Removed.
Time for a new game Try the Dominion for the first time
In this last game the Andorians were second to my UFP just before i pulled the plug at turn 225, they had an isolated start point and were able to build up. They work well it seems. Vulcans finished very poorly, the Romulans and the Breen were lower than some of the minor races which was interesting to see.
The Bajorans had 4 planets that were well equipped but their ships were push overs. I flipped them all with the Benevolent trait that flips races in the zone of influence. may want to remove that for something else if the minors are going to be able to put up a real fight, flipping an empire of 4 or 5 planets just with a switch seems a bit excessive. When SD fixes the diplomacy maybe that can become a switch that automatically allies the races in the zone of influence instead of flipping them. Once you pull that switch the Terran empire becomes the federation .
I have not got to Culture Traits yet, mainly due to the fact the Actions in the game are so limited, they do one thing and one thing only, for example the trait you mentioned, you cant add a what if, or modifiey said action. The actual action is called PlayerClaimAllPlanetsInRebellion which suggests it only flips things in rebellion, which is not true. And the second part of said trait for starbases...PlayerClaimAllStarbasesInRebellion when has a Starbase every had the ability to Rebel?
Its a shame really that actions are locked away and us modders have no controll over them or have the ability to modify/add them. The current xml modding is just basic stuff, all the advanced modding that could be possible with this game is needlessly locked away in C++(or what ever code they use). Again going back to the trait mentioned, having the action in c++ is fine, but I would have coded it differently, Id have had ClaimAllPlanets as the C++ code, then used scopes/modifers to do the rest(for all actions tbh) so you would have something like:
<Triggers> <OnEvent>OnCultureTraitUnlock</OnEvent> <Scope>InfluenceZOC</Scope> <PerformAction> <Action>PlayerClaimAllPlanets</Action> </PerformAction> </Triggers>
Or
<Triggers> <OnEvent>OnCultureTraitUnlock</OnEvent> <Scope>InfluenceZOC</Scope> <Modifier> <Target> <TargetType>Planet</TargetType> <TargetEffect>Rebellion</TargetEffect> </Target> <PerformAction> <Action>PlayerClaimAllPlanets</Action> </PerformAction> </Modifier> </Triggers>
When will you be posting the 0.4 version as a stand alone? I've installed a clean version of GC3 and want to update it with 0.4 and make sure I have all the right files.
Not for a while. Install 0.3h, then install the 0.4 patch if you want to try 0.4.
Sounds good. Thank you again for making this happen.
Right, going back to the Carriers debate. I think I have decided what I am going to do with them, and it is a mixture of both idea 1 and idea 2:-
Modules will be one per ship. They will have increased mass and production cost. They will also have a penatly in logistics. And I am going to change the size and amount of fighters you get from each module. (You can have multiple modules per ship, 1 of each type still, I can not do anything about this)
So:-
To get the Logistics cost I basicly added the total number of logistics the Fighters would cost and divided it by 4. If you get all 3 modules unlocked thats 14 possible Fighters per Carrier(I think this is a resonable amount?) and the Carrier itself costing 19 Logistics to build (Instead of 48 if you build them all seperatly).
It will also mean planets get medium Fighters too.
This might go out the window if the Logistics Cost decides it is going to act wierd, like a few other things I have tried. Thoughts on this are welcome.
EDIT:
I have re-enabled High Capacity Carrier Module:
This will take the total amount of fighters to 20. If you can manage to put 4 modules onto a single ship (You can I just did the math, you have fair amount spare too if you go Miniturization route + Shrinker maxed out)
0.4 updated.
Added some Sceenshots to the OP.
here is a new one I just got starting my new game:
"The faction The Dominion has failed to validate for the following reason and will not be available
Unknown material 1
unknown material 2"
Press ok and game starts and I play as The Dominion
Wierd. Will take a look.
CTD, here are some excerpts from error log:
Debug Message: Ship Design: The hull shipdesign Tellarite_M_Ranx_AAA07E77D8554724A3B1979CD6751A69 is not marked as template and will not build correctly.Debug Message: Ship Design: The hull shipdesign Tellarite_M_Ranx_AAA07E77D8554724A3B1979CD6751A69 is not marked as template and will not build correctly.Debug Message: Ship Design: The hull shipdesign Tellarite_M_Ranx_AAA07E77D8554724A3B1979CD6751A69 is not marked as template and will not build correctly.Debug Message: Ship Design: The hull shipdesign Tellarite_M_Ranx_AAA07E77D8554724A3B1979CD6751A69 is not marked as template and will not build correctly.
Here is the last part, not sure who player 51319 is but ???
Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 0, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 2, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 4, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 6, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 8, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 10, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 12, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 14, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 16, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 18, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 20, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 22, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 24, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 26, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 28, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 30, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 32, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 34, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 36, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 38, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 40, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 42, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 44, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 46, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 48, Foreign -> Enemy]Debug Message: Diplomacy State Changed. [PlayerID 51319, PlayerID 50, Foreign -> Enemy]Debug Message: CreateColony 51324Debug Message: Planet Destroyed. [ID 14332]
Then it crashed. Did it just create a new player on the fly?
What Turn number? Loosk liek the Iconans got spawned by a mega event. Should be 150+ turns though.
EDIT
You can delete DreadLords_ScenarioTriggerSetDefs.xml from Star Trek - Core/Game and reload a save and see if it happens again.
Not sure what turn, I deleted the saves and loaded the new files for your updated 0.4 Definitely was passed the 150 stage though. I was playing the Dominion and was falling behind the BORG, my neighbors, significantly so restarting was not that big a deal.
hmm, you might not have had the shipset for Iconians, I didnt add it untill i got permisin form Gauntlet (the faction file though was pointing at it)
Coming soon!
THOLIANS!!!
Race by Horemvore
Ship set style by Airmaster.
Quoting Horemvore: "I would suggest you verify files, if you using Cosmetic changes, its 9 files I change, +2 for Cache is 11, fixing more than 11 means something got corrupted. Or 5 without."
Had another hang, decided to verify integrity, once again got 14 files corrupted. I have the cosmetic changes, this is the third time so somehow 3 files keep getting corrupted. This is new behavior since 0.4 so it is either a weird coincidence or related.
Couple minor gripes, is it possible to stop the AI from declaring war when they are out of range? The Klingons and Breen DOW me on an insane map and they are at the farthest points they can be and this is before getting passed turn 45. Only reason they even knew I existed was one of my survey ships once again took one of those darn wormholes.
Second gripe , why is it that on an insane map with tight clusters I get to have three races start right beside me? Borg, Breen and Cardassians too This is not mod related but why is it that the based game cannot evenly distribute the races instead of bunching them on the human player?
Lastly, on this game before the crash, I had one minor race spawn on a toxic Precursor, oops Arconian, Experimental World. Flipped them with the benevolent trait and ended up fully owning it without penalty way before I got a chance to research the proper tech. Weird.
Did the game continue after the verify?
Declare War code is locked away.
I also hate the way the game distributes factions on the map, I normaly end up restarting games like you just described.
I'll get to culture traits, honest
Was not upset about turning the minor just surprised about them getting a precursor world as a homeworld and a toxic one at that.
Game is working ok so far after the verify files, one interesting thing is that the Drengin showed up all of a sudden in the game. Not supposed to be in 0.4 so where did they come from? I replaced all "My Games" files as well as all cosmetic files so bizarre. They are pitifully weak too which is funny, kind of threw me off when they showed up in the diplomacy window, I was completely immersed LOL
Hmm, thats strange them showing up. Did you by any chance use the random civ feature? I am using the Hide from Selection function to remove the vanilla races, I did think they might still get selected with the random civ feature. If this is the case I will revert to using the "Special" function instead.
If you get a hang again, can ya post the whole debug.err file plz.
I could increase the "You are out of Range" Modifier, I didnt really want to raise it to high since it can then be exploitable.
Hu8ng on Breen confederacy. Was able to move around, modify build queus and even exit, not save though, but it would not go past the Breen. I am assuming they were player 13 where it hung in the past.
Here is the log file
Removed
Hmm, do not see anything out fo the ordinary in that log. Do you by anychance know if they had any merc ships?
Send me a save too if you would.
Actually I do, this:-
Debug Message: CSDFModelCore::LoadModelData has detected an SDF file that is an older version of SDF than expected: D:\Steam\steamapps\common\Galactic Civilizations III\Gfx\Models\Components\Meshes\ColonyModel_WeaponTexture_A_01.sdfDebug Message: CSDFModelCore::LoadModelData has detected an SDF file that is an older version of SDF than expected: D:\Steam\steamapps\common\Galactic Civilizations III\Gfx\Models\Components\Meshes\ColonyModel_WeaponTexture_A_01.sdfDebug Message: CSDFModelCore::LoadModelData has detected an SDF file that is an older version of SDF than expected: D:\Steam\steamapps\common\Galactic Civilizations III\Gfx\Models\Components\Meshes\ColonyModel_WeaponTexture_A_01.sdf
I had this in the one hang I have encountered. I also saw this quite a few times back with 1.8 when there was alot of stuck turns going on. Prety sure its related.
Now that you mention it, it is the same kind of hang I got before 1.81 or 2. I reloaded a save and it let me go pass the point it hang on. I will clear the log and see what shows up next time it hangs.
Just wanted to say I am loving this mod so far. On a whim I just happened to search for a Star Trek mod and as soon as I saw this I just had to plop down the $5 for the Precursor Worlds DLC. Keep up the great work
Had another crash to desktop, found this in the log file:
Debug Message: CSDFModelCore::LoadModelData has detected an SDF file that is an older version of SDF than expected: D:\Steam\steamapps\common\Galactic Civilizations III\Gfx\Models\Components\Meshes\ColonyModel_WeaponTexture_A_01.sdf
Debug Message: SDFCMeshMerger::LoadFileData FAILED because pMeshMergerTreeNode parameter was NULLDebug Message: CSDFMeshMerger::MeshMultiple FAILED to load file data for the meshes
BTW, any idea what this actually is?
Debug Message: ERROR: GetTranslation() failed
I have a couple hundred of those in my error log also.
Not really, all I know is the Devs said it was harmless. At a guess I would say it has something to do with supported foreign language translations.
CTD's are worrying me. I'll start a game this weekend and see if I can reproduce. Not had time of late, keep getting called into work!
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