I tried modding in a race that doesn't have (or need) a Homeworld, by using the Pirate Faction as a starting point. So I added the tags to my custom race <RequiresHomeworld>false</RequiresHomeworld> <HomeStarSystem>InvalidDef</HomeStarSystem>Just like it is on the Pirate faction Defs. The race does show up on the list, and the "Homeworld" field is empty. However, when I try to start the game, it'll say "Building Map" for a few seconds, and then instantly crash to desktop. 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?). I understand that I might be pushing against the modding limitations, but where's the fun in conforming? As a sidenote, and slightly related to my project: Is there a way to allow shipyards to stay orphaned, regardless of if we have enough planets to sponsor them all?
You must have a homeworld or the game will will crash, there are two presets already available, Abaddon which is a burned out planet and Dust a gas giant.
I seriously doubt that will work, because where is your research and production coming from?
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?).
The problem is that this forces the shipyard to not produce anything. Since my mod gives production to shipyards regardless of Sponsor Planets, they should be able to keep on churning out ships even while orphaned.
One suggestion for you that I picked up while watching the replay of Derek Paxtons stream from yesterday Download/copy the custom race of Ghosts of the Abbaddon which I think someone above mentioned but when you've downloaded them make a copy of them in the faction screen alter them to what you want and change their name before you save/carry on so your changes don't overwrite the original race you downloaded the result of this when you start the game will give you a crap class 2 homeworld that you wont want to keep long term and instead of a survey ship,a scout and a colony ship, all you will have is 3 colony ships from which you search out a new homeworld and you can change your empires homeworld capital once you have a new planet!
As for the shipyards being orphaned I don't know how to mod this but the production goes like this - planets sponsor shipyards and the shipyards build the ships without sponsors the shipyards have no production and cant produce ships without it also and this what irks me on the change from GC2 you have to either be building a ship or have the yard shutdown for the turn system to let you click the turn button.
hope this helps!
Echillion, as I said, I know of the "dead" preset. The civ I'm trying to build however is supposed to be a "pure spacefarer" civ. Absolutely NO planets. Shipyards can get production from other sources (in my project, starbases, which I managed to get working), even without a planet to support them, but the game stops you from going forward because the shipyard is "orphaned".
Ah I see may I suggest you pm/msg Derek Paxton as I think only he or Paul will be able to answer you whether it can be done or not? good luck
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.
Yeah, the Turn button is currently my main problem, followed closely by how hard it is to make a civ homeless. Even if I get an event to delete their starting planet (and they have <RequiresHomeworld>false</RequiresHomeworld>), the game simply crashes.
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