Welcome to the Planetary Diversity Mod. v1.5 (This mod is version agnostic and should work regardless of game version.)
Now available on the Nexus.
** Updated to Version 1.6 MAJOR UPDATE!!! Please update your mods ASAP!! ** 1.6 is specifically for the v1.2 Opt-in or later if youa re running an earlier version please use the 1.5 version of the mod.
Installation: Simply unzip the file into your “//MyDocuments/My Games/GalCiv3/Mods” directory, it will create a newdirectory 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.
--Begin Changelog--
Begin V1.6(Fix)Adjusted Planetary art code to comply with changes in game version 1.2, Credit goes to Hereward_Hills for reporting that problem.(Tune)Changed all planets to be non extreme, this does not change the way the planets work or how they get improved by unlocking techs, it simply means they are no longer restricted by the quantity of extreme planets chosen.End V1.6
Begin V1.5(Fix)Recoded extreme planet modifiers as they were not engaging correctly when techs became available, now working.End V1.5
Begin V1.4(Fix)Switched all <ColonizationPrerequ> from ColonizationTech to TechTree so Yor and Drengin will start using them. Credit goes to BuckGodot for catching that one!End V1.4
Begin V1.3(Fix)Altered the internal naming of the Precursor Industrial Planet to prevent conflicts with other mods. Credit goes to admiralWillyWilber for catching that!End V1.3
Begin V1.2(Fix)Adjusted all Trade route bonuses to use proper targetype fields as changed in game version 1.1 Credit goes to Hereward_Hills for catching that!End V1.2
Begin V1.1Cavern Complexes Approval lowered to +20%, Planetary Defense lowered to +20%, Food lowered to +25%, Resistance lowered to +30% Paradise Planet Approval lowered to +20%, Food lowered to +15%, +50% to Tourism lowered to +25%, Influence lowered to +25%
Planetary Megacity Base Food lowered to +30, Influence lowered to +20%, Base Approval lowered to +10
Dense Core Influence lowered to +25% Robot Wasteland After Researching "Planetary Defense Domes" -30% from colony maintenance costs raised to -50% Precursor Military Complex Planetary Defense lowered to +50% Gaian Planet Base Approval lowered to +15, Food lowered to +20% Crystal Wasteland Influence lowered to 75%Credit Goes to KarlBar99 for the heads up on some critical balance issues.End V1.1--End Changelog--
The goal of this mod is to expand upon the existing planetary types and provide some interesting new gameplay. The new
planets presented are in some cases very powerful but also very rare, even in an Insane size map with all abundantsettings only one or two of the rarest planets have been observed. These planets are meant to be a rare and miraculousfind stimulating battle almost immediately for possession of them.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 entirely using the append method.
Here are the new planets, first the normal planets.
Precursor Gateways *Very Rare*
A world covered in Precursor Gateways allowing instant transit from one location to another. These Portals can be linked to other locations across the galaxy allowing instant transport to and from this world. This greatly increases the value of trade routes, and causes an influx of tourist credits as well as toll fees for use of the portals. The portals do pose a problem during planetary invasions however allowing invaders rapid access to all sectors of the planet. Mineral Rich *Rare*
A world rich in rare minerals of all sorts, these resources greatly boost both social and military manufacturing as well as providing valuable gems and minerals for trade. Cavern Complexes *Rare*
A world riddled with vast dry cavern complexes. These are easily converted to provide additional living and working space. The beautiful crystal galleries and natural amphitheaters enhance population approval levels. The lower caverns are found to contain vast forests of edible fungi, while the circuitous underground labyrinth provides excellent defense against all sorts of planetary invasion.Mineral Poor *Rare*
A world lacking rudimentary minerals required by most industrial processes, this has a negative impact on all manufacturing, limits trade and provides little material of monetary value. Mountainous *Uncommon*
A world covered in enormous mountains. Rearing high into the sky with sheer slopes they provide easy access to valuable mineral lodes and the tourists just adore the skiing. However life in such an environment is harsh and food is difficult to grow with no flat arable land. Paradise Planet *Very Rare*
A true paradise for life everyone wishes they could live in such a heavenly place. Tourists flock in from all over the galaxy and word of its wonders and beauty draws envy in the hearts of all.
And now unto the Extreme planets, note these planets require no special tech to colonize but may require certain techunlocks to get best use out of them. They are however in the Extreme category, therefore their rarity is directlyeffected by the Extreme planet setting at map generation which is completely intentional.
Planetary Megacity (Extreme) *Very Rare*
A world covered in a single massive abandoned city. The cities systems are fully functional and automated food vats located in the undercity are easily converted to feed the population. The massive entertainment arenas keep the populace happy while the amazing architecture and artistic design draws culture snobs from far and wide. The air filtration plants however seem to secrete an aerosol contraceptive keeping population growth firmly in check. Researching "Population Enhancement" will eliminate the contraceptive effect.Dense Core (Extreme) *Rare*
A relatively small world with a massively dense core generating a powerful natural magnetic field. This field provides a sheltered environment for delicate research projects, and a natural defensive screen against planetary bombardment. It does interfere with the smooth operation of most automated or computerized systems requiring additional effort to shield them against its effects. The field itself acts as a harmonic resonator allowing cultural broadcasts to radiate outward with much greater clarity reaching far deeper into surrounding space. Researching "Barrier Fields" will eliminate the disruption to Manufacturing. Robot Wasteland (Extreme) *Very Rare*
After Researching "Planetary Defense Domes"
Some mad precursor race left their robotic servants to run amok on this world. Whatever their original purpose they are now a hazard to all life, they rampage about trampling crops and colonists alike. On the other hand the instant any construction project is begun the robots pitch right in and complete it in record time. Additionally it appears the robots sneak into the settlements at night and repair structures and equipment when no one is looking as very little maintenance is ever needed on this world. Researching "Planetary Defense Domes" will eliminate the threat to the colonists but will also drastically impact the beneficial maintenance reduction. Precursor Industrial Center (Extreme) *Very Rare*
A world covered in Precursor Industrial manufacturing systems. These systems are capable of rapidly manufacturing nearly anything and even when undirected they endlessly churn out consumer goods in vast quantities. Unfortunately while there is plenty of space to build none of it is particularly useful for growing crops, or people for that matter. Researching "Lossless Farming" will eliminate the penalty to food production but does nothing for the danger the machinery poses to the population. Precursor Military Complex (Extreme) *Very Rare*
This entire world is one gigantic Precursor Military Base. Its massive dockyards provide significantly increased logistical support to fleets, while the military bases and bunkers all over the planet provide peerless planetary defense. The advanced shipyards are capable of rapidly constructing nearly any ship. Unfortunately all of this comes at the price of very little arable land. Researching "Lossless Farming" will eliminate the penalty to food production. Desolate Planet (Extreme) *Uncommon*
After Researching "Extreme World Colonization" or with the Adaptable trait. 0 to Food 0 to GrowthA completely Desolate world makes a miserable place to live but is excellent for manufacturing research and mining. Adaptable races and those who have researched "Extreme World Colonization" will find living conditions far less miserable. Gaian Planet (Extreme) *Ultra Rare*
Verdant and green, on this world all lifeforms thrive and grow at a phenomenal rate. Every inch of the planet is covered in verdant edible life, unfortunately the local fauna counts your colonists amongst the edibles. Despite being eaten by the local environment on a regular basis the planet induces a sense of wonder and happiness in all who dwell there. Researching "Bio Replication" will allow you to modify your colonists to become one with this amazing biosphere. Crystal Wasteland (Extreme) *Uncommon*
The crystals covering this world are phenomenally valuable for research but generate a psychic background hum that causes migraines. The crystals are so abundant they leave little room for cropland. While the psychic resonance is difficult to live with it does transmit the populace's subconscious desires deep into space around this world spreading your cultural values to other planets with little effort. Researching "Neuro Linking" will actually yield a net gain in approval as your population gains low level empathic abilities from the psychic resonance. Precursor Research Center (Extreme) *Ultra Rare*
This world was a major research hub for some long forgotten Precursor race. Even better their computers and research labs were so ruggedly built they are still operational. Deciphering their ancient knowledge may take generations but it still provides phenomenal bonuses to research. As a side benefit the planetary supercomputer is capable of providing detailed analysis of the motives of your enemies, allowing your diplomats to broker far more lucrative deals on your behalf.
In case you missed it at the top here is the LINK.
P.S. Check out my other mods HERE.
Deathwynd
You forgot the "/"
On what?
Begin V1.3
/End V1.3
lol ok yeah
Version 1.4 is up
Updated to Version 1.5 *MAJOR UPDATE please update your mods asap!*
These planets are absolutely amazing. The extreme worlds are handled nicely. Consider me a fan.
Hi Deathwynd, PlanetTraitsDef.xml is updated in GalCiv3 v1.2. I ran a comparison with the last version, using WinMerge, and there is one single change. The TargetType for TradeRouteValueRaw is once again Colony.
LOL you gotta be kidding, man they need to decide which way they want it.
Thanks for the update.
Just tried to play a game using GalCiv3 1.2 and got the following error.
It had me scratching my head for awhile but I found the problem, the schema has been changed. So below is the unfixed code from your PD_PlanetArtDefs.xml
And below is the fix.
This needs to be done for the other error too.
And now I can delve into my weekend of gaming.
yeah I had to fix my own mod and now I need to fix this one. I see the above post. so what do we have to do to fix it. Please??
Thanks!!
Nasty!
ok
Change
<HaloIntensity>0.6</HaloIntensity> TO <HaloIntensity>0.5</HaloIntensity>
As Hereward_Hills Said
No, you have to reposition the HaloIntensity so that it matches up with the Schema. Note how in the first image it is below the Ambient and in the second picture it is at the bottom of that xml section.
OK I see what you mean I got the same error again actually I have 2 I turn the sound off and can`t get back in the game to turn it off when I hit skip this eror was there again I`ll change the HaloIntensity to the bottom maybe I`ll get red that error! sorry for my screw up!!
@ Nasty Don't forget in that file there is another repositioning around line 985 that also needs doing.
Thanks for the update on that, got it fixed just testing it before I release the update.
** Updated to version 1.6 for Opt-in version 1.2 **
If you don't have the 1.2 opt-in or later please use version 1.5 of the mod.
I copied the 1.6 over my earlier ver. and now get this when I try to start the game.
I am going bac to an older version for now.
C:\Users\ForesterSOF\Documents\My Games\GalCiv3\Mods\PlanDiv\Game\PD_PlanetArtDefs.xml(510,15): error: element 'HaloIntensity' is not allowed for content model '(InternalName,PlanetType?,PlanetTrait?,Radius+,RotationSpeed+,ModelFile+,AxisTilt+,HeightmapTextureFile*,AtmosphereTextureFile*,EmissiveTextureFile*,BaseLayerTextureFile*,BaseLayerGradientFile*,AltLatGradientTextureFile*,PolarCapTextureFile*,BaseLayerDiffuseColor+,EmissiveColor+,PolarCapTintColor+,AtmosphereColor+,BaseLayerHeight*,EmissiveIntensity*,EmissiveThreshold*,PolarCapSize*,ContinentSqueezeFactor*,EmissiveMaskByContinents*,EmissiveMaskByDiffuse*,BaseGloss*,BaseSpecularIntensity*,BaseMetal*,CapGloss*,CapSpecularIntensity*,CapMetal*,TerrainGloss*,TerrainSpecularIntensity*,TerrainMetal*,CustomContinent?,ShadowBuffer?,Ambient?,HaloIntensity?,RingLikelihood?,MoonModelFile*,MoonEffectFile*,MoonSurfaceTexture*,MoonRadius*,MoonRotationSpeed*,MoonAxisTilt*,MoonOrbitRadius*,MoonOrbitSpeed*,MoonShadowBuffer?,RingHiResObjectGfxConfig?,RingLoResObjectGfxConfig?,RingObjectGfxConfigScale?,RingMaterialID1?,RingMaterialID2?,RingSubMaterialID1?,RingSubMaterialID2?,RingAppearanceID?,RingQuadMinInnerRadius?,RingQuadMaxInnerRadius?,RingQuadMinOuterRadius?,RingQuadMaxOuterRadius?,RingQuadTextureTiling?,RingQuadShadowBuffer?,RingQuadGradientRow*,RingQuadTexture*,HiResParticleEffectScript*,LoResParticleEffectScript*,ThumbnailOverride?,SurfaceImageOverride?)'C:\Users\ForesterSOF\Documents\My Games\GalCiv3\Mods\PlanDiv\Game\PD_PlanetArtDefs.xml(985,15): error: element 'HaloIntensity' is not allowed for content model '(InternalName,PlanetType?,PlanetTrait?,Radius+,RotationSpeed+,ModelFile+,AxisTilt+,HeightmapTextureFile*,AtmosphereTextureFile*,EmissiveTextureFile*,BaseLayerTextureFile*,BaseLayerGradientFile*,AltLatGradientTextureFile*,PolarCapTextureFile*,BaseLayerDiffuseColor+,EmissiveColor+,PolarCapTintColor+,AtmosphereColor+,BaseLayerHeight*,EmissiveIntensity*,EmissiveThreshold*,PolarCapSize*,ContinentSqueezeFactor*,EmissiveMaskByContinents*,EmissiveMaskByDiffuse*,BaseGloss*,BaseSpecularIntensity*,BaseMetal*,CapGloss*,CapSpecularIntensity*,CapMetal*,TerrainGloss*,TerrainSpecularIntensity*,TerrainMetal*,CustomContinent?,ShadowBuffer?,Ambient?,HaloIntensity?,RingLikelihood?,MoonModelFile*,MoonEffectFile*,MoonSurfaceTexture*,MoonRadius*,MoonRotationSpeed*,MoonAxisTilt*,MoonOrbitRadius*,MoonOrbitSpeed*,MoonShadowBuffer?,RingHiResObjectGfxConfig?,RingLoResObjectGfxConfig?,RingObjectGfxConfigScale?,RingMaterialID1?,RingMaterialID2?,RingSubMaterialID1?,RingSubMaterialID2?,RingAppearanceID?,RingQuadMinInnerRadius?,RingQuadMaxInnerRadius?,RingQuadMinOuterRadius?,RingQuadMaxOuterRadius?,RingQuadTextureTiling?,RingQuadShadowBuffer?,RingQuadGradientRow*,RingQuadTexture*,HiResParticleEffectScript*,LoResParticleEffectScript*,ThumbnailOverride?,SurfaceImageOverride?)'
1.6 is only for the 1.2 opt-in or later it will not work in earlier versions, thats why I said to use 1.5 if you aren't on 1.2 yet.
That error is what 1.2 gets with the 1.5 version and what earlier versions would get with the 1.6 version.
yeah I got it was able to use the mod after doing this Thanks!!
Does 1.6 work with the new GC3 1.3ver ? Just checking.
Yep tested fully with both 1.3 optin and live versions, all should be well.
Does 1.6 work with the 1.31 patch?
Really liked this mod, doesn't work with 1.7. Game loads but no planets appear and I see a lot of "planet deleted" in the .err file. Tried using merged file with updates and original append method.
I'd check your other mods, I use this mod and it works just fine with 1.7.
Thanks for the suggestion. I found the problem.
When I tried to increase extreme planets too high, that caused none from the mod to appear.
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