Removed.
This looks good Horemvore, can't wait to see a playable demo/alpha!
To do List
Finish making Tech Trees unique.
Dominion unique Wonders.
Iconian unique Weapons.
Converting Minor Races into Mini Races.
Changing GC text to have Star Trek Flavor.
Unique Planet art for Andorian, Vulcan and Tellarite factions.
Andorian, Vulcan, Tellarite unique Wonders.
Shipsets for Ferengi, Kazon, Hirogen, B'omar, Vaadwaur, Haakonian, Suliban, Xindi, Alsaurian, Krenim.
General balancing and tweaks.
Alpha 0.1a Released.
Updated OP to show Alpha 0.2 (Unreleased atm, testing some things) changes.
nm delete reply
Updated to Alpha 0.2
Updated to Alpha 0.2a
Perhaps a dumb question but how do you install your MOD? I have both V1.7 and the Mercenary DLC installed. I unzipped the RAR file and it contained a number of individual folders each of which looked like a separate MOD.
I threw the folders in my "c:\users\<myname>\documents\My Games\GalCiv3\Mods" folder. When I start a new game, I do indeed see the new ST fractions but when I started a game as the UFP, the starbase image was not displayed on the map for Earth and there were no ships available to build (the list was empty whereas in a "normal" game, you have the colonist, constructor and a small scout ship). I could not continue to the next turn because my invisible starbase was inactive.
I really like your idea of bringing all the great ST models out there into one MOD along with the various fractions so I hope things work out. Thanks.
My bad
Fixed the Link/Download. Feel like such a dumb arse. Find it HERE or in the OP. Its version 0.2b (A few tweaks is all thats changed)
This is a great mod already. Super excited to see what you guys come up with moving forward.
Well I dont have much planned, Custom tech trees, weapons, improvements, starbase modules for each race, AI balancing (Id like them to be more challenging late game). I am currently working on the Borg since they are the race that need the most work I thought I would get them out of the way first!
Sadly it is just myself working on this small project! Although I am willing to share if anyone shows intrest in helping/expanding what will be in this mod.
Small update for today, 0.2c!
Alpha 0.2cFixed Broken Pre-Req's and Text on Autmoated Defence Platforms Cap increase module.Fixed Broken Pre-Req's on Starbase Military Systems.Added Extra Strategic Repair to Starbase Modules Egnieering Systems and Advanced Engineering Systems.Adjusted Blueprints for Drones, Fighters, Survey and added Thrusters too alot of Medium/Large/Huge ships.Increased Tech Inflation multipliers by 5%.Tweaked AI Governors.Tweaked AI Strategies a bit more.Changed the way Terraforming works. Terraforming improvements are no longer unquie to a planet, but, Manufacturing Costs are increased.More work on the Borg Tech Tree. Added Unique Borg Improvements (Farm/Moral replacements, Slave Improvements Replaced).Reduced Manufacturing and Research Improvements multipliers by 5%.
Probably breaks save games.
Any xml changes wouldn't take effect unless you started a new game
I thought that was the case, but no harm in a little warning....just incase.
Updated to 0.2d.
Alpha 0.2d
Restructured the Mod folders. Requires deleting the old version before extracting New.Included updated copy of Planet Diversity Mod. (I basicly made map Icons for it).Incorperated the AI & Dimplomacy side of Insane-Abundant Balance Mod, thank you Naselus for letting me use this.Rebalancing of Faction Traits.Rebalancing of Faction's hated Race's.Upgrade Costs lowered (Global).Added 5% Tourism to Amusement Park improvement, +1 to adjacent tourism improvements.Added 10% Tourism to Mega Resort improvement, +2 to adjacent tourism improvements.Added 10% Tourism to Promethion Pleasure Park, +3 to adjacent tourism improvements.Updated Star Names.Updated Planet Art for each Major Faction.Updated Precursor World generation to 6% of Planets, up from 1%, which means you are no longer locked to the minimum amount.Fixed Borg Colonizing Ship, correcty uses cargo hull not a medium hull.Reverted Klingon Mining Starbase back to Drengin, untill I can figure out how to recale it.Reduced Anomoly Credits due to the reduction in Upgrade costs.4 New Planet traits: Massive Glaciers (Ice or Continental), Pharmaceutical Flora (Conitinental), Ionic Storms (Volcanic) & Helium Rich Atmoshpere (Ice).
The MOD is looking good but I had a question about playing the UFP. When I start a game as this fraction, I do not have a constructor available, only a colony ship. Is this on purpose? Thanks for your hard work!
I noticed this in last test game, was playing UFP. Looking into it atm.
Updated to Alpha 0.2e.
Alpha 0.2eUpdated to 1.71 code base.Reverted some of the AI changes back. (Untill it is updated to 1.71)Removed the New Diplomacy. (Untill it is updated to 1.71)New Pirate Faction, Maquis. Complete with custom ship style.3 New unused Shipstyles, Vulcan, Andorian & Tellerite.Fixed Federation Assault Fighter using wrong design, now correctly uses Peregrine design.Fixed Federation ships using wrong hull types. (DY 100, Super Bee, Razar, Havoc, Phantom)Updated Borg tech weights, they should favor military techs more.Adjusted Major Race personalities.Fixed Cardassian Popular trait, correctly applies -15% instead of +10%.
Updated to Alpha 0.2f:-Fixed Broken UI Texts. (Updated to 1.71, missed file)[WIP] AI Strategy Tweaks: (Start(20 Turns) - Expansion(30 Turns) - Fortification(20 Turns) - Expansion(30 Turns) - Fortification(25 Turns) - Personality(Turn 125) - Victory Condition(Turn 250)) Expansion: AI will agressively build Colony Ships while going for Expansion/Growth techs. 2nd Phase they will produce Defence/Attack Ships. Fortification: AI will rush constructors, go for Growth/Research/Military Techs & build Defence ships. Dropped Age of War required techs from 35 to 30.Upgrade Costs Tweaked.Trade Route's Tweaked.Adjusted Invasion Costs.Added 2nd planet to start system for Breen, Ferengi, Dominion, Borg & Tholia.Reduced default Population for ship launch to 1.5.Changed Precursor Encounter ships to match new Maquis pirate faction. They have mild defence and 2 attack types.Changed Ship Graveyard Encounter to match new Maquis pirate faction. They have Low defence.Reduced starting Credits too 2000.New Mini Mod for Colonization Events, 6 currently. Also changed 7 of the default event backrounds. (On hold due to colonization event bug)Fixed Defense Platform Cap Icons.Maquis(Pirates) are no longer penalized with a -25% Range/Mass/Hitpoint handicap.Added Early Defence and Attack Components, all races start with these.
Hi Horemvore great looking mod. was just wondering if this is compatible with Gauntlets race mod?
Gauntlet's mod really doesn't change any of the underlying gameplay - it just adds races and ship styles. I haven't played with them together myself, but on the face of things, there's no reason they shouldn't be compatible.
Probably not tbh. We both change the FactionDefs.xml and one will over ride the other so something will get broken either way. Once Gauntlet updates to 1.71 I can look at making a compatablty mod.
Taken a look at GRM, as long as you do not use GRM - PRT and GSM it should work fine.
GRM - PRT by looking at these files is to do with Pirates. In my Mod I have completely changed the Pirate Faction to use a Custom faction so you are not losing out by not using it.
GSM by looking at these files they are additions to Starbases/Shipyards and Ship Components, again by not using this you are not losing out, due to us both pretty much adding/changing the same things, if a bit differently
EDIT:-
Updated OP with this Info.
Cool thanks Horemore. Right now GSM is causing a crash.
GSM needs the GC3GlobalDefs.xml updated to 1.71. Thats what causes the crash
Removed Hotfix.
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