Removed.
Updated:
Alpha 0.2g7 New Planet Features.Planet Features are now linked to Planet Traits. (Forest, Diverse Plantlife, Mudpools, River and Rolling Hills been the exeptions)Incorperated Star Trek - Planet Traits, Planet Diversity, Hereward's Planet Traits and Hereward's Planet Features mods into Enhanced Planet Diversity.Removed the growth Modifier from Pharmaceutical Flora trait, reduced Social Manufacturing penalty.Added Precursor Gateways, Robot Wasteland, Precursor Industrial Center, Precursor Military Complex, Precursor Research Matrix to the Precursor Planet list.Adjusted some of the default Precursor World Stats.Increased Precursor Planet count to 7%, up from 6%.Combined Aiden's Pallete Overhaul and Star Trek - Colors mods.7 More Colonization Events added.Adjusted some colonization text that was wraping round making it unreadable.Fixed Precursor Satellites Benevolant choice.AI tweaks.Map Setting Tweaks.Adjusted Faction Backrounds/Picture and Portraits.New Faction Flavor text.Adjusted Borg Improvement colors.Fixed Cardassian Shipyard not showing.Fixed Marklin, NX and Trojan Federation ships using wrong hull sizes.New Ship Models for most Federation Prototype ships.New Ship Models for most Romulan Prototype ships.Fixed Romulan Freighter using wrong hull size.Adjusted Starter Weapons and Defence Components.
Updated to Alpha 0.2h:Adjusted faction text so it fits correctly at faction choice menu.6 More Colonization Events added.Added compatibility to new colonization events for the Yor.Added New Precursor Events for Precursor Gateways, Robot Wasteland, Precursor Industrial Center, Precursor Military Complex, & Precursor Research Matrix.Changed Planet Trait Gas World to Methane Rich World.Fixed Tech Costs Bug.
Sorry for the Rapid versions. 0.2h is more a bug fix for the high Technology costs, but it contains some other additions/fixes which is why I did not do a Hotfix.
Added dowload link for Alpha 0.3, Requires 1.8 Beta Preview patch.
Alpha 0.3Added Star Trek Splash Screens. (Requires replacing core art assets)Added Star Trek Logo for main Menu screen. (Requires replacing core art assets)Added Star Trek backround for main Menu screen. (Requires replacing core art assets)New Minor Faction Images.Fix for missing Minor Factions.Updated code base to 1.8 Beta Preview.
Updated to Alpha 0.3a:
Fix for Federation missing Ships.Fix for Romulan missing Freighter.New Ability - CyberneticFixed Borg having Synthetic Trait.Fixed Borg having 3 trait points missing.Borg now hate everyone.
Updated code base to 1.8. (Including Hotfix)
+1
I love the mod! I do seem to run into the occasional crash, but its well worth it.
I do have a question though. Any thoughts on if me and some friends could use this in a multiplayer game? Obviously we'd have to disable mods, and drop all the modded files directly into the install directory instead of ~Documents/My Games/GalCiv3/Mods directory.
Any thoughts or suggestions on MP would be greatly appreciated.
Keep up the great work!
Crash? What where when? . What race do you play when it crashes? How far into the game?
Will not work in MP in its current form. I use a mix of Replace(which is fine) and Appened (Not fine) methods.
EDIT:
Not even sure a conversion to full Replace will work, I'll have a look but can not promise anything.
I'm playing as the Klingons, and when creating an 'Insane' map, on game startup it crashed to desktop. After restarting the game, I was able to successfully create a game. At turn ~101 (last autosave) it went unresponsive while calculating the turn. Could have just been GC3 though. I'm not playing the ST mod on my good machine, this one only has 16GB of RAM.
I'm actually playing two games at once. One is MP with my kid, which is running on my actual gaming rig, and then the single player game running ST on an older box.
Thanks for the quick response! I honestly didn't expect to hear anything for a day or two. I've never been a fan of XML myself, but if you do want assistance and can point out which ones need to be converted from append to replace I could give it a shot. If nothing else I'm more than happy to test.
I check the forums regular, every 1-2 hrs atleast
Hmm never tried Insane map, I know from reading here and on steam with 1.8 Insane maps are a bit iffy. If you could try the next size down and see if it still produces a crash at somepoint that would be handy. I play on a Rig that was made back in the stone age . Optiplex 745 that I have upgraded as far as it will go. My gaming Rig is till 400 miles away in storage. So I have only gone as far as Exsessive in size. Also if you could rar up the debug.err file the next time it crashes, I can see if there is anything blatant in there.
To convert to full Replace method is ALOT of work and if you are not familiar with xml it will be a headache for you
Edit:
Ah Klingons, if you could see if before the crash you build a starbase, or on same turn. They are a royal pain to play against btw, not sure how they play as player controlled. Never taken them more than 50 odd turns in testing. If you using the 0.3a version. Beware the Borg! I may have boosted them a bit much......but.....they are the Borg!
Do you play with Minors?
I was having a blast with the Klingons, I hadn't really come across any other majors yet, but I was totally enjoying them.
The insane map hangs on turn 105, while processing 'unknown player 7'. During the turn I did not create a starbase, nor upgrade one. I tried several attempts reloading turn 105, but was unable to get past it. On my last attempt the PC completely froze, so its possible its just a problem with my PC.
I think this map I was playing had 10 majors, and common minors. and the debug.err file, unfortunately only contained 22 lines of the same text...
Debug Message: Command Line:
Tried starting a new game with a map size of Immense, and it still CTD'd on the initial game creation, but my second attempt was successful, and so far seems to be fine.
The debug.err file is located in ...Documents/My Games/GalCiv3
10 Majors? you use one of the default Civs?
You have the Map Editor? If so, try creating a Galaxy or 2 within that please? Also you using Minor Races?
Sorry, i decided to re-install GC3 so all my saved games including the debug.err file were purged.
I was playing with 10 random majors, so it probably included some of the default Civs. I was also using minor races as well.
I just finished getting everything reinstalled, and am about to spin up a new game. I'll go ahead and create a canned galaxy for this play through with the editor as you've suggested.
Also, based on your questions should I not be using default Civs, and or default minor races? I currently have all DLC's installed, and everything except the cosmetic stuff from your mod, and no other mods. Although I was contemplating GRM, but I haven't added it yet.
Thanks!
Ok Horemvore, here is some new info for you.
Keep in mind, this is a fresh install of GC3, and ST mod.
- Start game with dynamically generated map - CTD on game generation
- Start game with map created before hand with the editor DLC, using exact same settings. - Seems to work fine
- I only tested with a single manually created map, but I was able to start multiple games, (not going beyond Turn 1), and finally played the first 4-5 turns on the last successful start
I've zipped up the current debug.err file, shoot me a PM and let me know where to send it.
Sorry too be a pain, when next you are able(dont stop playing for it) turn minors off and see if the game crashes with a dynamic start.
Ya use Dropbox or Onedrive? Stick the rar on there and post the link is probably easiest, if ya dont say an I'll give ya email to send it too.
I just hit turn 160ish with no issues (just using the mods included and part of GST). I am saying no issues it locked up, but not an GST issue, vanilla problem which I am about to post about.
Here is the link to the debug.err
I just did some more testing, with minor races disabled, and creating a game that includes only GST major races multiple times with both excessive and insane maps. Not a single crash. I even restarted GC3 a few times between new game attempts just to see if it changed the behavior.
Hope this helps.
If your using Star Trek minors, there are no default minors as I removed them btw
Nothing in the debug.err that could be related to the mod. And from what you just said no issues with dynamic with just the mod factions. I will however check out my Minor factions, could be I have a bugged system in there and since they are random and not always the same it might not happen every time. I am not currently playing with Minors I find on the maps I play with Minors enabled the game places everyone to close together. So I use the map editor to generate a Map and place the Home Systems manualy at even spacing so it is mostly a decent balance, not always as Precursor Worlds have a pretty heavy role on what factions grow quick, but its better than the dynamic generation.
No idea why they decided to place minors and majors with the same code.
Updated 21/6/16
Alpha 0.3bCombined Star Trek - Core & Star Trek - Races.Added Enhanced Ship Leveling Mod.Combined AI and ESL mods into Improved AI Mod.Re-Classified Precursor ship components to RecoveryModule from SupportModule. (To prevent cross over with ESL)Balance pass on Ship Blueprints.Added Targeting and Jamming to all Large and Huge Blueprints and a couple of Medium Blueprints.Re-Classified Jamming Array(+1 Thalium Jammer) from Jamming to RecoveryModule (To Prevent blueprint adjustments using this component for non prototype ships)Tweaked Map settings.Tweaked random Star settings.New ship models for most Klingon Prototype ships.Added ESL Components to most Mercenary Ships.Reverted start credits back to 5000, due to the new mining feature.Removed manufacturing bonus from Cybernetic Ability.All Star Trek factions updated to have Torpedos for Ships and Starbases.Updated missile component text.All Star Trek factions now have unique Beam weapons for Ships and Starbases.Fixed factions having unspent trait points.Updated code base for 1.8 Hotfix #1
Awesome!!!
Downloading the updated version now. Can't wait to check it out!
Does this also now include your 'AI Tweaks' mod that you're looking for testers for? Or do I need to install that separately?
Included. Its pretty much a given that any seperate mods I release will be in this
I am working on unique Kinetic weapons(Cannons) for each faction atm. I will prolly release this as a hotfix this evening some time, thought I'd mention it incase you wish to hold off on a new game till then
Hotfix for Alpha 0.3b
DOWNLOAD
HAHA
Awesome, glad I was busy working and hadn't actually started playing yet.
Updated Alpha 0.3c
FYI
It looks like both 0.3b and 0.3c break some of the GRM minor races. Specifically the following:
Ukaros Dynasties
Terran Sovereignty
Regime of Tothk
Fulgar Tradeholds
Clan Tiamat of Zrentak
Aquilaran Hegemony
Not sure what is causing it. In short they get the following error "Unknown Home Star System"
If I remove ST, GRM works fine.
Ok.
After doing some testing it looks like GRM may be conflicting with 'Mods\Star Trek - Map Changes\Game\StarSystemDefs.xml.
I renamed the file to .old, and restarted GC3 and was able to start without error.
StarSystemDefs.xml
You can leave that out if need be, it only adjusts the random systems to have less dead worlds.
Awesome. I was just going through both the GST and GRM versions of StarSystemsDefs.xml and was in the process of merging them to remove duplicates.
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