. I felt I should stay true to this philosophy of game design, as I realize that spending X amount of turns to research som
[b]Generalized Tech Trees v.1.8.1[/b] This mod completely does away with the specialization system of GC III and makes it so that players can, eventually, research ALL technologies in their tech tree. Due to the fact that things will start to go a little wonky if techs have more than one prerequisite, this mod comes in two flavors (see following posts and/or the attached README for full details). One version of the mod (Generalized Tech Trees) creates a new
Are you running the game with a modified StarSystemDefs.xml? If so, you need to update that to include the new Snathi Homeworld system that is part of the latest update. Just copypasting the Snathi System into your mod (if you are doing that) should make the problem go away. :)
[quote who="Old-Spider" reply="2" id="3588238"] Quoting BuckGodot, reply 1 Do you have the Mega Event DLC? If so, sounds like you triggered the "Pirate Outbreak" Mega Event. I had no idea they were THAT nasty though! I do have it - I have everything. I didn't know about t