Removed.
Hey Horemvore - I haven't played GC3 in almost 6 months now due to the messed up Improvement/Tech Tree changes in the Crusade Expansion (Yes Stardock looks like you have made some nice improvements in the gaming engine - looks better at 4K now ) but I played the Klingons for a few Turns using your 1.10 version of GST under the Version 2.61 Opt-in Patch. I will definitely need to go back to finish up playing my Klingon Game start. Well done with your mod update - Crusade looks much more playable with your updated Mod. I shall have to look at the revised XML improvements and tech files.
It still bothers me that Capitals and Cities don't have adjacency effects for every possible improvement and it would be nice if you could move your Capital or Colony Capitals or decide when to place them when you start or colonize. We shall have to see what the new GC3 DLC does.
Well I shall get back to playing Space Pirates and Zombies 2 - wish there was more information available for that game but I have finally gotten far enough in the Campaign to build my own Starbases. Also, Polaris Sector's Lumens DLC finally comes out on the 14th so I be busy for next few weeks. But sometimes this coming week before I start a sandbox game on Space Pirates I have to work on my GC3 Klingon game just to see how much work you done on improving Crusade.
Horemvore,
In the new version of the mod, admin center no longer gives 1 admin point. It also cannot be destroyed.
When I was playing patch 2.61 vanilla, it does.
Could you point me to the file that I need to modify to make it work again (give 1 admin point and can be destroyed)?
How do you run a vanilla game once you install Crusades? I still can't run a game larger than Huge.
Oh, actually I meant 2.61 crusade, not 2.61 of the original game.
Hi
Dumb newbie question here, I have GC3 plus Crusades but can't seem to get the mod to work despite following the instructions to the letter. Am I missing something?
Thanks
KB
Have you enabled mods in the settings menu of the game?
Disable Mods from the settings screen.
ImprovementsDefs.xml
Hey Horemvore,
With at least the latest 2.61 Opt-in Patch I get this error message when I view a battle at start - eventually you can skip by this message to have the battle proceed (still on basic and regular Lasers - Sirillium is hard to find maybe should turned up resource setting I have one planet producing it and found a nebular with two mines I am moving a construction ship to harvest - just doing Lightly defended Anomoly's - for moderately defended looks like you need more logistics and several good armed medium sized warships to defeat and something better than starting survey ship). Precursor Anomoly's (Furiously defended) obviously are late game thing to grab lol.
CParticleElement::ValidateParticleScript FAILED: Missing particle script PulsePhaserCannonParticleEffect referenced by FXElement PulsePhaserCannon_Particle
Looks like you done a lot of work on your mod in the last months. I still find the "response to the flatten the tech tree criticism" when Crusade came out annoying - the Planetary Resource Harvesting techs don't need to be in series with the Manufacturing and Terraforming Tech trees - they could be parallel branches along those tech trees so you don't have to research any or all of those techs in order to research the rest of the currently associated tech trees (the late game techs are very expensive anyhow but this allows you to bee line past some techs if the harvesting bonuses are not important due to your current resource production). Obviously Brad wanted to reduce the accumulated Manufacturing and Research tech bonuses by factor of 3 or 4 from Regular GC3 before Crusade (no doubt to help the AI which has never been great at building good planets - I haven't conquered any yet to see how that is playing out now - and similarly the Ship HPs and Weapon damage have been significantly reduced so StarBase HPs and Damage has been reduced as well - Shipyards are a lot easier to destroy). I am not as upset with these changes as I was as they effect the smaller and therefore shorter game play thru's a lot more and they look more or less balanced currently. I see the Tech for Ship Propulsion has changed for a flat to a percentage bonus slowly ship speeds but the hulls themselves have a higher initiate base speed - I can live with the current system. I still find the manufacturing cost of Improvements like the Embassy a bit high (higher level Manufacturing and Research buildings as well are higher than before Crusade).
barrybeal, that error message happened to me. Under the GC3 Library listing, check out Properties than Local Files. Then validate your game files.
Mr. Horemvore, I can run a ludicrous size galaxy in Vanilla GC3, but Huge will crash Star Trek Crusade.
Are you using Minors?
This is with just the ST Races?
No, I stopped using minors. I couldn't talk with them so they were just using up habitable planets. I did load the Larry Niven cat species but unsubscribed them a while ago.
Did you use all the races?
Use Random selection? This is known to load any and all available civ's even if they unavailable for selection liek the vanilla ones are in GST. (I have not updated the vanilla ones for a long time, they could cause issues.)
I didn't load all the Star Trek civilisations, just 8 or 9. I like a more empty galaxy so I can expand before I meet others players. I don't use random selection .
What settings you use? (Planets, Stars ect)
The ones that are standard for a Huge galaxy with tight clusters: Star and Planet Frequency - common, Extreme Planet Frequency - occasional, Habitable Planets - common.Myself and 9 other civs. Game crashes soon after the galaxy starts spinning.
Does it matter what civs? (Try removing the GalCiv3MapDefs.xml from the game folder of the mod)
I'll mix try a dozen or so tests tonight to see if any civ is the culprit. But I did delete the file you referenced and it still wouldn't load.
OK, I set up a dozen games and one civ would crash the game every time: the Ferengi. The game would run with the following races, in various combinations, but not the Ferengi:
Tellar, Vulcan, Andorians, Dominion, Klingon, Romulans, Tholians, Borg, Cardassians, and Breen.
Hope this helps to narrow down my problem.
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