Removed.
Star Trek - Core/Text
It doesnt remove the AI just the text for techs. Thats why its so baffling, its just text. No code so to speak.
Ok, Horemvore,
Can you tell me what you would do to get your mod working for you and which races you are going to remove the text file from and where I am gong to go to do it?
Sorry, I am at work and what needs to be done file wise is stumping me.
Goto - My Games/GalCiv3/Mods/Star Trek - Core/Text
There are 10 files:-
Remove Tholian, and any other 5. Preferably not the race you are going to play, or you will just get string entrys on the tech tree (KlingonInterstellarTravel_Name ect)
Me I remove Maquis, Borg, Tholian, Ferengi (I hardly ever play these, and the maquis are pirates anyways so you never see their tech tree)then 2 others that I know I am not going to play for that session.
See Nexus link for a fix on the Text Overflow bug!
Finished the new DLC campaign quickly, it was interesting but very short and easy. For $5, I am definitely not complaining but the ST mod is definitely time better spent for me. I got used to the changes you made and found the unmodded version of the game a bit basic, thanks for spoiling us
Just started a brand new game with Klingon's using your advice above, game launched fine and is proceeding with no problems. I assume that the only impact of removing the text files is that those affected races will have their tech tree unreadable by a human player but the AI should have no issues since it does not need a readable text file?
Yeah, you will notice it in tech trading too, but it has no impact on gameplay what so ever.
So if I remove five of the text files it will not affect the ai for those but how about if I want to trade with the Ferengi? Will I be able to tech trade with them if I remove those text files?
You can Tech trade fine, it will show your factions techs properly, but, only the Strings for the faction text you removed, eg - BreenXenoCommerce_Name, its ugly, but you can still see the correct tooltips and just about see from the names what the techs are.
Completely new to mods.. how do you DL and installt his?
Is it the number of text files or the number of strings inside the text files? Just wondering if you could create a single uber text file until SD fixes the issue...
I think its the total number of text strings. But I can not be sure without confirmation from SD, if it is a base game bug.
EDIT
I will however make one mega file just to see...
Click on this 0.3g Link.
Follow instructions:
Due to the introduction of a new Ship Class I have edited the existing faction ShipStyles to reflect this. If you have the Snathi DLC you will need the Mod:- ST_DP_Snathi. Otherwise you need not extract this folder. (I do not think it matters tbh but well a warning is always wise)ALWAYS Remove any Previous Versions of this mod, ALL folders, as I regulary have a Folder restructure and edited some filenames to be more inline with the rest of the mod.If you do not remove the old version you will have duplicate entry errors.Make a back up of GradientMap.png & GradientMapLights.png located in ...Steam/steamapps/common/Galactic Civilizations 3/GfxPlace the two folders located in: [For You Game Directory] here:-...Steam/steamapps/common/Galactic Civilizations 3 (Or where ever you installed the game)Overwrite when prompted.Place the two folders located in: [For your My Games - GalCiv3 Directory] here:-...Documents/My Games/GalCiv3Overwrite when Prompted.
Optional:
Place the 3 folders located in: [Cosmetic Changes - For Your Game Directory] here:-
...Steam/steamapps/common/Galactic Civilizations 3 (Or where ever you installed the game)Overwrite when prompted.
GST Alpha 0.3h Patch 1.0Extract to:- ...My Games/GalCiv3/Mods/Star Trek - CoreOverwrite when prompted.1.82 Text String Overflow FixExtract to:- ...My Games/GalCiv3/ModsThe rest of the mini mods you should be able to add or remove as you wish.
Then you need to delete a few files from the mod due to the bug we have been discussing:-
See Nexus link for a fix to the text overflow bug!
Mega Text file failed also. So I am going to stick to my assumption it is to do with the total number of text string entries, which fits with the fact I have to use less text files with GST. Where in testing, just using the text files I could use all but one.
Yep it is definatly the total number of string entries. I just deleted all the campaign texts from my game directory and my mod boots up fine.
I am not going to suggest anyone else do this, it is not my place to do so. Upto you all if you want to take this route
Sorry for the rapid version changes, I just released 0.3h it contains an update to the Minor Races. I had not added these to 0.3g due to the Text String bug and been unsure if it was mod or base game related.
From here on out I will be keeping any updates as patches to 0.3h.
Maybe a silly question but when does it hit a quality bar to post on NexusMods like your other mods?
It probably already has. I keep thinking about posting it there but keep putting myself off due to the Alpha status.
Have you tried overwriting the TechText for the Core Races with just empty files(only header)?
Since they are up with your mod anyway^^
I was kinda hoping for a hotfix. It been couple days now though so I guess I am out of luck. The game doesnt like empty files, has to be atleast one entry. Good idea though, I can make one generic string so people know whats what with them in the faction editor.
Edit:
Its not the actual techs but the text. I do not hav the text files in my mod, but I can include them and just empty them!
Updated Nexus with a 1.82 Text String overflow fix an a small patch to fix missing Minor Race text. I also updated the OP.
Any idea if 0.3h is save game compatible with o.3g? Having fun with my current game and I can live with the trading screen being a bit complicated when trading with races I removed the text file for if it means continuing to play. If it is save game compatible then i will jump right away.
edit: Never mind, will install new patch. Got to start a new game, I lost this one already, no sense going further. Klingons fall behind in tech very easily, got to find a way to mitigate that, their best weapons being kinetics is a bit of an issue also since their range is short and extending it only brings it up to mid range. Got to find a strategy that works or Dominion and Tholians will keep busting my a** every time
Even with their Unique buildings?
Quoting Horemvore: "Even with theirUnique Buildings?"
Yes but I had a very bad start position, no precursor planets after 100 turns and not really good research planets either. That hurt. I restarted with 0.3h and now I have a precursor research planet, see if that helps. Also concentrating on missiles to see if that makes a differene, it takes too long to get to good kinetics with them so you keep getting wiped out before you can outgun anyone. AI has an advantage because of how it trades, human player has the " hated faction" flag to deal with so orher AI will never trade weapons except for the Federation but they only do beams.
I have adjusted the Klingon High Council (+0.25 base Research per lvl, global) & Klingon Naval Academy (+15% Kinetic Range + 0.5% per level).
Missiles are even across the board, up untill end tech. Find it patch here, for your next game.
Am I the only one whose game crashes before bringing up the second splash page? It seemed to work fine until I tried installing 0.3h. And it's the only mod I installed after re-installing GC3.
Also, I noticed that the zip file contains some other zip files in the Designs folder. Shouldn't that be unpacked, too?
Handy postign on Nexus, I get to see how many people actualy play the mod . 41 Downloads, more than I thought would be tbh.
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