Removed.
Don't lose sleep over my CTDs, I am not convinced it is the mod by itself. I am playing on an insane map with everything abundant and 32 races, I inadvertently left the option to fill out the races on and the game added all the standard races on top of the Star Trek ones. I think the CTDs are related to memory issues since I can resume the game once I kill all Steam processes and restart. Even with 32 GB of RAM it seems I run out LOL
The other variable is that I am playing on a custom map, I used a normal insane map but I placed the homeworlds in different clusters to ensure a proper distribution of all the players, all in all there are a lot of variables that could explain the CTDs, not ideal and a completely stable game should handle it but its to be expected at this point with GC3. I save every turn now
I am playing the Breen on this game, they play well and their wonders are useful. One slight thing, on the precursor tech branch the second tech name does not show up just the internal name. Aside from that no issues on that tech tree so far.
The changes you made for how long it takes to climb the tech ages are quite impactful when tech trading is disabled, it is taking me forever to get to age of ascension.
So far the BORG are winning, to be expected, I am second with the klingons third. The standard races are having a tough time competing. The changes to how much money the anomalies provide has made a positive impact, I need to plan my economic strategy again.
Hi I have also noticed a bit of a glitch, but it is in the unfinished .4 version. I have tried two easy Borg campaigns just to check things out. Both times about 70 turns in, one of the unknown player's turns never ends.
I am also testing out 0.4 and I had the same thing, turn hangs on Player X. Happened a few times which is why i have it on save for evey turn now You can do anything you want but the turn never proceeds. If you exit and restart you will be able to proceed pass the point and play for a while but it may return. Try to verify your file cache. I get 14 files corrupted, 11 of those are from Horemvore's changes but the rest are actually corrupted for some reason. Once you do that you need to replace the contents of "My Game" and cosmetic Changes directories and you should be able to go for a while. Just keep saving often LOL
This is behavior similar to something that was fixed with the 1.82 update and for some reason it is reappearing. Horemvore thinks he has a lead and is looking into it.
My issue above is slightly different as it is a CTD and is probably related to how I am pushing the envelop. Not necessarily mod related.
On the whole though this is an absolutely fantastic mod and has definitely made the game worthwhile playing for me again. 675 hours and counting now
I was unable to progress past it by going to an old save, but I had been saving every two turns. I will set it to every turn and try again. Thanks for the advice.
bfaille, no problem at all.
Horemvore, I just got another CTD. I will start a new game on a normal map to see if they continue. here are some mew errors that are popping up in the log file now that I am past turn 250.
Debug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: YorAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: KrynnAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: ThalanAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: SpaceMonsterAssaultFighter
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.
Debug Message: Ship Design: Missing ship design for ship class auto-upgrade AIDefenseLythianExpanseCutter. Was this caused by pointing to a custom ship design? Blueprints must point to core or modded ships.Debug Message: Ship Design: Missing ship design for ship class auto-upgrade AIDefenseLythianExpanseCutter. Was this caused by pointing to a custom ship design? Blueprints must point to core or modded ships.
I just noticed that the Iconians/Dreadlords just spawned again right before the crash. Could that be it?
Most likely, remove the Dreadlord campaing trigger xml fromt he game folder and play a game, see if it CTD's. The assaultfighter is not new it appeared in 1.8 and I have no clue why it is there or see hwo to fix it. Tellarite ship I will fix when I get around to redoing all the designs so they do not cross over liek they do now(i think 5 of my sets use terran as default, i am planing to assign 1 ST faction to 1 Vanilla shipstyle).
I took the dreadlord file out, restarted the game at a saved point a couple turns before the event and so far seems ok after 40 turns. I will end this one restart with a vanilla map to take out that variable and see if the deletion of the dreadlord spawn eliminates the CTDs. More to follow.
So I followed the installation Instructions exactly. I get the new splash screen then crash. This is on a clean install with all but the newest DLC: Altarian Prophecy DLC, and the sound track.
I have some ship's from the Steam workshop installed as well but other than that it's just your mod. Any clue as to what the trouble may be?
Have the debug.err if you want to look at it.
You need to install 1.82 Text String Overflow Fix mod from the nexus link.
Just realized I had not installed the ST Colors. going to wipe and reinstall everything in order again and see if it works this time. And will back up All the original files so I don't have to DL again.
Installation instructions mention a ST Core mod
Depedancies:
Star Trek - Colors is required.Star Trek - Core is required. (Depends on Star Trek - Colors)
Is this your mod or is there a link for it?
So after another clean install, and double checking before I installed any part of any of the mods needed to run your mod I get this on startup.
Then of course it crashes.
If you have Aidens pallets or Star Trek - Colors off the nexus installed, which it looks like you do, due to the duplicate entries, you need to uninstall it/them. It has been integrated into GST.
These mods have been combined and is no longer relevant.
InstallationALWAYS 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.GST Alpha 0.3h Patch 1.2Extract to:- ...My Games/GalCiv3/Mods/Star Trek - CoreOverwrite when prompted.1.82 Text String Overflow FixExtract to:- ...My Games/GalCiv3/ModsOptional:-Place the three folders located in: [Cosmetic - For You Game Directory] here:-...Steam/steamapps/common/Galactic Civilizations 3 (Or where ever your installed the game)Overwrite when prompted.
My bad tbh, I have not updated the Readme.txt.
After installation you should see 6 Mod folders in; ...My Games/GalCiv3/Mods:-
So getting a lot further now. I can get to the main menu, but when I attempt to start a game it crashes. I've tried with several different races, different map sizes, different options all around every time it crashes. Debug.err is much more complex now so it may take some time to figure out the issue now.
I do appreciate the help figuring this out.
You have the right DLC's? Mecenaries and Precusor worlds are required.
Horemvore. I would like to restart a new game but.. I want the anomalies defended. What file can I change and how to do this?
AnomolyDefs.xml in Map Changes mod. You will see the code commented out (Encounter).
Yeah I have the DLC's needed I did not have anything jump out at me from the Debug.err file all looks normal there. I have your mod, the patch and the string overflow installed atm, plus the workshop stuff I'm subscribed to (mainly ship designs). I'll look at it more this weekend to see if I can figure it out.
Hey - I am seeing CTD as well from using the 0.4 Alpha Update - will go back to 0.3h see if that fixes the problem - I am hanging up (like stuck turn when processing the other players or complete crash about 65 turns into the game). I did keep one of my crashes and the debug.err error file. I have now removed my old workshop fractions and designs since they were mentioned in the Debug file and may not be current with version 1.82 of the game.
Got me curious with all the revisions to Alpha 0.3h of the mod to redo the various mod piece downloads and search through the Debug file looking for problems - never knew there was a C:\Programdata\ file for GC3 - I deleted it in case of corruption from rebooting (fractured space early access caused me to reboot a few times already)
Debug Message: CTextRenderer::LoadFontData FAILED to load file: C:\ProgramData\Stardock\Galactic Civilizations III\K2FontData_Normal.fontdata. Data checksum in file -749266953 does not match master checksum: -1553442782.Debug Message: Successfully generated new font data file: C:\ProgramData\Stardock\Galactic Civilizations III\K2FontData_Normal.fontdata
So I deleted it all again and did a re-verify of the local cache and updated the 0.3H updates to the Game directory as well.
Did see a bunch of assault fighter error messages like
Debug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: TellariteAssaultFighter
[As far as I can tell besides size of Assault fighters - Klingon and Tellarites are defined as Tiny not Small matching Shipblueprint XML file - there is something else wrong with assault fighters definition now.]
Debug Message: CPlayerSystem::EndTurn m_currentTurnPlayerIndex = 0Debug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: ThalanAssaultFighterDebug Message: ERROR: GetTranslation() failedDebug Message: ERROR: GetTranslation() failedDebug Message: ERROR: GetTranslation() failedDebug Message: ERROR: GetTranslation() failedDebug Message: ERROR: GetTranslation() failedDebug Message: ERROR: GetTranslation() failedDebug Message: ERROR: GetTranslation() failedDebug Message: ERROR: GetTranslation() failedDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: DominionAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: RomulanAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: ArceanAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: CardassianAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: BorgAssaultFighterDebug Message: ERROR: GetTranslation() failedDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: ThalanAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: PirateAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: ThalanAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: DrenginAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: IconianAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: KrynnAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: AltarianAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: PirateAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: IconianAssaultFighter
Debug Message: Ship Design: Missing ship design for ship class static blueprint ST_TerranStartingConstructor. Was this caused by pointing to a custom ship design? Blueprints must point to core or modded ships.
Debug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: TerranAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: PirateAssaultFighterDebug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: KrynnAssaultFighte
Seems to be issues with Klingon Tech Tree (I was playing Klingon)
Debug Message: Building tech tree for node: KlingonEngineeringTechDebug Message: Building tech tree for node: KlingonImperialismTechDebug Message: ERROR: GetTranslation() failedDebug Message: ERROR: GetTranslation() failedDebug Message: ERROR: GetTranslation() failedDebug Message: Building tech tree for node: KlingonWarfareTechDebug Message: TachyonSystem: Successfully retrieved match report responseDebug Message: TachyonSystem: Successfully sent match reportDebug Message: Building tech tree for node: KlingonCommunicationsTechDebug Message: ERROR: GetTranslation() failed
See a lot of these messages in the file - not sure why
Debug Message: SoundSystem Error: MilesEvent: An asset requested by an event was not found in memory. : GC3_SFX_Bank/3D/3D_Objects/SHIPYARD_AMBIENT
Noticed Dilithium Crystal Graphic was missing and see some other error messages like sound files missing etc
and another strange message when processing the last player on the stuck turn last attempt
Debug Message: RequestEndTurn PlayerObjectID 12, Turn #66 on net tick 0Debug Message: IGC3Player::RequestEndTurn playerID 12 on net tick 0Debug Message: IGC3Player::GetAndClearClickedRequestEndTurn 12 Debug Message: CPlayerSystem::IterateCurrentPlayer to 7 on net tick 0Debug Message: IAIOpponent::UpdateAIMovePhaseJob PlayerID 14 on net tick 0Debug Message: CModifier::OnDestroyed modifierObjectID 24235 Debug Message: CModifier::OnDestroyed modifierObjectID 24063 Debug Message: CMobileListener::CMobileObjEvent_InitiateEjectShipsFromStation station 19059 Debug Message: CMobileListener::CMobileObjEvent_InitiateEjectShipsFromStation ship 24062 does not exist Debug Message: CMobileListener::CMobileObjEvent_InitiateEjectShipsFromStation station 23576
The CTD is/was due to the changes to the Dreadlords. I have reverted them to default untill I can track down why it was causing a CTD.
I am aware of the Assault Fighter issue and lookign into it atm.
Translation and Sound files is a vanilla issue and should not cause any problems.
The 0.4 link has been updated and added to the OP.
[Edited to reflect current status of your 4.0 Alpha Mod]
One thing I noticed comparing your GST and Improved AI mod Shipblueprint.xml files to the stock Stardock version is that you assume the Carrier blueprint is for the Guardian Carrier modules - Stardock lets the drone carrier blueprint use either the Interceptor or Guardian Carrier module (you normally only get one or the other unless you trade for the one you are missing from someone else). Difference between Carrier and Assault Carrier is the size (Carrier and Drone Carrier use the LARGE carrier hull - Aassault Carrier uses HUGE hull plus Stardock includes option to add the Escort Carrier module in addition to assault carrier modules in its Assault blueprint {fixed in latest update].
Below is from the old July version of Stardocks standard ShipBluePrint.XML file
<ShipBlueprint> <InternalName>DroneCarrierBlueprint</InternalName> <ShipHullType>Large</ShipHullType> <Role>Support</Role> <ShipGroup>Carrier</ShipGroup> <RequiredComponentType>InterceptorCarrierModule</RequiredComponentType> <RequiredComponentType>GuardianCarrierModule</RequiredComponentType> <ComponentType>BestDefense</ComponentType> <ComponentType>KineticWeapon</ComponentType> <ComponentType>MissileWeapon</ComponentType> <ComponentType>InterceptorCarrierModule</ComponentType> <ComponentType>LifeSupport</ComponentType> <ComponentType>BeamWeapon</ComponentType> <ComponentType>InterstellarDrive</ComponentType> <ComponentType>GuardianCarrierModule</ComponentType> <ComponentType>Sensor</ComponentType> <ComponentType>InterstellarDrive</ComponentType> <FillerComponentType>KineticWeapon</FillerComponentType> <FillerComponentType>BestDefense</FillerComponentType> </ShipBlueprint> <!-- Begin Blueprint --> <ShipBlueprint> <InternalName>CarrierBlueprint</InternalName> <ShipHullType>Large</ShipHullType> <Role>Support</Role> <ShipGroup>Carrier</ShipGroup> <RequiredComponentType>AssaultCarrierModule</RequiredComponentType> <ComponentType>BestDefense</ComponentType> <ComponentType>KineticWeapon</ComponentType> <ComponentType>MissileWeapon</ComponentType> <ComponentType>AssaultCarrierModule</ComponentType> <ComponentType>LifeSupport</ComponentType> <ComponentType>BeamWeapon</ComponentType> <ComponentType>InterstellarDrive</ComponentType> <ComponentType>AssaultCarrierModule</ComponentType> <ComponentType>Sensor</ComponentType> <ComponentType>InterstellarDrive</ComponentType> <FillerComponentType>KineticWeapon</FillerComponentType> <FillerComponentType>BestDefense</FillerComponentType> </ShipBlueprint>
Note you can use the Cargo Hull to make a cheap relatively defenseless escort carrier using either Assault, Interceptor, or Guardian Carrier Modules (can fit up to 3 carrier modules late game with DENSE attribute and all the mass increasing techs) but it will have little to no weapons and very little defense due to the low starting mass available with the Cargo Hull.
Also for all the fighters you have 3 sublight drives for assault and 4 for interceptor or guardian fighter blueprints as required modules.
[As you said this has been fixed now but you need to update what is included in the Improved AI mods which I was using till GST is fixed ]
I do like you changes to the fighter blueprints in the latest update - note that you may want to redo the Colony Constructor and Freighter Blueprints in your Improved AI Mod to reflect the changes you have made in GST. I ended up with a late game award Colony ship with over dozen Sensors and only the default life support modules and there was similar prpblems with the other two.
This seems excessive - Stardock includes one of each of the defense modules and then one sublight drive for the fighter blueprints after the appropriate weapons.
I also notice that in the ShipClassDef.XML files you left the Interceptor Carrier module as favoring beam attack but it now uses kinetic weapons instead of beams in the blueprints.
[Wrong file name - not sure this affects anything but interceptors now use Kinetic not beams]
Also as reported by someone else - StarbaseModuleDef.XML file needs to be modified so that when you get High Capacity Carrier Tech that your Assault Fighter improvement to the starbase gives you Assault Fighters not interceptors.
https://forums.galciv3.com/479893/page/1/#3653394
<StarbaseModule> <InternalName>AssaultModule</InternalName>
<Stats> <EffectType>AssaultFightersCap</EffectType> <Target> <TargetType>Starbase</TargetType> </Target> <BonusType>Flat</BonusType> <Value>5</Value> </Stats>
You are usign and old version of the mod. I changed the Fighter Blueprints and they are not what you are describing anymore. I use the Escort fighters for something else and there for they are not available to carriers.
Improvements file? You lost me here.
I can play as the federation just fine but if I add any ST AI characters; Romulans, Klingons, Dominion, etc the game crashes. I can play a game fine with any stock AI on a map.
I reinstalled my game and no change. Added the update and the string overflow fix.
Here's a link to my debug file: http://detroitarchive.com/debug.txt
Thanks
You have Precursor Worlds DLC installed?
Debug Message: ERROR: Missing PlanetArtDef for PlanetTrait: PrecursorExperimentalWorld This is what is crashing your game.
I do not, is that required to play?
This is a fresh install with vanilla galciv3 latest version.
Update: I purchased "Precursor Worlds" DLC and everything's working! Thanks!
Can't wait to play!
Updated 0.4 Link, should be stable again now (Taken 3 test games past turn 250). This is still a work in progress.
Yeah it is required as is Mercenaries.
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