Greetings!
I have created this sub-forum so that you can talk about your custom civilizations that you're creating. Enjoy!
I am trying to assign ships that I have designed and uploaded to Steam workshop to a civilization I am creating. It doesn't seem to be working. I can't download any ships to the game. I can click on get more ships and it takes me to Steam workshop but I see no way to choose and d/l the ships. What am I missing?
I have not been able to find any 1950s saucer shape UFO ships for my Digitizers.
Any ideas that I can do.
I found a part that worked for me. I am away from game and can't search for the part number. It is a non-faction part, I remember that. It is used in one of my posted ships on the Workshop. That ship is named "Fleet Commandingeer", spelled just like that. It is a gag ship that has lost rotational control, thus, the silly name, but the main body is possibly the part you are looking for.
I am working on my main faction "The Hidden Ecolophagy". The faction is based on little glowing mushrooms. It is my hope to build their background story into their dialogue flavor text, as well as have an excuse to show off my unusual ships.
I have a second faction that is based on spiders, big spiders, big spiders with space ships and bad attitudes. Same ships, but I expect that dialogue for them will be interesting and fun to write.
The game will update with the new design.
Having said that, you can copy your ship designs from the base game to the crusade folder without having to use the workshop:https://forums.galciv3.com/482786/Migrating-Crusade-custom-content
Can anyone shed light on the xml side of ship designs? I've been asking this question like a pain in the ass for a while now, because I have two xml doc derived from the base game, modified to incorporate my own ship designs so that I could have a ships set listed in game, and have a more seamless experience with my custom faction.
I would really like to know, for modding's sake. It has been a big part of my time with GalCiv 3.
I'm creating a new civ with ships somewhat like that from the Halo universe, and now I was going to design their starbase and shipyard, but I'm not sure how to design them in the ship designer so that they will be able to be selected for the civ. Anyone know how to design starbases and shipyards in the ship designer?
I believe you need to enable "Show Starbase Design" in an option menu.
Thanks a ton! It's in the options menu on the main screen.
I am BIF. It's actually an acronym, not a name, but in your inside-the-head voice you can and should pronounce it "Biff".
I love the strategy of this game, and the Civilization games too. This entire genre became more than the sum of its parts the day it went to hex tiles.
I have an interest in designing ships and scenic dioramas, and I have thought about doing some as a mod for this game...I just have no idea where to start.
Ships should be grandiose, and I've seen some designs that are just amazingly so.
For sceneries, I want to do artwork used for the planet colonizing stories. I love variety and I think I would like to create scenic art and also author the storylines and ideology choices. My art would be done in 3D with animated elements, and each scene would be available with variations to be determined/instantiated at execution and not used again for any other colony in that game.
I've always felt that the most powerful scenes actually will MATCH the storylines in some ways. Not like the image of the crashed ship that is used in the "crashed ship" and "ice bridge" storylines. No no, if the storyline is about an ice-bridge, then let's show an ice-bridge, with blowing wind and snow all around it, and maybe a few explorers rappelling down from it to the ice canyon below. I love the image used for the giant worm story; it's like an homage to the movie "Tremors", or to Civilization: Beyond Earth". In the GC III image, you can see the massive worms in the background, towering above the trees. That's very chilling and awesome!
The animated elements might include lightning in the distance before a radiation storm hits, a ship flying by the colony's capitol, with brand-new farming domes in the background, a zoom-in sequence that takes the viewer from orbit to landing in a beautiful meadow, a colonizer opening up like a flower, releasing equipment, self-constructing buildings, and colonists, or maybe sweeping vistas with flocks of winged creatures taking off from an amber-clouded swamp, or heards of massive beasts galloping across the plains, etc.
The variation elements might be the color of the water or sky, or maybe that aforementioned radiation storm could be a variant. If the game engine decides it needs a radiation storm, it could map this onto my scene of the pretty meadow or the scene of the galloping heard, then choose the color to match the color of the storm or the planet as seen from space. The story could then be about the 100-year radiation storm that we didn't know about when we landed, or it could tell of the plight of the beasts fleeing the storm and of course our consequential plight when they overrun the colony's new farms!
I don't have any idea how to get started, however.
Send me a PM, explain what you mean exactly. (I got all the Star Trek races shipsets working from my GST mod with Crusade, fairly quickly)
Hi there, My Name Is Adewale! am super Active Young mind from Nigeria. Currently Pursuing a Degree in the University of Nigeria. Internet Marketer & Online Entrepreneur, A fervid And Easy Going Blogger At Fxapk I Have Passion Specially Concerning Things That Concern Technology! You Can Call Me A Tech Geek....Likes Researching And Sharing What Have Got There By Helping With The Little That I Can. Thats All For Now! If You Want More Info Guess You're Gonna Have To Ask Me Personally. Thanks For Stopping By .
Hi, I'm Vid. I am currently working on a Civilization called the Veluszhi Triumvirate, which is a project I have been working on since the game's release. They were a race in GalCiv 2 as well. At some point, they had a custom star system, custom continents, custom planet types, custom music, a custom tech tree, custom dialog, and an entire custom ship style, right down to custom starbases. This was all before Crusades made any of this easy!
Currently, I'm finding myself having to rebuild everything for the new expansion, so making them playable again will take some time.
Mechanically, the Veluszhi Triumvirate are an Adaptive race that takes this trait to its utmost extreme. It defines their entire playstyle. While most races have to choose which extreme world to gain affinity towards, Veluszhi are perfectly at home with all of the first tier extreme worlds right out the gate, and they can research tier two extreme world colonization before they've even left the first tech age. To counterbalance this somewhat, they have an extremely rough time dealing with Radioactive worlds no matter what you do. They can even research Ultimate Adaptability later on, giving them a production bonus to all world types. They are so good at making bad planets work that they even get early terraforming improvements which can be built multiple times, but these are not nearly as versatile as even the lowest tier of terraforming other races get. Still, if you have land that's easy to terraform, you can take full advantage of all of it.
Unfortunately, the Veluszhi need to expand outward immediately to stand any chance of making an impact. Their home system's only habitable worlds are two really bad planets. REALLY bad planets. You remember those custom planet types I mentioned? I didn't say they were good. Their homeworld is an Aberrant Planet, a class-2 piece of trash that has a -75% penalty to all production unless you can colonize extreme worlds. Naturally, the Veluszhi are adapted to extreme worlds, so they treat it like a blank class-2 planet, but for anyone else, this place is just awful. It's still pretty awful for them, too. Their immediate neighbor planet is also terrible, being a Class-1 Sepulchral World that has extreme penalties to growth and food, which gets gradually less extreme as new Terraforming tech is researched. They're not going to go far by staying at home. They need to find a new place to live and appropriate it. Now.
The Veluszhi are really bad with money. They get a double whammy of -30% to both Trade and Tax Income. Hey, when you're a culture that lives like there's no tomorrow, you're going to be spendthrifts, and when you think Arsenic is a Spice and Mustard Gas is a painkiller, your export options tend to be limited.
Their tech tree is structured such that they have a really easy time with colonization and war, but a really hard time with trade and diplomacy. They can't even get Tourism improvements until the Age of War, and they need to research the first level of Interstellar Governance just to start doing things in the Governance tree, so the universal translator will be severely delayed. If you'd like some more insight into what makes them tick, their tech tree reveals snippets of their personality in every tech. At the very least, you'll get to know the other two Consuls of the Triumvirate, Ghostmaster Nai-tyrrus and Nerdmaster Fedt-geszhine. Don't worry, you can fire them both and become Sole Emperor later on if you choose.
If the Veluszhi are your opponents, exercise extreme caution. Their leader, Warmaster Gathuum-Sythaal, is the most fascist thing in existence. He wants to expand his empire at any cost. He does not like your race. He does not like your face. If he smells blood in the water, he's coming for you. If you're his neighbor, he's probably going to declare war on you as soon as he gets his army ready, and his army will be mighty. Their ships have bonuses to capacity, speed, and logistics, so their armies are very versatile and extremely dangerous. Worse yet, their Carriers are more like Star Destroyers than simple carriers, and they can punch well above their weight. The only good news in all of this is that dense ships with lots of bells and whistles tend to have lots of upkeep cost. Since Veluszhi are really bad with money, if they don't have enough planets in the first place, the size of the army they can afford to field is minimal. In all my test runs, the Veluszhi have a very high chance of petering out and being conquered early on by other aggressive races unless they reach a critical mass of planets, but once they get a big empire, they make a meteoric rise and threaten the entire galaxy.
I'm not sure when they'll be ready. I'm still playing through with Default races in Crusade to get a feel for how the game is supposed to play, which should give me insight into how to nerf balance them so that they don't auto-win or auto-lose.
Howdy.
I had around 30 races I did as MOD previous to crusade and is in the process of converting them over. I am running into a few issues, mostly around assinging ships. I can figure out how to assign ships, but a number of ship templates seems to be missing.... A number of balanced ship templates (Titan,balanced fighter, etc) are not there If you try to create a new civ and you use the civ builder to add ship templates, you own get TWO (I believe) balanced ships. Also there's only a drone carrier template you can add and it is set as CARGO. But in game its HUGE and Large for carriers.
Other than that (which is a problem for me)... I can convert my Civ's over pretty easily. When dev fixes these issues I will start uploading them. Anyone else seeing these problems?
Hello I am modding in my first race as of yesterday. I kept saying I would, but as I couldn't alter the dialogue or get all the shipsets put with the race for download it always felt unfinished.
Now however I can build a fully functional race and keep it all together on steam for easy download.I have three types of race in mind which I feel will add to the game, not duplicate what's already there. The only thing I am struggling with is understanding the dialogue system actually what the difference between listener and speaker are. When does the race listen in first contact? To me they always speak for example. Also I am not yet understanding why there are two next options when you click next.
Meesa thinks meesa custom race is doin' well.
http://imgur.com/a/4RjpW
*Actually, they've been pretty terrifying so far. Other civs keep asking me to save them from this menace*
Heya, I am making a bunch of civs, which I improve with added ship designs whenever I feel like it. This may take a while but I prefer to put work into what I do, and not just release some hastily thrown together garbage like what plagues the workshop at the moment. Shots fired!
Currently, I am working mostly on a species I call the Gesserki. They were inspired by a bad run-in I had with bureaucracy at it's worst.
The Gesserki have a society built entirely around an extremely complex system of bureaucracy that is so complicated that they have no leader, just an endless sea of forms to sign that serve as leader. Their first real effort to form a space empire was also supposed to start 50 years before the game begins, if not for someone misplacing a file. Their ships, as a result, vary in appearance and often look bizarre, some probably being some engineer's joke that was approved by accident. Their ship names describe their purpose in dry technical speak. Their "leader" is only a poor representative who in most of her dialogue, goes on about the stress of signing an endless sea of papers after each conversation (even worse considering they have no secretaries).
I am still considering what their physical appearance should look like and is open to any ideas brought forward by an artist feeling inspired.
And to other creators I say this: take an aspect of life and take it for a spin. The end result might be a fun alien species to populate your galaxy with!
I am confused by the dialogue as well. Also, having trouble adding shipsets. Today, I added a new Andorian civ and will try to get the ships in again and re-upload.
Hi,
I am me and I make all kinds of awesome stuff for GC3
I continue to make GRM and I use it/GC3 as a platform to explore and develop my personal scifi universe.
In this universe humanity reaches the stars, is drawn into a series of escalating conflicts (the Monroe Wars) because of the unchecked/uncontrolled diaspora of humans into space claimed by several other races... and ultimately loses this war.
The human race, responded (as per usual) to defeat with vitriol and an industrious outlook on revenge... rebuilds itself into the Sovereignty, a military republic bent on domination.
The primary galactic players are:
The Ukaros Dynasties (think ancient china) are the primary opponents of the Terrans and they can be quite brutal.
The Fulgar Tradeholds (think Jawas)
The Aquilaran Hegemony (Fish people who are very aggressive)
The Tothk (Pragmatic, emotionally detached stoics, forced into becoming a warrior people due to the aggression of the Ukaros)
I am trying to figure out the dialogue. A couple things I think I understand:
As far as I can tell, the AI will always be the Speaker for First Contact events. Otherwise, whoever starts the dialogue, like declaring war, becomes Speaker.
Each Speaker message has two possible responses. That seems to be what the Next button is about. I cannot see any correlation between choosing either response. You don't get Ideology credit or Diplomacy changes or any other effect. It is just flavor and nothing else.
I dove into the XML file. It actually is not that hard to edit. The text strings are well identified and the situations covered are well commented. In many ways, it is actually easier to deal with than their little UI tool if you are doing any extensive changes.
What I would love is the ability to have logic functions, If-Then and pick-a-text-string from a list. I don't know XML. I am learning by reading the GalCiv files. On line documentation seems to assume I know a lot more than I do, or only talks about the mark up capabilities. I would also like to know what variables I could read and use to have dialogue based on relative Military levels between two Civs, or Wealth, etc. Is there an Ideology rating for Civs? Whatever I can know about the state or environment of the game would help me make actions and reactions more immersive. Any clues or references would be appreciated.
Let me know when someone figures out how to get rid of the damn "walking upright" talk off
The "walking upright" comment can be found in FlavorText.xml in DLC\EXP2_Crusade\English\Text.
Declare War on the issuer, win the War, occupy the issuer's territory, then enslave the survivors and make them work in your Durantium mines on their knees?
Or was it a trick question?
I have a Patriarchal Pragmatic Steampunk society that takes no nonsense.
Working on all my Steampunk ship designs which are basically giant zeppelins\dirigibles. All my citizens are 19th century looking Steampunk types, all my own Artwork.
And it is good.
There are many great features available to you once you register, including:
Sign in or Create Account