Presenting the Galactic Diversity Custom Race Mod, now available on the Nexus
Galactic Diversity Mod. Updated to v1.6 (This mod is version agnostic and should work regardless of game version.)
Installation:
Simply unzip the file into your “//MyDocuments/My Games/GalCiv3/Mods” directory, it will create a new directory there. Then login to the game, go to Options, select the Gameplay Tab and check the box for Enable Mods.
Next, Exit the game and when you relaunch it the mod will be active.
The goal of this mod is to expand upon the original custom race traits and provide some interesting new choices.
This mod is not strictly balanced, it is presented for fun and many users may find they will need to crank up the AIin order for it to provide some challenge. That being said over time I will attempt to balance the mod internally to itself so that the race traits and abilities are balanced against each other.
I have intentionally created this mod to be version agnostic, meaning it does not matter which version of the game youare running, the mod will neither conflict nor interfere. To this end the mod is built using the append method, theonly exception being the RaceTraitSliderDefs.xml which exists only to display the race traits and in no way changesthem itself. This file is left in overwrite mode simply to provide my new race traits without altering any of theoriginal race traits. All of the original race traits are intact and unchanged any custom race created with the basegame should work just fine with this mod installed. If you choose to publish any custom race made with this modinstalled I would ask that you note that, in the workshop entry, so as to avoid confusion for those persons downloadingfrom the workshop. Being an append style mod Galactic Diversity should play nice with most other mods.
Herein you will find a plethora of new and exciting race traits for your gaming pleasure.
You can choose from traits such as.The Swarm - Its an Ugly planet its a bug planet!Cyborgs - Their big bad and ready to stomp their enemies to a pulpHeir to the Ancients - Who are these minor empires we find ourselves surrounded by? They are as nothing before the Ancients!The AI Collective - Hyper intelligent leaders of an endless machine army.Psionic Masters - What is that you are thinking? No no that just won't do, thats better now you are thinking the "right" way.Nanonic Breakthrough - Lets make everything smaller and faster and better! I'm sure the nanites will behave...And many more!A Note on balancing: All race trait values are positives, there are no negative traits, the lack of a bonus is aseffective as any negative, while negatives just give rise to unbalanced traits which are very weak penalties given the bonuspoints they give. An example would be the Brutal, Popular, or Traders traits, which are very often taken on customraces as they do not offer a strong penalty to match the bonus points they provided. Therefore this mod has nonegatives, instead all the traits presented herein start at the base point the original system left off and go up fromthere. I am well aware the mod needs balancing but cannot play through even partial games with so many variables to testso please do leave me feedback on the traits you like, and which ones seem to be overpowered, or underpowered, "Relativeto each other".
ChangeLog:
V1.6(Fix)Changed the Game Start trait to produce uninhabited worlds in home system, as was originally intended.(Tune)Added the IsAncient Tag to Heirs to the Ancients
V1.5
(Tune)Changed the Ancient Technologies received by the Heirs to the Ancients to use standard weapon and drive modules.This means any AI race with this trait will make use of those techs and they will appear on the automated designs.
V1.4
(Fix) Added restriction on Synthetic races so that you cannot combine Synthetic with Fertile, Farmers, or Speciation.(Fix) Added all original Race traits to the end of the list, this corrects for an error which prevents editing ofpre-mod races. The old traits are listed at the end and can be accessed by mousing over and scrolling, all old traitshave had their costs set to zero to prevent issues, they are not intended for use with GalDiv but are re-included justto fix issues some folks have been having. Also I reiterate do NOT upload GalDiv races to the Workshop! Credit goes to Francofx for catching this one.
V1.3 (first major balance pass)(Tune)Nanonics Ability, Engines -20% mass, Shields -20% mass, Beams -30% mass(Tune)Natural Diplomats, Diplomacy +2, diplomatic value of traderoutes +25%, diplomatic trade offer bonus +25%(Tune)Malleable, bonus colonists on colonize +5, bonus planetary quality when obtained +5-10, bonus quality tohomeworld +10-15(Tune)Psionics, Resistance bonus +25%, traderoute bonus +25%, Influence bonus +10%, Diplomacy +2(Tune)Handy: -20%/-30%/-40%/-50% reduction to all maintenance costs(Tune)The Swarm, +10% to Food(Tune)The Silicoids, removed mining bonuses they were causing crashes, +35% to planetary defense. Credit goes to Moogle65535 for catching that!(Tune)Cyborgs, +30% to invasion, +20% to planetary defenses, +20% Food, +75% social manufacturing, +50% miltary manu.(Tune)AI Collective, +10 to Approval, -50% to maintenance, (Fix)Changed Automated Production Centers used by AI collective to be colony unique. Credit goes to Moogle65535 for catching that one! (Tune)Farmers, reduced food bonuses to +20%/+30%/+40%/+50%(Tune)Fecund, removed Approval bonuses and lowered food bonuses to +10%/+15%/+20%/+25%(Tune)Invaders, +20% Planetary Defense(Tune)Capitalists, +20% trade route value, +20% tourism income, +30% income(Tune)Tough, reduction to defense mass lowered to -10%/-15%/-20%/-25%(Tune)Adventuresome, increased bonuses +25%/+50%/+75%/+100%(Fix)Adjusted all Trade route bonuses to use proper targetype fields as changed in game version 1.1 Hereward_Hills gets all credit for pointing this out!
V1.2
(Fix) Tolerant Trait costs were using old values, updated to current mod cost schedule. Credit goes to Moogle65535 for catching this!
(Fix) Tuned AI Collective, lowered mass reduction on range modules from 75% reduction to 50% reduction.(Fix) Tuned multiple settings on Nanonics for balance and to prevent a divide by zero error that was causing crashes when combined with AI Collective. Mass Reduction: Sensors -40%, Missiles -20%, Ship Range -20%, Ship Engines -30%, Point Defense -20%, Shields -40%, Beam Weapons -40%. Moogle65535 gets full credit for catching this!
V1.1
(Fix) Natural Diplomats, bonus to diplomatic trade multiplier changed from Flat to Multiplier.(Fix) Handy, was adding to maintenance instead of reducing it, this is now fixed.(Fix) Organized, Was adding to maintenance instead of reducing it, this is now fixed.
In case you missed it at the top here is the Link.
P.S. Check out my other mods
http://www.nexusmods.com/galacticcivilizations3/mods/14/?
Updated to fix a few issues.
just downloaded, very interesting stuff you have here, haven't started a game yet but noticed that your Tolerant race trait has cost values of 2 4 6 8 instead of 1 2 3 4 as every other one, this may be intentional for future changes or other issues but TolerantGD2 and TolerantGD1(your internal names) can not be picked without negatives available. Using mod v1.1.
tried starting a game a few times, verified files like 3 times cuz twice needed redownloaded, created a custom race with your mod, AI collective choice in Speciation, with abilities Nanonic and Malleable, hung on galaxy creation everytime, would soft crash with a click, i suspect it is still something on my end but just giving feedback, didn't see anything obviously wrong with the xml except what i mentioned last post. gonna full reinstall now and see if it still hangs at same point, i assume you tested it at least once in game and we haven't heard feedback from the 50 others that dl'd it so...
This is a great mod. Lots of fun. The traits are very powerful but can be balanced by granting other traits to the AI.
It takes a lot of the sameness out of the game. You are no longer playing against factions almost identical to you, with a little nuance.
Thanks guys!
I'll take a look at AI collective nanonic and malleable, its possible its creating an unforeseen combo that is blowing things up.
And good catch on the tolerant traits yeah those are old values from a pre release version I apparently let them slip through, I'll get that fixed and updated asap.
Update: So yeah that lockup on loading was entirely my fault, I didn't vette the combined modifiers closely enough and it was causing a divide by zero lockup. Thanks again for catching that!
Ok updated to fix the reported issues.
(Fix) Tolerant Trait costs were using old values, updated to current mod cost schedule.(Fix) Tuned AI Collective, lowered mass reduction on range modules from 75% reduction to 50% reduction.(Fix) Tuned multiple settings on Nanonics for balance and to prevent a divide by zero error that was causing crashes when combined with AI Collective. Mass Reduction: Sensors -40%, Missiles -20%, Ship Range -20%, Ship Engines -30%, Point Defense -20%, Shields -40%, Beam Weapons -40%.
Thanks again for the reports they really help and feel free to leave feedback, the mod may not be meant to be balanced against the base game but I am endeavoring to balance it internally so any feedback is helpful.
There is an instant crash to desktop related to the Silicoid speciation trait. Most of these long traits result in an empty gray box on mouseover everywhere which is perfectly fine. Silicoid is fine in the race choice screen. However, in the Report screen in Diplomacy, mousing over Silicoid instantly crashes the game unlike any of the others. I doubt this is something you can fix as it is most likely on SD's side, just wanted to report it. As far as any feedback on balance, that would take me awhile. Just sat down now to create some races with your mod as against vanilla....yea(lol).
Yeah gonna do a balance pass shortly, still the normal races will be underpowered but thats by design, either design new races or crank them up to ludicrous speed and let em loose
The Silicoid crash is something I will look into though the latest patch notes show some changes regarding races with long mod lists so that might have something to do with it.
Yep after doing some comparative testing with other traits it appears to be the mining traits on the silicoids that causes the crash in the Diplo window.
AI Collective has more modifiers and yet causes no crash but with a bit of systematic testing I found the problem.
As it is however the race plays right and everything else works so I'm going to hold off on fixing this until I finish the current balance pass I am working through during which I should have a fix for this problem.
Thanks for reporting it!
OH and other than that issue the mod is tested and working as of Game version 1.1 release.
I am sure top of the list is going to be the Automated Assembler for the AI Collective. Just got a tech victory at the end of turn 69. Stopped colonizing at around turn 20. At the end, I had Raw Production around 13k, and was able to produce 666k research. Perhaps you meant it to be colony unique since it's like the Thalan Hive.
Oops yeah I think something went wrong there
I'll be sure to get that fixed.
Ok latest version is now up on Nexus.
Change Notes:V1.3 (first major balance pass)(Tune)Nanonics Ability, Engines -20% mass, Shields -20% mass, Beams -30% mass(Tune)Natural Diplomats, Diplomacy +2, diplomatic value of traderoutes +25%, diplomatic trade offer bonus +25%(Tune)Malleable, bonus colonists on colonize +5, bonus planetary quality when obtained +5-10, bonus quality to homeworld +10-15(Tune)Psionics, Resistance bonus +25%, traderoute bonus +25%, Influence bonus +10%, Diplomacy +2(Tune)Handy: -20%/-30%/-40%/-50% reduction to all maintenance costs(Tune)The Swarm, +10% to Food(Tune)The Silicoids, removed mining bonuses they were causing crashes, +35% to planetary defense(Tune)Cyborgs, +30% to invasion, +20% to planetary defenses, +20% Food, +75% social manufacturing, +50% miltary manu.(Tune)AI Collective, +10 to Approval, -50% to maintenance, (Fix)Changed Automated Production Centers used by AI collective to be colony unique.(Tune)Farmers, reduced food bonuses to +20%/+30%/+40%/+50%(Tune)Fecund, removed Approval bonuses and lowered food bonuses to +10%/+15%/+20%/+25%(Tune)Invaders, +20% Planetary Defense(Tune)Capitalists, +20% trade route value, +20% tourism income, +30% income(Tune)Tough, reduction to defense mass lowered to -10%/-15%/-20%/-25%(Tune)Adventuresome, increased bonuses +25%/+50%/+75%/+100%(Fix)Adjusted all Trade route bonuses to use proper targetype fields as changed in game version 1.1
Deathwynd, I really like this mod but I wish you could fix it to where it does not zero out the existing faction traits when you edit a faction. If you decide not to edit and cancel you are left with zero traits.
There are times when I need to revert to standard traits and it would be neat if there were and off/on choice for this mod without having to redo all the traits that were there before, if you get what I mean.
Obviously, when using this mod if you upload a faction to Steam Workshop, it will have zero traits and this can not be edited by anyone that subscribes to the faction.
The Steam Workshop is sorely limited at this point. I will be glad when/if the make some improvements.
There is no fix for that problem, when you take an existing non mod based race and edit it the original game traits while they still exist and can be used just fine simply don't exist on the menu's for GalDiv. There is a possible workaround, its messy as hell, but I'll look into it.
So yeah fixed that problem.
Updated to version 1.4
Change Notes:V1.4(Fix) Added restriction on Synthetic races so that you cannot combine Synthetic with Fertile, Farmers, or Speciation.(Fix) Added all original Race traits to the end of the list, this corrects for an error which prevents editing ofpre-mod races. The old traits are listed at the end and can be accessed by mousing over and scrolling, all old traitshave had their costs set to zero to prevent issues, they are not intended for use with GalDiv but are re-included justto fix issues some folks have been having. Also I reiterate do NOT upload GalDiv races to the Workshop!
Great fix for the original traits. Thanks
Yeah its not pretty but at least it corrects that problem, really the game shouldn't pull that crap since the original traits are still in there and functional, I'd just removed them from the RaceTratSliderDefs.xml so they wouldn't clutter up the game a present possible cost/value issues. As it stands yes it is possible to use the old traits and yes they cost nothing but it is the only way to not have the negative traits screwing with the positive cost budget I've established in GalDiv and at the same time not have the game scream bloody murder if I didn't leave enough points to afford the old traits.
Sooo many workarounds for things the dev's could fix for us oh so easily.
A little glitch: When you sign on with the cheat exe, the debug console will not work with the mod. The console comes up but the unlock command does not work and it crashes the game. This is not a big deal since you can unselect use mods and the console will work for any purpose that I use it for (ship design). I only mention it as an FYI.
Yeah it works just fine for me with standard races but with custom races it crashes and the log gives no illumination so no way to fix it. Being that its only one command with the cheat console and doesn't affect regular gameplay it really has no priority for a fix.
Version 1,5 Uploaded
Changes
Any future plans for this ... just wondering. Also any issues (other then the too many traits one stopping saves from loading) with 1.2
Yep I have a few tuning fixes coming out later this week and I have a more comprehensive overhaul in the works.
Everything seems to be working with 1.2 so far but we shall see.
using this mod alongside your Planetary Diversity mod has had the unintended effect of making all worlds the AI uses around 20-43 quality. i checked and they do not have the malleable trait or the adaptability one so i have no idea what is letting them build the planetary acclimation structure but i did confirm that is what they are doing. it seems that all races can build it no matter what traits they have. I have however only tested this with custom races i made before installing your mod so that may have something to do with it.
I'll look into it.
This is great I had imagined myself making something like this as a mod when I first heard about the game.However can you please add some negative traits as well, I know you've said not having a bonus is a negative, but for those races we'd like to make skewed to one extreme or the other it'd really help, thanks for all the work.
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