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Additional planet traits and slight modifications of stock planet traits. Version 2 introduces Almost Extreme planets; planets that are colonizable like ordinary planets but, like extreme planets, can be improved with the appropriate technology.
Almost Extreme PlanetsGas World, Oceanic World and Tundra World are almost extreme planets. Though they are colonizable like ordinary planets, they carry a production penalty like extreme planets and are governed by the extreme planet settings in the game options. All three planets can be improved with the discovery of Extreme Colonization and Adaptable races benefit from the improvements straight away.
Gas World
Rich deposits of methane gas make this planet ideal for manufacturing, but the greenhouse effect on the atmosphere makes it barely colonizable.
Oceanic World
Massive oceans and small continents make this planet barley colonizable though it is ideal as a tourist resort with an abundant stock of marine life.
Tundra World
Permafrost makes this planet barley colonizable though it's wealth of migratory herds and predators attracts tourists and researches alike.
Additional Ordinary PlanetsJungle World
Hot and humid with dense jungle undergrowth and shallow marshland, manufacturing and farming are difficult, but the flora and fauna are amazing and the terrain aids resistance against invasion.
Twin Moons
Romantic views planet side give a boost to tourism whilst traders can more readily transfer cargo.
Primordial World
The oceans are teaming with diverse primitive life forms yet the land is dry and rocky due to a lack of vegetation.
Stock Planets
Planet Diversity Mod by Deathwynd
This mod is fully compatible with Deathwynd's Planet Diversity Mod.
Pleasure Planet Mod by DumhedIf you use Dumhed's Pleasure Planet Mod then I would recommend making this planet truly anomalous by tweaking it's relative weight.
If you wish to use this mods planetary features and improvements whilst using Deathwynd's Paradise Planet rather than Dumhed's Pleasure Planet then set the relative weight to 0.
Version History
Credits
Thanks to Vidszhite for his inspiration with creating the Almost Extreme Planets, Franco fx for the re-imagination of Tundra World and everyone else for your comments and support.
See Also
Hereward just want to give you a heads up.
BuckGodot pointed out that my Propaganda Center mod isn't usable by the Drengin or the Yor because they don't use ColonizationTech, they call it ImperialismTech or PropagationTech respectively.
At which point I realized that I had used ColonizationTech as the Prereq throughout Planetary Diversity. Which explains why I was getting anomalous behavior out of the Drengin with regard to my pseudo-extreme worlds.
So long story short I seemed to recall you mentioning using ColonizationTech on your Planetary Traits mod and when I checked sure enough you are.
I am planning to switch mine to use TechTree which is the GenericName for all tech trees and is used in lots of Prereg's throught the game files.
So thanks to BuckGodot for the heads up he's a lifesaver!
Cheers Deathwynd. I also wondered why the Drengin didn't colonize some planets that where in their zoc but noticed other races were and so thought all was ok. Thanks for sharing.
Just got the deepest into a game, with our mods, than I've ever been. Ah well, start again.
Yeah I seriously need to take some time off and play, been working too hard and no game time lately.
Version 2.2 - Fixed Drengin and Yor not using the almost extreme planets.
@Hereward_Hills
Now I found time to get more into creating a gas planet homeworld mod in coop with your fine mod. Step by step I started to grow. First race seems quite fine...except the gas planet has no production tile. Tried to create a ContinentDefs.xml too, but no change at all. Anyhow, also new races would be able to choose gas planet home.
Besides I didn't catch how to naming those gas planets generic. In current state they'd all be named 'Methane Homeworld'.
Would you mind to review the files and probably give a hint what causes the production tile issue?
Not quite sure what you mean but a picture paints a thousand words so zip up your mod, in my readme file you'll find my email address so either attach the zip or send my a link. I'd be happy to have a peek under the hood, give me a couple of days though.
I'm guassing you are using GasGiant as your planet type for your custom race. That is simply not going to work the GasGiant planets are defined as dead worlds and the planetary art assets for them provide no viable tiles on the surface.
I suspect you think Hereward converted GasGiant worlds for his gas worlds. This is not the case Herewards Gas Worlds are standard worlds.
You need to either use his Gas Worlds as a template or make your own, you cannot use the existing GasGiant world type.
Ah, thx @Deathwynd for the update. Sent you a PM for possibly further exchange about.
So, I could use GasWorlds as regular colonies, but not as homeworld as game prevented them from being used. Understand so far.
What I could think about is to mask a usual planet with the gasworld ArtDefine, but that wouldn't really solve it.
I even started to work on ContinentDefs.xml but didn't get it working.
Well, Hereward has managed to bring the breakthrough with serving the fitting PlanetArtDefs to fit into the system. I'm glad this wall is taken and looking forward to finish the mod in time now. Thx for all support.
As for the Gas giants, well...I'm still thinking about them to be home for methane-breathers, while they have to adopt tech to settle on oxygen worlds...and the opposite. GC3 is still only competition of one race instead of a twirling alien universe to me if we can't have different homeworld enviroment. For one Gas giants are homeworld, for others they might be highly interesting ressource areas. I'm in for greater diversity.
Anytime Skukkuk.
As for Gas Giants as homeworlds. The beauty of GC3 is we have the freedom to mod it to our own flavour. We can even mod the mods to our own flavour, as I quite often do.
Glad to hear you got it working!
Yeah, am very impressed by getting things working.
As from today (July 23th) I get a very strange bug...anyhow which faction I choose from start, I am assigned any randome one out of the pool. Allready tested in any combination of mods and also without mods...so it is a GC3 general bug. Did you recognize any micro-patch over night?
As soon this is solved I'd release the methane-breather-mod.
I thought that was just me.
I reset everything by deleting the prefs.ini from Documents\My Games\GalCiv3 and then started a new game and, for me, all was well again.
Great, thx @Hereward, worked for me too.
Will post it in Steam forum and at Stardock ticket support.
What u think has caused it? As for me, when hitting new game, I could not see an actual faction. All information/graphics was empty. After choosing any faction it showed again. I guess it was a corrupted faction file...but not sure at all.
@Skukkuk, I had the same symptoms as you. I thought it was because of some modding I was playing with. Chased that bug all night I did, lol.
Yeah, I suppose it was caused by a corrupted faction. As I deleted it, I don't remember the exact name...only know it didn't have a leader picture, only a building on screen.
Anyhow, my testrounds worked quite good and so I released the mod right now, first without the Alliance-Union factions, to allow general use of the Methane-Breather Homeworld.
You could find it HERE
I noticed the leaders missing from the glamorian empire, and the model republic.
Hereward, your mod has come a long way. Your and Deathwynd's mods have helped me with my own mods, and I'm thoroughly enjoying myself. Keep up the good work!
Thank you
Bad factions can screw the pooch. I down loaded a group of Dune factions from Steam. There were 4 of them and apparently the author had forgotten to assign ship types to 3 of the factions. So, the game crashes when you try to use them. You can't edit them unless you copy them and delete the original.
Morning Franco, are you sharing a random piece of information with me or did you get the wrong post.
LOL, I have no idea. Must be the wrong post. I was pretty sleepy at the time.
Version 2.3 - Minor update for release of GalCiv3 v1.2.
GalViv3 v1.2? Out? Now? When?
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