A Stat can be a prerequisite, but they are defined in StatTypes.xml, so I'm not sure if I can add a new one... Constructors worry me less, since without shipyards and outside help, the faction without the shipyards cannot obtain a constructor. Though I do have to block Ideology from creating any ship for that race. I also set the initial Shipyard to not appear by having a custom ship style where I left the Default shipyard tag empty.
pendrokar
I noticed a star that is named without a beginning capital letter. Does that count?
Right now, I only allow specific races to build the default shipyard. I have added another shipyards with different prerequisites. Having the improvement as the prerequisite immediately deems that it has been met. Probably because it is colony specific or that the improvement simply exists within the ImprovementDefs.xml I have tried having the improvement add a Stat or RaceTrait, but even setting those as prerequisites does not help . Too bad it can't give a specific free tech, th
I want to have a race have a serious headstart in that their territory/influence spreads to certain percent of the map size due to owning most if not all habitable planets in the area. My thinking is that the race starts with multiple colony ships based on the map size as there is no way to find out the amount of habitable planets within the map. Any ideas in how to achieve this?
Pirates are a faction that are able to build ships with orphaned shipyards, but only because they don't need a turn button. So AIs can ignore such restrictions. So this is possible when AI is controlling the faction. I doubt you are making an AI faction.
[quote who="fargetv" reply="5" id="3548407"] I really like the Star Control 2 map, which is easy for the human brain to comprehend, [/quote] Is it? I still can't get my head around it because of the "Galactic Spin" thing. Supposedly the center of the Milky Way is to the north west of the map. But I am still unsure if it is supposed to be a top down map. On topic, I think there should be a 3D map, but navigation should still be done in a 2D map. When you start to
[quote]Is there a way to play without the Fog of War (only in a mod) ? [/quote] Welcome to the modding section Echillion.
There is an interesting stat called IsImmuneToInvasion, there are 6 types IsImmuneToInvasion0 - Immune to Conventional Warfare IsImmuneToInvasion1->5 - All other invasion types IsImmuneToInvasion0 is not defined within StatTypeDisplayDefs.xml and also does not have tooltip text within StatText.xml For example, if added to an improvement. Once you hover over that improvement either on the tile or build list, game begins to generate
[quote who="Kiloku" reply="5" id="3551926"] And yeah, I'm talking about the "Turn" button becoming unavailable. [/quote] Just found out, you have to shutdown shipyards that you want to stay as orphaned. Then the turn button becomes available.
I don't see this ever being implemented. At first I thought you were asking to have a Tooltip on a tile, but this "feature" seems useless.
You mean the "TwoWay" tag in TretyDefs.xml, does not work? It is always two way?
Probably possible, by adding a new StrategicResource to StrategicResourceDefs.xml Duplicate a relic. Replace value of TargetType to "Ship" Remove ValueType and SpecialValue tags and add a Value tag. ValueType is set to "Value" by default.
[quote who="Mohobie" reply="3" id="3552064"] It could be interesting as say an option but not the default. [/quote] Welcome to the modding section.
When it comes to Unknown_Hero, you have to read between the lines, he/she seems to always ask the tough stuff: if this tech is researched by civ A, civ A gets -2 to relations with civ X, and +1 to relations with civ Y.
[quote]Is there a way to make a tech impossible to trade to/by a specific race? [/quote] Yes, there are untradeable techs within the Yor tech tree. It has its own tag. To have a tech impossible to acquire, you still add that tech to the tech tree without a parent tech. This makes both player and (surprisingly)AI unable to research or acquire the tech by trading. [edit] The tag is called AICannotTrade, which is a boolean true/false. [quote]Is the
@ShadowDragon Nope, see what Derek says here: https://youtu.be/zee3KC6kIxg?t=2539 It was done so that that custom race creators wouldn't need to restart the game when they have finished. So it might be possible in the future to have it exported to XML.
The following wishes I had got answered in the last Twitch stream with Derek : [quote who="pendrokar" reply="6" id="3551409"] Is there a way to have a faction leave/defy United Planets from the start of the game? I have only found parameters regarding points at which all AIs decide to defy a resolution. [/quote] Currently not possible, but Derek liked the idea. [quote who="pendrokar" reply="6" id=
There is no action for that unless you can find it in existing game events. There were similar game events in GalCiv 2, where a comet would turn a planet into an asteroid field and a dead planet would become habitable. I don't remember there ever being the creation of planets or stars. IMO, this is unlikely to be implemented. Unless the story of GalCiv 3 demands it.
No, such mechanics cannot be changed. But I can think of one possible alternative as moons do orbit planets, which you may try: Remove or hide all models for stars, planets and moons. Replace the planet model with a sun* Add planet models as moons to the planet model. You won't be able to place animated moons for those planet models. Tiles will still block movement Note: This is probably a total conversion alternative, as you ma
Who would be doing this, the player or the AI? If the AI, when?
There is the ability to see the starting position of other players. Perhaps you can make an every turn trigger, which initiates/triggers the ability. This might only reveal colonized planets. [quote]This can also be directly integrated in the game setting options possibly.[/quote] Would be nice, but those are hardcoded within the game's code.
This is a general feature request.
A faction can only defy a resolution, but that seems to make the race immediately leave the UP altogether. I believe there are only a few options that can be chose for a resolution. Such as "Pick race" and "Yes/No". What you request is more of a general feature.
Not currently, all get the same Colony Capital improvement. You could remove the tag, which would mean all races start without a capital and can place it themselves, which is an often requested feature. Unlike GalCiv 2, Civilization Capital is not placed or used in GalCiv 3. It still exists within XML files so they were thinking of having it like in GalCiv 2.
You could deny the research of the root of such tech tree by having an ideology trait, an improvement as an requirement/prerequisite. Not sure if you can give some unique thing in an event that would act as a prerequisite, though. You would still see the restricted tree though. There aren't any examples of a tech being hidden.