Removed.
Great MOD - thanks for all your hard work!
I tried to download the 0.4 version from Dropbox but was informed that the file was not there. Will you be uploading it soon?
Thanks again.
Oh, I forgot to update it is all!
EDIT:
Updated.
There appears to be an error with the ''Starbase Military Systems'' module.
The Starbase Defence Systems module provides +250 HP, as it is supposed to. This module works as intended.
However, after you build a Starbase Military Systems module, those 250 HP disappear.
In other words, a starbase's HP will drop by 250 as soon as the Player builds a Starbase Military Systems module.
I see the issue, my bad.
Added a small Patch for 0.4:-
Tholian Ship Style.2 New Materials, Tholian Inner and Tholian Outer.Adjusted Tholian appearance.Trade Goods balancing.Tech Costs adjusted. (Specialist techs are no longer cheaper than their pre-techs)Removed some more remenants of Promethion and Durantium from text.Fixed Broken Military Modules.
I found a couple more potential issues....
The Benevolent Ideological Trait ''Enticing'' (Prominence III) does not flip starbases. When I selected that trait, none of the AI starbases within my cultural sphere of influence converted to my ownership.
Regarding the Player Achievement buildings of which only one per Player is allowed, the AI seems to be able to build multiple instances of them. For example, I captured a planet from the Domininion that had three (3) Citadels of Revenue on it. I captured two different planets from two different civilizations that each had two (2) Manufacturing Capitals on the same planet. I think one planet was Cardassian Prime and the other had been either a Dominion or Klingon planet.
Well aware of this and I can not prevent it. SD needs to do something about it.
Aware of this too.
Horemvore, I would like to keep the anomalies defended, could you tell me exactly which file directory contains the file that needs to be modified?
I know I need to uncomment the "Encounter" References from your post 394.
Thank you!
AnomalyDefs.xml
DLC4_AnomalyDefs.xml
In Star Trek - Map Changes folder.
Did you see Airmaster started posting Tholian ships?
I did, we are in colaboration regarding the Tholians (Hopefully more too), most of them are in 0.4, I think I am missing 7 or 8 which I will post a patch for in the next couple days, now that he has finished the set.
And welcome back too! (Vulcan, Andorian and Tellarites need updted leader pics (they are Majors now) if your interested, hint hint nudge nudge )
Can do, will do. Let me know whatever else you need, I'll get to it as soon as I can.
Thanx!
Added Patch 1.1 For Alpha 0.4 to Nexus. Updates to patch 1.9 Code. (Mostly)
First of all thanks for such a great mod, but I am having problems playing. I don't know if I am missing something or I am just bad (most likely), but when I finally get around to meeting an AI player, they always seem to have a power score in the thousands, almost without fail. In my current game I have a score of 350 whereas the Andorians (my neighbours) have 4500, the Tholians 6500 and the Romulans 8000 (the only races I have met so far). According to the diplomacy reports, even the Nausicaans with 3 planets have a better economic and research potential than I do! Any help or advice would be appreciated!
Build more ships . Seriously though, what difficulty, mapsize, turn are you on? Sounds to me like you are not developing your worlds efficently or building enough ships(which is where the AI get the score from, 1000's of ships). The power score is not the best at judging an empires overall strength.
Hi, thanks for the reply! Difficulty: normal, mapsize: insane, turn 200. I try to build my planets as efficiently as possible, attempting to utilise the planetary bonuses as well as tile bonuses. Although I agree that in vanilla "power score" doesn't mean that the enemy is very advanced, just has a lot of ships. Generally speaking, however, I have discovered that in this mod "power score" is actually quite accurate. The reason the AI has such a high score is because they keep advancing ship size really, really fast and I just cannot keep up with them!
1 in 3 of your planets should be pure research Worlds. Get them Eco Startbases up asap. What race(Tech Tree) are you playing? Klingons are a bit handipaced when it comes to research. I suggest you copy a ST Default Race and adjust the Traits to suit your style of play.
It doesn't seem to matter what race I play as, I cannot seem to keep up with the AI. Okay, I will try as you suggested. Thank you for the help!
Just as a heads up, Normal with GST is equivelant of Genius on Vanilla. I took for granted that people who try this mod will have some experience playing GC3 and removed the 2 easy Difficulties, xml wise. (Cant change the UI to reflect this atm). Then on top of that you have my AI Tweaks Mod incorperated, which probably adds another level of difficulty. Finaly Informative Diplomacy - Gameplay is also incorperated, this will also add a bit to the difficulty. Maybe drop down difficulty a tad?
Oh God, really? Genius? No wonder I am having so much trouble! I will try bringing the difficulty down on my next couple of games. Thanks for the heads-up!
I tried playing this morning and got this error message.
I used in-house streaming from a different PC last night and wondered if that caused it.
C:\Users\ASUS-Z97-AR\Documents\My Games\GalCiv3\Mods\Star Trek - Core\Game\GalCiv3GlobalDefs.xml(1292,17): error: element 'DefaultCustomFaction' is not allowed for content model '(MaxNumTurns,CreditsAndPowerCap,DefaultTileMoveCost,MinTileMoveCost,ExploreTileRandomRange,MinManufacturingSlider,StartImprovementLevel,StarbaseModuleSalvageMultiplier,ShipyardMaxSponsorCount,ShipyardSalvageMultiplier,BaseStarbaseDef,VigilantStarbaseDef?,BaseShipyardDef,GamePacingPacingDef,ResearchRatePacingDef,BaseMiningBaseBuildTime,NonStackingEffects*,ManufacturingSliderLowerScalePoint?,ResearchSliderLowerScalePoint?,TaxesSliderLowerScalePoint?,DefaultEjectTile,RushCostMultiplier,CapitalImprovement,CivilizationCapitalImprovement?,IdeologyTraitBaseCost,CoercionForgiveness,CoercionMaxPenalty,PopulationToProductionExponent,PopulationToProductionMultiplier,GlobalTriggers*,GlobalCombatMods*,GlobalFactionMods*,GlobalColonyMods*,GlobalInterColonyMods*,GlobalCapitalColonyMods*,GlobalAsteroidMods*,TradeRouteInitiatorMods*,TradeRouteRaidMods*,TradeRouteRaidPathMods*,WarWithFavoredCivMods*,DefenseDamageWeaponMod,MinimumDamage,ApprovalToGrowthCurve,ApprovalToProductionCurve,ApprovalToInfluenceCurve,ApprovalToResistanceCurve,ApprovalHappyThreshold,ApprovalContentThreshold,InfluenceMinToClaim,InfluenceRadiusRoot,InfluenceBellCurveTargetDivisor,InfluenceFactorOnTakeover,InfluenceFalloff,GrowthDecay,DiplomacyViewCameraMovementEasingCurve,EngineTrailWidthCurve,NumFreeStarbases,AdditionalCostPerStarbase,RequiredStarbaseSpacing,TacticalBattleArenaSize,TacticalBattleMinHitChance,BattleMinFireDelay,BattleMaxFireDelay,MinShipPopulation,DefaultShipPopulation,ReservedColonyPopulation,MaxPopulationSourceDistance,LoadTransportPopupWndDisplayMultiplier,LoadTransportPopupWndScrollbarNumStepsMultiplier,GraphVerticalRangePadding,GraphMaxNumFactionsToDisplay,MainMapGraphLineThickness,MainMapGraphMaxTurnsRange,GraphsScreenGraphLineThickness,TechTreeLineInsetDistance,TechTreeHorizontalSpacing,TechTreeVerticalSpacing,TechTreeClusterSpacing,TechTreeScreenCenterX,TechTreeScreenCenterY,TechTreeMarginX,TechTreeMarginY,TechTreeCenterViewOnSelect,TechTreeIsDraggable,TechTreeMomentum,
I'm (sorta) glad you got this error, because I did too. Only difference is, I wasn't streaming...
ohh thank goodness. I got that too. Thought I had done something seriously wrong.
My install received a 180 meg update in the past couple days. Maybe it broke something?
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