Removed.
I'll remove StarSystemDefs.xml in next release to keep compatibility.
Heremvore,
Can I use a custom race in your mod? Also does the general link add all the other mods as well?
General link contains it all yeah, urm the races are tied into it now, was having issue keeping them seperate, I can however rip them out for you if you want, a basic version of them, no Tree's/Improvements/Weapons/Modules (this is why I was struggling to keep them seperate from the core changes, I could once I finish the tech trees seperate them, but atm to many crossovers with the default stuff), just faction + shipsets, you would have to use base tech trees for them.
EDIT:
If your comfortable with xml feel free to rip them out yourself, if not just say wouldnt take me long to do it tbh.
I ripped the factions out for you. With all the Starbase Modules/Improvements/Ship Components/Weapon FX and Tech Trees. They are tied together due to some races using the same weapons and modules. But you do not have to have them all in your game
I did a quick test, all 9 Factions on a Large map, it booted up fine, its a complete appened mod, no replacing.
Incudes Star Trek - Colors mod, CTD's with out it (Took me 15mins to figure that out lol, to late in the day!).
DOWNLOAD
Shouldnt be any issues, IF there are it will be to do with missing Starbase modules or Ship components, I do not think I missed any though. Post here if I did.
OMG I just realised what you asked, Can I use a custom race IN YOUR MOD? !!!!
I told you it was to late in the day I totaly miss read that ROFL
Yep should be no issues with using a custom race. They wont have the AI Armed Transports or Starbase Defence Platforms other than that I do not forsee any problems.
Just started playing with the mod, so far it is a blast. No technical issues so far at turn 100 on an immense map, genius level with just the mod races included.
Couple observations so far:
Terraforming seems to be overpowered, after getting the first tech i can terraform entire planets, this is similar to an older mod that was going around last year. it is fun to build these huge planets but it is very OP if the AI cannot make good use of it. It also makes some of the ideological choices that give extra tiles redundant. if the idea is to keep it this way and make the AI also use it then the ideological choices should be updated to something more useful.
Second, on a randomly generated map there seems to be an over abundance of precursor worlds. So far as the Klingons I have discovered and populated 4 massive class 25 ish precursor worlds and 2 huge class 43 and 44 worlds. Is this expected behavior or did i just get incredibly lucky?
Please keep this up, this is putting a great breath of fresh air in the game. I especially love the changes in the tech tree, nice to see new names in there and with tech trading turned off I get to be surprised all over again by what my enemies bring to the battlefield.
The AI uses terraforming and makes great use of the extra tiles. The Extra tiles from ideology normally stack on top. (I have had sea squares from these choices)
I have increased the precursor world amounts too, 7% of total Habitable planets. Two reason for this: 1 - I have added extra Precursor Worlds, 2 - To make it more random (Default is a set amount). And for you to get that many large worlds in your area, you got dam lucky . Due to the map changes I have made (each size has more objects and Habitable planets) Immense should give max of 49 Precursors(7% of 700) on the whole map(10 on default). Its normally less than this though.
Glad you like the changes! They are still incomplete though, Borg and Federation are the only one's with completed Tech changes. Beam and Kinetic Weapons are different per race too, damage and type(well color and naming). Missiles are generic, apart from the last in the tree, these are unique.
For example 1 for 1, Klingon vs Borg same amount of weapons/defense your going to lose as the Borg have harder hitting weapons
If you start near the Borg, it is wise to try an wipe them out asap. If they have time to build up(120-170 turns), your in trouble!
EDIT:-
There are 3 unused shipsets, Vulcan, Andorian and Tellerite if you wish to make/have more ST flavored factions.
Thanks for the tip on the BORG, I am near them but I was betting on my 6 precursor worlds to help me out of trouble by building big fleets fast so i am trying to zip through the logistics techs. Klingons being slightly behind in tech ability and having tech trading off is a bit of a handicap but just makes it more fun and challenging, i bet if i can last to the mid and late game these guys will definitely be a force to recon with.
Right now the Breen have decided ! am cannon fodder so I have to fight them back. was quick too, met them and 3 turns later they DOW me.
I am a big fan of torpedoes and missiles in this game, they tend to be OP in the base game, but I guess I will have to switch tactics to something else now, unpredictability again, very cool
I just fired up a new game today and changed a few things in your mod. I just modded a bit of the sensors (I liked sensor boats) and changed the shield punch value to 1 so that it always punches through 100% shields.
Youi say the Borg are assholes? Great!! I love to stumble over jerks in game! Love it! I cant wait to meet em!
They are no push overs either, Polaron weapons! (Same as Dominion)
Um you missed what I ment, Borg Weapons are stronger ALL round. All weapons that I have added have different stats some been > than others(Phaser & Tetryon are the same, Disrupter, Polaron, Borg to give ya an idea of how they grade). Tip, Klingon Cannons are near the top
I will be sorting out Ship trading at some point, so with the weapons system I have atm, it could be worth while to buy ships off other factions
Borg are especially aggressive, but, Klingon, Dominion, Breen and Romulans can and do DOW if they think your weak, they are however easier to appease than the Borg(who I want to be at war with all, just cant work it out atm).
Was at war with the Cardassians and the Breen and kind of holding my own as the Klingon but then the Borg joined in and that was it. By the way I kept getting an error when Breen where using the Polaron.
This is what I got:
"CParticleElement::ValidateParticleScript FAILED: Missing particle script BeamPolaronPhaserEmissionEffect referenced by FXElement BeamPolaron_EmissionParticle"
I could continue by clicking <Skip> as many times as there were ships and the game continued but the message kept coming back in every engagement.
I will try the federation this time around, maybe I can tech up fast enough, the Klingons are really hampered in that area.
What difficulty level do you play on?
Ah yeah, I have that fixed my end(Phaser should not be in there), it is annoying, I will issue a new version. Won't be save game compatible.
Care to explain that? They have the Drengin Tree as a base. I have only tested like 50 turns with most the Factions, other than Borg and Federation due to testing their Tech Trees out.
Gifted, usually start there when I am trying out a new AI, never know what will come at me. good thing too, any higher difficulty and I would have been toast a lot earlier LOL
No problem, I will start a new game anyway. Got beat up pretty bad as the klingon
It is not an issue with the tech tree per say but the speed at which you can tech up. The -10% in clever as a race attribute really shows up when playing at gifted and above. By turn 150 I was hopelessly outclassed in weapons and invasion techs. All that was saving me were the Elerium Shields and Garrisons on my strategic worlds. Also, please remember that I like playing with Tech trading turned off, that really demonstrates the strength, or weaknesses, of the races tech tree and racial attributes and bypasses the OP advantages you get as a human player due to the diplomatic buildings and other advantages. You really need to carefully choose your specialized techs carefully since you can't just trade in the missing ones anymore. Makes choosing the defensive invasion tech especially important. I can't just check what specialised invasion tech the opponents have researched in the trading window anymore. I have to wait until one of them uses it, like Bombardment or Information warfare before researching the counter. With tech trading on you just end up getting every one of them and then you are pretty much impervious to invasion, what is the fun in that? LOL
BTW, I really like the buff you gave to the military starbases, darn things are actually viable now, and useful. Wish there was a way to buff up the shipyards too since those are just specialized starbases anyway and would be heavily defended.
Updated:-
Alpha 0.3dEmbassy Chain redesigned, classed as a player wonder, pick your planet wisely!: Embassy - +2 Diplomacy and additional 0.3 per level from influence buildings. (Potential 5.6 Diplomacy) Diplomatic District - +5 Diplomacy and Additional 0.5 per level from influence buildings. (Potential 11 Diplomacy) Diplomatic Ministry - +8 Diplomacy and additional 0.7 per level from influence buildings. (Potential 16.4 Diplomacy)Diplomacy Tweaks.Blueprint Tweaks.Governor Teaks.Fixed -50% Maintenace for Stationed Ships.Rescaled Weapons.Fixed Broken Polaron FX.Tech Governor Tweaks.
Can beef them up a bit, but cant add modules, I tried . Would have to increase the Manufacturing costs though as a penalty since you can build them right off the bat. I was not sure people would like this route either.
That is interesting, I play with brokering off, but trading on and they are always top 3 and sometime, if the Borg get a bad start position Top.
EDIT: I play gifted too, used to play Genius before I messed with the AI, now I get stopped by Genius within 150 turns.
I will try the Klingons again with trading back on but brokering off to see how it influences my game. I really like their ships, always did.
With the changes you just made to diplomacy you eliminated the temptation to put an embassy on every planet, very good move, interested to see how that plays out.
One idea here would be to fully hide the weapon techs, in the diplomatic screen, an opponent wants to keep secret or just not trade. Even with allies there are always things we do not share, highlighting them to show they cannot be traded but still showing them on the screen gives a huge tactical advantage to the human player. Just by seeing what weapon and invasion techs my enemies have researched tells me what defences to concentrate on in that moment. This is what espionage is for, humint or sigint, a glaring lack in this game. Not sure how to do that though. That diplo update from Stardock might give us more flexibility here.
Giving the shipyards a boost in offense and defense at the cost of manufacturing would be OK with me. Right now they are just sitting ducks even in the early game. Even just a good boost in hit points would help. I can understand having to defend them with fleets in a full out war but having them fall to one well equipped ship is a bit much at this point.
Horemvore,
I see you tinkered with the Space Pirates. I lost my survey on the first turn, (lol). So is that the reason why we have basic ships without the tech to build them? I usually will hit up a graveyard to get an offensive ship but alas the Pirates are no longer pushovers. They are heavily defended AND have good weapons.
Bad Pirates! Bad!
Maquis are no push overs! Yeah you have basic crappy weapons/defenses right from the start to counter. Plus the AI do not seem to attack defended anomalies, ever (even in vanilla), so I kinda wanted to make it harder on the player to do so. Be warned, Precursor Anomalies are defended by 8 Maquis ships.
AI is not gimped by upgrading anymore(they upgrade in 1 turn the same as players, no more 10 turns for the AI!), so 90% of the time their ships are up to date, I have adjusted the Upgrading so it is around 40% cheaper than vanilla. Rush Buying is also 60% cheaper.
Are you or anyone able to 'motivate' our Pirates? In vanilla the ai will build 'many' pirate ships and park them a tile or two from the pirate shipyard and they will stay there the entire game. WAAAAAAAAY back in ancient history, pirates used to drive ACROSS the galaxy just to annoy you. Because they did that, for some reason it caused HUGE lag or LOONG turn times and Stardock killed it.
Is there a way to get them out and blowing up stuff again? Nothing is MORE annoying than just minding my own business and out of NOWHERE a pirate comes and blows up my constructor or mining base (which they never did).
We need more jerk wad pirates roaming around again. Is this doable?
In a nutshell. No. The code for Pirates is not in the xml's
I am not even sure making them a Major Faction and just switching them out for the default pirate will work either. I'll have a play.
Soooooooooooo.....I found the source of the Random CTD, a missing planet for one of the minor races. I uploaded a new version of Star Trek - Minor Races (1.4) to the Nexus, download this and extract to the Mods folder to fix this CTD, overwrite when prompted.
I've tried to play this mod but it can't load. It is looking in the wrong directory:
Debug Message: ******* Starting Game Shell *******Debug Message: InitializeResources.Debug Message: No files found matching mask C:\Users\ASUS-Z97-AR\Documents\My Games\GalCiv3\Mods\*.gc3wsdata
I am running Windows 7 and the correct directory name should be My Documents, not Documents.
Is there a way for me to fix this?
Can you let me know what I need to do to make the mod work?
That seems to me to be a game install problem. Not a Mod problem.
Edit:
I use Windows 7 too btw.
Did you happen to install the mod to Documents, and end up creating a Documents folder? Where the game can not see the mod?
If so just delete said folder and install to ...My Documents/My Games/GalCiv3/Mods
This is my proposed changes for Shipyards:-
Increased Shipyard Stats:- Hitpoints increased to 350. Beam Attack increased to 24. Missile Attack increased to 32. Kinetic Attack increased to 20. All Defense types increased to 30.Military Starbase now increase Shipyard Attack by 10 and Defense by 15.Defense Network module increases Shipyard Attack by 10 and Defense by 15.Sector Defense Grid module increases Shipyard Attack by 20 and Defense by 30. (Replaces Defense Network module)Military Starbase attack and defense area of effects now effect Shipyards. (15%, 25%, 50%)
I might also buff them a bit more from my new military starbase modules. I will see after some testing.
I would like you to boost Military star base hit points to 1200. (End game maxed). They really should be BETTER than a super dreadnought and require a full fleet to remove. That has been my position for years but folks do not want to deal with the 'tough nut to crack'....
Bring a fleet with Carriers and Super dreadnaughts and battleships and expect to lose some to a fully maxed military star base.
I already have the cap increased to 1150 with all modules
I have also increased the Attack & Defense a bit more for Military Starbases in my current test build. They were still getting owned by 4-5 medium ships.
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