Welcome to the More Anomalies Mod. v1.1 (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 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.
-=Changelog=-Begin V1.1(Tune)Tweaked credit output formula of Ancient Riches anomaly.(Tune)Increased research bonus amount of Precursor Archive and V.Y.G.R. anomalies.(Tune)Modified Planet Constructor anomaly to produce uninhabited world.(Fix)Fixed Nano Swarm Artifact not terraforming all worlds, Credit goes to FrancoFx for reporting this and BuckGodot for the code to fix it.(Tune)Modified the Lost Fleet anomaly to produce a small but powerful fleet at the anomaly as the previous version was OP in mid game larger maps and created maintenance issues for early game empires.End V1.1
The purpose of this mod is to provide a broader selection of anomalies of all types.
Be aware some of the rarer anomalies are guarded by powerful fleets, you have been warned, be prepared for a fight.I have not added guardians to the Artifact, Capsule, or Space Junk types but some of the Ship Graveyards are prowled bymuch larger pirate bands. The rewards which have lured these corsairs to these places are of course much more significant.
Normally I give more details about what to expect in my mods but this one is all about the mystery of exploration so go out there and find out what is lurking in the dark corners of space.
As always in case you missed it the link is right HERE.
And you can always get all my mods right HERE.
I'm guessing there is an upper limit to the TerraformTilesOnPlayerPlanets function that the terraformer function used in improvements does not have.
Since 1.2 opt-in I`m not seeing the tech advance anomalies working meaning the techs still have 3 turns before and after the anomaly. Is this happing for every one else or just to me. ??
Not having any issue with this on my end, the precursor archive anomaly gives a fairly small amount of resource points so it might not be significant enough to notice later in the game. When SD adds the promised variables to modify things by turn number and total colonies and maps size I will be updating these kinds of things so they don't become totally useless later in the game.
I think that is what happen I started a new game and it is working so I say you probably it the nail on the head!!
Thanks!!
Nasty!
Finally started a new game under 1.2 and I decided to give this a whirl at the same time. Nice to have brand new anomalies I haven't already seen a billion times. Did just run into one that I want to verify is Working as Intended. The artifact that "constructs" a new planet on the map. The text seems to indicate that it isn't populated yet, but the game itself populates it and gives it to the player.
Specifically it is the PBuildArtifact articfact anomaly. When I ran across it, it gave me a Class 20 planet with 10 pop already on it. But the description implied that only a planet was built without being settled.
Got a savegame if you want it/need it (WARNING: lots of other small mods are active ). But if this is intended, well, never mind then.
Got another one that isn't quite working, I'm afraid. Got the one that is supposed to add three drone interceptors to all ships in a fleet. Doesn't seem to be working however, as the survey ship that got that didn't get the drone fighters afterwards. I suspect it might not unlock for the ship until the tech that normally unlocks it is itself unlocked.
Also got a save file (from just before that particular anomaly is triggered) if you'd like to look it over.
drones worked for me on 1.2 .. but had a group of ships not just survey .. did not ck to see if all got the drones though.
Also if could ask for a small change .. doing this for myself .. the 'Lost Fleet' is a real pain. All those frigates and no money to pay for them. I end up decom'n most of them (money is nice though) so was wondering since called lost fleet can you just gen a fleet at the location found say 5-10 ships of all sizes. this would seem more realistic to me. No biggee if don't as can change the xml myself.
looking fwd to what might be next with this one .. thanx for all the work did for us with this.
Just did a quick test and the drones worked fine on gc3 1.2 with just the survey ship, possibly there is something else going on with your particular game, as far as the planet one, it is modeled after Outreach5 so would be created populated by you
OK, must be something on my end and/or a random bug that I'd never be able to reproduce. Thanks for the responses.
Huh. Odd. Loaded up a saved game and now the interceptors are appearing. Weird. I did wait for a long time until I tried again since my survey ship was on death's door at the time.
Oh well. Disregard my previous comment then.
Ran into this anomaly and I decided to look at the code:
<Anomaly> <InternalName>NanoSArtifact</InternalName> <DisplayName>NanoSArtifact_Name</DisplayName> <Description>NanoSArtifact_Dec</Description> <ArtDefine>ArtifactAnomalyArt</ArtDefine> <Weight>2</Weight> <Triggers> <OnEvent>OnArriveAtAnomaly</OnEvent> <Target> <TargetType>Fleet</TargetType> </Target> <Lifetime>Instant</Lifetime> <PerformAction> <Action>TerraformTilesOnPlayerPlanets</Action> <ValueParam>5</ValueParam> <ValueParam>5</ValueParam> <ValueParam>0</ValueParam> </PerformAction> </Triggers> </Anomaly>
If you want it to affect all of the player's planets I believe the first <ValueParam> should be -1. As it is presently written, it should only affect the first five or six.
As way of comparison, my currently-on-the-shelf remake of the Orbital Terraformer from GC II goes something like this:
<PerformAction> <Action>TerraformTilesOnPlayerPlanets</Action> <ValueParam>-1</ValueParam> <ValueParam>63</ValueParam> <ValueParam>0.15</ValueParam> </PerformAction>
That has consistently hit all of my planets. When I can get it to fire that is.
If I understand it correctly, the first ValueParam is the number of planets affected. the second is the number of tiles that can be terraformed, and the third is the minimum amount of LandPercentMin that needs to be present for the terraforming to actually take place.
Yeah BuckGodot I already had a revised version with the fix for the Nano Swarm, just ran into some RL issues the last week or so and havent had time to finalize and release it, a new release will be coming out soon.
The problem with interceptors is intermittent and really unpredictable. In most cases it works just fine, periodically they won't show up at all and I have often had a ship get them and the very next round go into combat and they don't show up, however in later turns they do, I suspect some function prevents fighters from being immediately replaced or added to a ship. I have found that when I build carriers they no longer automatically get all their fighters back immediately, sometimes taking several turns to replace an entirely deplete fighter wing.
I also put in a fix for the planet builder so it now builds a planet with no population on it, I was using the wrong parameters before.
I had been pondering the problem with the Lost Fleet anomaly as i have had the same problem, you get lucky on it fairly early and suddenly are going broke and cannot afford to keep the ships, I think I will change it to award you a small fleet of mixed ships. It also was more than a bit OP when late game on an insane map it suddenly gives you 60+ ships for free.
New Version 1.1 uploaded.
Changes look good.
Gonna take me a while to finish my ultra-slow research, Gigantic map game I am in the middle of, but when I do, I'll give this a whirl and see if anything else catches my eye.
luv this mod .. will have to finish current to add in (I think). hope keep adding more goodies here.
Does 1.6 work with the new GC3 1.3ver ? Just checking.
when the event that respawns anomalies happens, do these respawn also
All my anomalies are standard format they just simply have additional features so yes they will respawn and work with 1.3 just fine. Only way they might break is if SD changes the related XSD format and they rarely do that.
Don't know if this is your bur or SD's . While playing this mod i come across several anomalies that are guarded, after answering YES i want to fight it just goes back to the map, the anomaly is still there, i can do this over and over.
Yeah that's SD's bug, it rare but I've run into it in the unmodded game, it seems to have something to do with the AI as a couple of time that I have seen this the AI arrived there shortly ahead of me and then their ship is gone, so I suspect it is some interaction between the AI and the anomaly but not certain either way.
there are different qualities of unusable tiles , it might ne that a given planet just doesn't have any tiles of that quality left to give
I think... In a parking lot on my phone
There are many great features available to you once you register, including:
Sign in or Create Account