Release vB2
This is a Faction and ShipStyle mod for GalCiv 3 - that is, it adds a new custom set of ships and templates which you can use in place of any of the standard races, linked to a faction. It currently features 20 ship models that will take you from Tiny exploration ships all the way through to Huge warships. These template ships can be used with or without the StyleSet modification and Federation faction.
Installation:
Version vB2 is now released, and can be downloaded here:
The main files of the mod are here: http://www.moddb.com/mods/starfleet-mod/downloads/release-vb2-code They go in your mydocuments\mygames\GalCiv3\Mods\ folder. Please remove previous versions of the Starfleet mod before installing.
The templates which make the mod what it is. http://www.moddb.com/mods/starfleet-mod/addons/release-a1-ship-templates These files go directly in your Galactic Civilizations III\Designs\ folder. Be sure to merge folders when prompted.
Content:
If you have placed these correctly, when you start up Galciv 3 and start a new game,you will see there is a new Federation faction in your faction list, and in the Faction creator the ShipStyle list now contains a new entry: Federation (Star Trek)
If you select this Faction and/or Ship Style, you will be greeted by a pretty new Constitution class exploration vessel instead of the standard Terran/Drengin/Altarian Survey ships.
Eventually, through unlocking the tech tree your fleet will grow to include all kinds of Starfleet vessels.
Full album:
http://imgur.com/a/rnLB3#0
Enjoy!
**Changelog**:
vB2* Fixed the ship-design crashing bug (thanks to dansiegel30)* Added a Federation-specific tech tree, with re-arranged weapon techs to focus on beams.* Re-worked names and descriptions of many faction weapons and techs to give them a more star-trek feel* Replaced some beam graphics to bring them more in line with Phaser looks* Added a second-tier prototype Elerium beam, in line with missile and kinetic weapon trees* trimmed some bad designs (beam and missile -L variant medium ships)
vB1* Added federation faction (with images courtesy of 00zim00), which will automatically use the correct templates, colours and custom solarsystem.* Fixed Constitution class model not appearing properly in ShipStyle selector* Fixed missing ships in ship-designer (Defiant)* Fixed missing augmented designs for AI use of faction* Fixed various missing descriptions* Fixed Fed faction colours* Altered some blueprints to improve designs, particularly from the mid-game on
vA1 * Initial release
Thanks for putting so much work in to testing what's going wrong Dan, and I'm sorry it's so frustrating.
It looks like the ships are giving issues when the templates are incorporated in to a ship style, I'm having no such issues when I play Terrans with terran tech tree and just add mods to the templates (which are also available to normal terrans).
My latest version of the mod has a custom tech tree that focuses a little on beams (renaming kinetic to Pulse Phasers and have them appear later in the tree) with re-named weapon models (and phaser-appropriate beam effects) - but I don't think I'll be releasing any more until I've got some idea why this is going so wrong. If people can't design their own ships its really not worth it.
My pleasure. I'm a retired systems tester, gotta keep busy somehow I'd be happy to open a formal ticket (or even send you the debug file for investigation). Praytell, where is the debug info located?
ok, found it. BTW, running steam and Win8.0. ATI Radeon HD 7700 video. AMD Core.
So, initial errors during launch up, may be trivial. Getting about 20 of these, in various directories under mods, even in ExampleMods dir:
Debug Message: No files found matching mask C:\Users\dan_s_000\Documents\My Games\GalCiv3\Mods\StarTrekFederationMod\Campaigns\*.gc3wsdata
After starting game:
Debug Message: Game Started (New Game).Debug Message: ImplementShipBlueprints FAILED. Could not find ship class: PrototypeFederationGuardianDebug Message: ImplementShipBlueprints FAILED. Could not find ship class: FederationAssaultCarrier
Related messages just after unlocking all techs in debug console. Getting a set of these messages for EVERY tech, so LOTS:
Debug Message: Player 0 CompleteResearch tech Manufacturing Specialization originalResearcher 1
Debug Message: Research Complete [PlayerID 0, Manufacturing Specialization]Debug Message: ImplementShipBlueprints FAILED. Could not find ship class: PrototypeFederationGuardianDebug Message: ImplementShipBlueprints FAILED. Could not find ship class: FederationAssaultCarrier
Now going into designer, adding a few weapons and trying to save:
DebugMessage: Tried to enter unprintable character: 13Debug Message: Popup Manager Update: Unhiding ShipDesignManagerWndDebug Message: CShipDesignerWnd::SetShipDesign: isDesignUpgrade: 0Debug Message: Dumping Stack Trace: SymInit: Symbol-SearchPath: '.;C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III;C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'dan_s_000'
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Debug Message: Dumping Stack Trace: C:\Windows\system32\wbem\wbemprox.dll:wbemprox.dll (000007F926CF0000), size: 61440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\wbem\wbemprox.dll', fileVersion: 6.2.9200.16384
Debug Message: Dumping Stack Trace: C:\Windows\SYSTEM32\wbemcomn.dll:wbemcomn.dll (000007F9284D0000), size: 581632 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\wbemcomn.dll', fileVersion: 6.2.9200.16384
Debug Message: Dumping Stack Trace: C:\Windows\SYSTEM32\CRYPTSP.dll:CRYPTSP.dll (000007F92E7F0000), size: 106496 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\CRYPTSP.dll', fileVersion: 6.2.9200.16384
Debug Message: Dumping Stack Trace: C:\Windows\system32\rsaenh.dll:rsaenh.dll (000007F92E490000), size: 307200 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\rsaenh.dll', fileVersion: 6.2.9200.16553
Debug Message: Dumping Stack Trace: C:\Windows\system32\wbem\wbemsvc.dll:wbemsvc.dll (000007F9281F0000), size: 81920 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\wbem\wbemsvc.dll', fileVersion: 6.2.9200.16384
Debug Message: Dumping Stack Trace: C:\Windows\system32\wbem\fastprox.dll:fastprox.dll (000007F928210000), size: 1019904 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\wbem\fastprox.dll', fileVersion: 6.2.9200.16384
Debug Message: Dumping Stack Trace: C:\Windows\system32\winbrand.dll:winbrand.dll (000007F925430000), size: 49152 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\winbrand.dll', fileVersion: 6.2.9200.16384
Debug Message: Dumping Stack Trace: C:\Windows\system32\WINTRUST.dll:WINTRUST.dll (000007F92F130000), size: 348160 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\WINTRUST.dll', fileVersion: 6.2.9200.16666
Debug Message: Dumping Stack Trace: C:\Windows\SYSTEM32\wdmaud.drv:wdmaud.drv (000007F91F3D0000), size: 233472 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\wdmaud.drv', fileVersion: 6.2.9200.16384
Debug Message: Dumping Stack Trace: C:\Windows\SYSTEM32\ksuser.dll:ksuser.dll (000007F924EB0000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\ksuser.dll', fileVersion: 6.2.9200.16384
Debug Message: Dumping Stack Trace: C:\Windows\SYSTEM32\msacm32.drv:msacm32.drv (000007F925440000), size: 45056 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\msacm32.drv', fileVersion: 6.2.9200.16384
Debug Message: Dumping Stack Trace: C:\Windows\SYSTEM32\MSACM32.dll:MSACM32.dll (000007F91F3B0000), size: 102400 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\MSACM32.dll', fileVersion: 6.2.9200.16384
Debug Message: Dumping Stack Trace: C:\Windows\SYSTEM32\midimap.dll:midimap.dll (000007F924830000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\midimap.dll', fileVersion: 6.2.9200.16384
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F6147B0370)
Debug Message: Dumping Stack Trace: 000007F6147B0370 (GalCiv3): (filename not available): CThread::SetAutoResetWaitForEvent
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F6149F9F9C)
Debug Message: Dumping Stack Trace: 000007F6149F9F9C (GalCiv3): (filename not available): CThread::IsSuspended
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F6149F4837)
Debug Message: Dumping Stack Trace: 000007F6149F4837 (GalCiv3): (filename not available): CThread::IsSuspended
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F6149F4C66)
Debug Message: Dumping Stack Trace: 000007F6149F4C66 (GalCiv3): (filename not available): CThread::IsSuspended
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F614B856D2)
Debug Message: Dumping Stack Trace: 000007F614B856D2 (GalCiv3): (filename not available): CThread::IsSuspended
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F614B9B977)
Debug Message: Dumping Stack Trace: 000007F614B9B977 (GalCiv3): (filename not available): FormattedTextWinCallback
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F614B93259)
Debug Message: Dumping Stack Trace: 000007F614B93259 (GalCiv3): (filename not available): FormattedTextWinCallback
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F614BE5170)
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Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F614BE56CC)
Debug Message: Dumping Stack Trace: 000007F614BE56CC (GalCiv3): (filename not available): FormattedTextWinCallback
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F614BE1AA4)
Debug Message: Dumping Stack Trace: 000007F614BE1AA4 (GalCiv3): (filename not available): FormattedTextWinCallback
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F9314E13BE)
Debug Message: Dumping Stack Trace: 000007F9314E13BE (USER32): (filename not available): IsThreadDesktopComposited
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F9314E11D7)
Debug Message: Dumping Stack Trace: 000007F9314E11D7 (USER32): (filename not available): Ordinal2462
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F614BE19EB)
Debug Message: Dumping Stack Trace: 000007F614BE19EB (GalCiv3): (filename not available): FormattedTextWinCallback
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F61507204E)
Debug Message: Dumping Stack Trace: 000007F61507204E (GalCiv3): (filename not available): TickCounter::QuerySystemTick
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F931631842)
Debug Message: Dumping Stack Trace: 000007F931631842 (KERNEL32): (filename not available): BaseThreadInitThunk
Debug Message: Dumping Stack Trace: ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000007F9321002A9)
Debug Message: Dumping Stack Trace: 000007F9321002A9 (ntdll): (filename not available): RtlUserThreadStart
Debug Message: Crash Report - Deleted dmp file successfullyDebug Message: Crash Report - 11 crash dumps foundDebug Message: Deleting Crash Report - 2015-06-14T11-29-33-878 - C:\ProgramData\Stardock\Galactic Civilizations III\GalCiv31_03-2015-06-14T11-29-31-614.zipDebug Message: Uploading crash report
Wooo so much stuff to work with! Thanks
This one is indeed insignificant. It's finding folders (which are required by the mod structure according to the modding readme) which don't actually contain any files. That's not a problem, everyone has the ExampleMod folder and it does no harm being empty.
Also, everything past
Is basically the system dropping everything it had in memory. Not much info there really, it's basically the same message over and over.
The meat is here:
Related messages just after unlocking all techs in debug console. Getting a set of these messages for EVERY tech, so LOTS: Debug Message: Player 0 CompleteResearch tech Manufacturing Specialization originalResearcher 1Debug Message: Research Complete [PlayerID 0, Manufacturing Specialization]Debug Message: ImplementShipBlueprints FAILED. Could not find ship class: PrototypeFederationGuardianDebug Message: ImplementShipBlueprints FAILED. Could not find ship class: FederationAssaultCarrier
Looks like I left two ship types in the ShipStyle list which don't have corresponding blueprints. PrototypeGuardian is out because reasons (I tied prototype kinetics to the Defiant class, didn't want them showing up early), and AssaultCarrier overlapped with the Odyssey design.
It should be resolved now.
I don't *think* this issue was causing any crashes, as it seemed to be going fine with every tech unlock so far. May have caused slowdown on UnlockAll though, I noticed that would take a good while during testing.
Now going into designer, adding a few weapons and trying to save: DebugMessage: Tried to enter unprintable character: 13Debug Message: Popup Manager Update: Unhiding ShipDesignManagerWndDebug Message: CShipDesignerWnd::SetShipDesign: isDesignUpgrade: 0Debug Message: Dumping Stack Trace: SymInit: Symbol-SearchPath: '.;C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III;C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'dan_s_000'Debug Message: Dumping Stack Trace: OS-Version: 6.2.9200 () 0x100-0x1
Right. So. Trust the real issue here to be something I don't really understand.
I'm almost certain this is what's causing the crashes, and by the looks of it, the game can't save a ship design because there is an 'unprintable character'. As in, somewhere in the file sctructure of the 3 ship files (.ship, .objgfxcfg, .png) - two of which I don't know how to even read the content of - the ship designer - which I also don't know the mechanics of - is giving some kind of text formatting error.
Wild speculation at this point:
I will experiment with a ShortShipNames template, see if it gives the same errors.
I've taken the liberty of sending in the above part of the error log to Stardock with an explanation of what's happening, under ticket number #IEO-778-10944
Cheers, I already opened a ticket myself, HWK-650-44791. As you said, you cant reproduce it, but it happens on my PC consistently. And I think a few others have the same problem, but not all peeps.
Yeah, the ship design files names are ridiculously long, with what seems irrelevant characters. Thats a good theory, let me know when you have an update with short names and I'll give it a try.
Ah, one point....ASCII 13 is Carriage Return. And windows does support rediculously long file names. However, this debug message happens BEFORE the event "unhide ship designer", which I think is its way of showing the ship manager is launched. Its quite possible that the unprintable character is not related in any way.
The stack trace dump is quite unless, not even showing a module name, let a lone a procedure name where it crashed. Is there any other debug mode option to enable more data output in the debug file?
Windows may well, but does the game's ship designer engine?
At a guess, it's looking through the file structure, finding a ridiculously long name in SteamGames\SteamApps\common\Galactic Civilizations III\Designs as the template, after it traced it through the mod folder's ShipStyleDefs design and blueprint list, and either inserting a return in there at some stage of the read/write process or finding one that has somehow entered in to it already during an earlier operation.
If there is then I don't know about it.
The issue pretty much has to be in one of these three:
[quote who="dansiegel30" reply="56" id="3564477"]
DebugMessage: Tried to enter unprintable character: 13Debug Message: Popup Manager Update: Unhiding ShipDesignManagerWndDebug Message: CShipDesignerWnd::SetShipDesign: isDesignUpgrade: 0
I'm still thinking it's the unprintable character, as it cearly says 'tried' and then failed, and it's when you save that it tries. The ShipDesignManagerWnd might still be trying to activate at that point, even though the game has started crashing. The isDesignUpgrade thing is checking if you're making a MkII version of a previous vessel, which in this case is no, it's a brand new design. Perhaps it works if it *is* an upgraded design? Hmm.
Btw I've added you to the acknowledgements for the next version of the mod
I can get that unprintable character mod debug message all the time. Just run several operations in debug console, and take a look at the console log (use the savelog command, dont crash the game).
I'm positive now that has nothing to do with the CTDs in ship designer.
You were right. The problem was here:
...
Debug Message: CShipDesignerWnd::SetShipDesign: isDesignUpgrade: 0
Short or long ship name makes no difference, but removing those two defunct lines from the ShipStyle fixed the issue in all tests I've run so far.
I think what's happening is that when the design program wants to check if this is an upgraded version of one of the ships in the ShipStyle, it was running in to those two design names in the list which weren't defined in the actual ShipClassDefs file; it can't determine if the current ship was a version of those, couldn't figure what to do, and crashes.
pop another version out, or PM me a link and I'll try it. I'm running a Terran Game, but your mods are activated (I didnt add your faction to play against). I have access to all of the current models. I can try my game, and as well start up a new one, unlock all techs, and try the sovereign....which in the past is a 100% CTD for me.
Version vB2 is now released, and can be downloaded here: http://www.moddb.com/mods/starfleet-mod/downloads/release-vb2-code
Templates remain unchanged and the Faction Portraits file structure has been relocated in to the main mod folder, so no secondary file is needed if you already have the templates.
Great work on the update bro
Nice work here guys! Just wanted to point out a small spelling error: The Federation constructor is called the "Rigel Contsructor" i.e. the "t" and "s" are switched in the word "Constructor".
Thanks again for doing this!
Hah so it is. Fixed for next release.
I expect there will be quite a lot of those - please do point them out and I'll poke the right stuff in to the text files
As of yet no reports of further design-screen crashes with vB2!
Next version will be out for the 1.1 patch and will be including a few designs by Echillion:
his Sabre
and Excelsior
Incidentally: anyone want to comment on the new form (and naming) of the tech tree?
Just wanted to point out I spent all night last night trying to add this to my mods for the second time and failed can some one tell me how to do this I would like to add the faction, but the computer hangs. Just want to add this faction to an insane galaxy added it to my mod folders.
Sorry it's so frustrating to install Willy. Can you tell me what version of the game you're currently using?
I had problems too. I think it started working when I actually put the files in the Galactic Civilizations III dir, under steam, rather than the Galciv3\mods dir.
1.03. My base mod is insane abundant balance mod.
I am opted into 1.1. I installed the mod as directed to mods in GCIII my docs and I installed the ships into designs in GCIII my docs.
I am not even sure if it is supposed to work with 1,1 but it does. However, I can't use the federation ship style with other factions. It shows up as a choice but when I choose it the ship style stays the same.
As far as the federation mod itself it is damn nice.
Guys, with 1.03 the designs need to go in to the SteamGames\SteamApps\common\Galactic Civilizations III\Designs folder, not the mydocs version, else the shipstyle won't work properly. I don't know if this has changed with 1.10, but I'll check that out (edit, it appears this *does* work, I'm surprised!).
WFIW I just did a fresh install and put the mod files from here http://www.moddb.com/mods/starfleet-mod/downloads/release-vb2-code in my My Documents\My Games\GalCiv3\Mods folder and here http://www.moddb.com/mods/starfleet-mod/addons/release-a1-ship-templates in my SteamGames\SteamApps\common\Galactic Civilizations III\Designs folder and it worked for me.
EDIT: as of 1.10 optin, I put the designs in my \My Documents\My Games\GalCiv3\Designs folder, and this also worked. This means the next version should fit in just one .RAR file
I don't think that's actually true, the problem is the constitution template isn't displaying properly in the ShipStyle choice editor, but the shipstyle should work if you select it. The reason the ship doesnt display is kinda technical, and will probably remain an issue going forward as the game is made a little more mod-friendly unless I can get a dev to change something (fairly small actually) about how the game looks through the MyDocuments design files.
You're correct, it works in the game
I am so happy I get to play as the Feds
Great faction mod, the changes to the tech tree (Purely cosmetic?) really add some flavor.
TurielD, your work looks fantastic. When do you think it will become possible to download whole Federation faction/tech/ship as a compiled package through Steam Workshop? Being able to subscribe to your work, and have it automatically update as your work progresses, would be really super-convenient!
Okay I'm losing it. I have tried several times to install this mod, but have had no success. I have followed the instructions to the letter, and am sure the files are in the exact locations you specify. Nonetheless, when I boot up Gal Civ 3, absolutely no indication of the mod can be found anywhere. No new species, no new federation ship template, nothing. Could this be a new issues introduced since 1.1 perhaps?
I need help. What would everyone advise?
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