fyi doing this means you do have to undo it later if you want to play with it again. done by the same steps except it should say install. and when it finishes if it worked it is going to let you uninstall. Please don't though, or you have to do this again. too much time on talesfromtechsupport on reddit not everyone can quite get that until it has been said so a heads up?
Charch
From a trying to help stand point, and prior tech support experience so I may have some bias. Unless I see you physically do it myself and it can explain most or all of the symptoms of an issue it is a likely cause. In addition even if it isn't your issue, repeating it helps anyone else who reads and that was the problem. 0 loss 100% net gain either way Screen shots can quickly show what you did, not just describe it, which is why every single bug report prefers them when it is possib
If they aren't done differently I would be surprised. Imo any system that requires resources should ensure there is always ways to get those resources and that doesn't seem to be the case with the current system. Could that be a starting point?
I am sorry you feel I was unhelpful or wasted your time. Old-Spider or anyone else who has the time and could tell me why what I said, and following those steps didn't help and what will I would truly appreciate it.
how the game works is anything with the same file name as a game file replaces all other data in game. So you need to make a literal copy of everything, which is easier at the highlight and copy the file in some kind of file explorer program and then paste into into Mods\modname\game or Mods\modname\text as needed. But MasterTechDefs is what actually happens, and if everything else is true and the files are indeed in GC3Crusade folder than the file you need is MasterTech
this explains so very much;P
Some of https://www.galciv3.com/article/504716/modstech-spatial-manipulation-hypergates-stellar-architect-are-gone-help-me will help. But in retribution there is no such thing as an Altarian tech tree. That tree is from pre crusade. You want to copy the file, be very, very careful to only change the one variable (or what ever ones you do want) and save it as th
I really hope slower fleets can't out run or get away from faster without sacrificing a few ships to keep them busy. were you aware you send civilans from your civilization capital and that can be changed multiple times per turn for free? mercs/ government ships and some ship spawning events also use it. I agree it is way less than ideal, but atm the transport can literally just be ignored by the human player anyways. Custom ships for citizens sounds a little like hero s
After making some changes to ColonyCapital Population MaxManufacturing ManufacturingHub false true <EffectType>
lmao. Heck if I had that few stratgics, i'd happily trade all of them for a high class civilization capital. That said on a programming end player trades bunch of planets away for resources, goes to war and takes them all back is kind of like trope behaviour? I'd personally specifically code some kind of "while I appreciate the outstanding deal your offering, my advisors were pretty convincing you'd only make this kind of deal if you were planning on declaring war and taking it back so no tha
I am very glad I was able to help. Time well spent[e digicons]B)[/e]
sometimes when i place a variable in the wrong order i get errors about enumeration. for instance has to be right after improvement type, and are also very strict about the order they get placed in. Might be you encountered something similar? I have no clue about your modding limitations question. are you trying to make a whole new starbase all together? That might not be po
I do have a couple, but before I start I haven't done any tech tree modding myself so my suggestions are going to be more focused on what issues I have caused myself and possible complications depending on how you went about trying to create your mod. Also your errors didn't mention bad variables or missing tags, somehow the tech branch itself was broken From what you said you created new files and saved those right? No game files were saved with the original name? Did you save
I totally forget to check Old-Spiders link, it worked and had the paths mod in it.
I think one big issue is going to be how much time does combat take? Personally as much as I do enjoy tactical turn based combat, it isn't what I play gc for. One thing about auto resolve from another game was it showed you a rough idea of the results and you could either accept them or chose to replay manually then be stuck with those results. Something along the lines of your fleet will be slightly damaged, damaged, heavily damaged, destroyed ect. For those curious the actual game is Thea:
Sorry if i caused you any confusion, if you would be kind enough to point out the typo I'd be happy to edit my post and fix it. After you sleep of course ;). Everything from to and including was directly from the game files but maybe the forum did some funny formating to it or something.
i was really wanting to copy this and give the ability to hypergates but i couldn't find anything in the xml. my goal was movable hypergates because if you can move a shipyard that can build a huge ship, why not the hyper gate too? i may have to settle with removing the admin cost, making it take thulium instead. just worried about the ai over spaming them. If anyone has any other ideas that might work I would really love to hear them.
checking out that mod myself Old-Spider. does it also address my pet peeve of the misuse of term production when the bonus is maxmanufacturing a lot of the time? copy/paste from my steam post Much needed and longer overdue consistency and relevance overhaul. <div class="cont
I like the idea of getting rid of those lines mostly. it kinda gives away information players wouldn't actually have anyways. Have you uploaded it anywhere? or would you be willing to share your files/ code?
from a quick look you didn't use the exp4_retribution MasterTechDefs. the one from crusade lacks hypergates. the specific code used by the game: MasterSpacialManipulation SpacialManipulation MasterSpacialManipulation_Name Master_Tree</TechTre
gone from crusade. there was a mod or a few mods that brought em back over on nexus.
the ship graveyard is the weak defended anomaly your talking about. they turned it off for crusade. or else in one of the crusade earlier patches anyways. Sexy leader anomalies on nexus mods turns them back on, couple other mods do too, but they tend to be bundled with a lot of other stuff. you would have to design a new anomaly type or I guess edit the existing ones to make some variety. i think it may be easier to code a check for average tech age or something, or set up some d
you don't have to select it, if it is in the crusade mod folder and your playing crusade all mods in there should activate. If your not playing w/ crusade then it should be in \Documents\my games\GalCiv3\Mods Outside of using the mod folder if your trying to change game files, you actually have to recompile (or something similar) after changing the file, as all that stuff is pre-compiled to help speed load times. My terminology may be incorrect but either here or on steam stardock pos
yeah the maps sizes below large play quite differently. And if your not playing scattered then you could wind up with 50 or less planets and get 5+ be precusor. whereas n bigger maps it seems like you could get over 200 planets and stay around 10ish precuror.
it somewhat depends on your race traits, if your content +1 or +2 and grab the supportive from economy research (+1 per colony), it isn't that hard to keep 2-3 cities happy. If your race is unhappy to start with however it becomes very difficult. It does seem like either cities cost too much food, or farms don't produce enough tho. Or planets in general need to be 1-3 tiles bigger. I'd also like to see more adjacency with tourism and morale