Promised by Stardock to be usable this week, with the release of v1.01
pendrokar
At best you want an XML editor that is able to validate the XML for errors against an XML schema. Unlike GalCiv 2, for GalCiv 3 Stardock provides XML schema's, which allow you to see what changes are possible within the XML file. GalCiv 3 will crash if an XML is not valid, describing what does not validate with the XML schema. Most suggest Notepad++: https://notepad-plus-plus.org/ <a id="ctl00_ctl00__Content__Content__RepeaterRepli
39 seconds... oh wait we are talking GC3, turn numbers and not Master of Orion 2 ? Oh... sorry. The speedrun of MoO 2 uses mind control to capture cities without invasion or bombing. There is nothing like that in GC3. Rushing to Alliance or Influence victory are possibly the two fastest choices. The latter would have you declare war to deny colonization and build influence starbases on the colonized plane
[quote who="Nick5ash" reply="23" id="3551382"] So when will i be able to play my custom race vs. my buddies custom race? That is what i most want to do. [/quote] Supposedly fixed in yet unreleased v1.01 " Enabled Custom Factions in multiplayer (with fixed to make this stable) "
[spoiler]Shouldn't you make some excitement by hiding results with... you know, I guess later when some players get more popular.[/spoiler]
2. Tech costs are defined in tech tree XMLs as an integer, without any possible modifiers. You could have every tech decrease the amount of research points that the faction can do. But you already said you don't want to tamper with colony output. 3. There are two modifiers, Flat and Multiplier, both can be signed decimal numbers(+0.1,-0.1): Still not sure how exactly Multiplier works, as I have tried to have it at zero, which seems to make no changes, when I want to h
Do we have to pay you to have a row bolded like one of your suggestions? [quote who="Ashbery76" reply="2" id="3550855"] I would like to be able to flag some techs to be untradeable. [/quote] This is currently already possible. I don't remember the name of the XML tag, but check the Yor tech tree for multiple untradeable techs or either the schema for the tag. If you meant to only override a certain tech in the tech tree withou
No crash log or dump is generated (is that because we're out of Beta? Is there a way for me to force it to generate those?). [quote]No crash log or dump is generated (is that because we're out of Beta? Is there a way for me to force it to generate those?). [/quote] Supposedly they were left in the release as v1.01 patch notes: "Removed some release level debug" Source - <a href="http://steamcommunity.com/app/226860/discussions/1/620713
A custom race that has been created within the ingame faction creator? Not yet. Currently it is generated as a binary file. Which makes it highly non-modifiable. Unless you are a HEX editor master... I guess.
Voting Has Ended We will announce the winner shortly Thank you for your participation! Wait... what? Has it really ended or just temporarily stopped? I never received an email that said "voting for the Faction Design Contest has started". Which I believe I did for the ship design contest.
Time until the next UP meeting can be seen under Diplomacy -> UP Details
[quote who="hedetet" reply="3" id="3543753"] What other IPs will Brad purchase just to legally make these custom factions I wonder? [/quote] ([Edit] Oh you knew my mistake)Attention interloper, Ur-Quan comes from Star Control, which Stardock owns the IP for. Frogboy said there isn't going to be a Star Control DLC for GalCiv 3, so I'm making a Total Conversion mod, since the Star Control 2 story makes for a
Have you removed the following faction movie tags: FactionMoviesFGDef FactionMoviesBGDef If found, they take priority over images. You can debug a crash. there is a debug.err file in the GalCiv folder of your documents. Sometimes there won't be an error just the last thing GalCiv was doing before the crash occurs. In prefs.ini file there are variables for showing more debug information, but I don't know what it accepts beside "Default".
By the way, I believe the following rule has changed, which Stardock can do since it is written in the rules: Community Voting: The Community (defined here as visitors to www.galciv3.com) will vote on the 8 finalists as selected by the judges in each event... In the last podcast, the host said that 3 will picked from these 8(can't find the timeframe), which noone of other staff objected to. I guess means there will be another Community Vote session like it w
[quote who="Bamdorf" reply="47" id="3543589"] When I dumped this download into my Mods file, the race showed up very nicely and the game started ok. However, they did not have any ships near their captial...no survey, no no search, no colony. Did I screw up (usually the case!).[/quote] Not really. As I previously mentioned, since the winner of the contest gets to have his race as a minor race, then I set it up as a minor race, while really setting it as a major ra
Favixi Fixed for Beta 6, v0.95 and now are in their own folder . http://www.mediafire.com/download/1u7yq464pjbmx6m/Favixi_NoTechTree.zip It nolonger uses a unique tech tree, that tech tree didn't even use the Base Tech Tree. Don't mistake Base Tech Tree with Generic. Base allows to build base components and starbase modules. Previously I replaced that to remove colo
Favixi: in the zip, and in the 00000130.zip move the contents into a folder called "Favixi" in your Mods Folder. (you have to make the folder). <p
Indeed individuals, in such alliances, in Hunger Games and Battle Royale somehow did not create contingency plans for when only one alliance remains. Perhaps they still hoped the rules could still change. "why help the Kohr-Ah in their genocide if they're ultimately going to destroy you for your efforts anyway? Might as well go down fighting them rather than someone else." Answer: In both World Wars, superior officers would shoot troops refusing
It was a bad idea by Stardock to have the ingame race editor generate a 2 KB binary file instead of modifiable XML file.
There is only one offer that the Kohr-Ah make, which is: Captain: Is there anything we can do to make you stop the killing? Kohr-Ah: If you eliminate all non-Ur-Quan sentient races, including yourselves then we will stop. We have made this offer before. No one accepts. So we cleanse. It is strange that no one has accepted this. I would understand if they were asking for the race to commit suicide, which they still are...
Related, but is a bug(since beta 5 at least): When speaking to any minor race, a major race's leader name shows up on top, not the minor race's leader name.
Interesting. ShipMaintenance is declared in the XML Schema files though: StatTypes.xsd [code="xml"]... ...[/code] StatTypeDisplayDefs.xml [code="xml"]... ShipMaintenance STATNAME_ShipMaintenance ...[/code] Perhaps it needs to be applied to "
The InternalName problem occurs in multiple instances. Like text races say in FlavorText.xml, where the InternalName tag has to be used to make conditional discussions, but since they can't be duplicated, then you have to override all of it.
"I have a feeling the bink 2 decoder will decode bink 1 files and the bink 1 encoder is out there for people to use." Bink 1 endoding is freely available from RAD Tools. But. If you specify a .bik (Bink 1) file, GalCiv 3 ignores it. If you rename a .bik file to .bk2, GalCiv 3 will load it, wrongly and even crash. This is all I got when e-mailing RAD Tools: "I’m sorry, but unlike Bink 1, we do not make the Bink 2 compressor available for non-commerc
GalCiv 3 throws an error when there is a duplicate InternalName in an XML file like FlavorText_Custom.xml Any other InternalName is useless, because then the game does not use them. The only way around this is to override/replace the whole "FlavorText.xml".