Latest Update:
With the 2.1.4 opt-in patch made available today, the last of the 3 bugs this mod was created to address has been fixed. I no longer recommend using this mod as it is obsolete.
However, you might want to check out @barrybeal's mod and/or @sainon's mod, which have more bug fixes and balance changes.
Old Stuff:
Unzip to Documents\My Games\GC3Crusade\Mods and start a new game. This mod fixes 3 problems that were reported in the beta but didn't have fixes available at release today:
1) The first level beam weapon miniaturization specialization tech is 10 times more expensive to research than the other 2 choices.
2) Same thing for the first level kinetic miniaturization specialization tech.
3) The upgrade research building that currently gives +75% to research now gives +7.5% as intended.
There will be an official patch coming very soon, I'm sure, so be sure to delete these files after the patch. Use only if you promise to remember to do that, as use of this patch after the official Crusade files are updated will mask any other fixes contained there.
Use at your own risk. File is here. If that link doesn't work, try this one.
Update: The 2.1.30 beta released May 8th, 2017, fixes problems 1 and 2. Problem 3 is still fixed by the modified mod found here. Install this version if you have the 2.1.30 beta, install the original if you do not.
Update: Version 2.1.31 still contains the Research Institute problem (#3 above) and an updated version of this mod can be found here. Please also see the post by @barrybeal below to find a mod that patches additional problems.
Thanks for the patch! One thing I noticed almost immediately was that the Mercenaries traits - Discreet, Vigilant, Warriors - are each listed twice when customizing a Civ (and can be selected twice, which spends all your trait points heh).
I'm GUESSING that can be fixed just with the XML, but I haven't gotten into it yet.
A new patch was put out today to fix the map size problem. This unofficial patch mod still works and doesn't break anything (yet).
Edit: BTW, I'm out of town for the rest of the weekend and won't be able to check compatibility for any other patches that come out during that. I'll check again Monday evening, USA Pacific time.
Good stuff!
Might want to take a look at the Pulse resource use, too. 12 instead of 1 or 2 Th use per cannon.
I have taken your work and found another half dozen errors in specialization tech cost mismatches in MasterTechDefs.XML. There is question why the Synthetic population cap buildings were nerfed in Crusade by reducing the population cap bonus for the these four building but the change is in MasterTechDefs.XML as well as ImprovementsDefs.XML. The higher level synthetic population increase projects are also missing - currently see this post.
https://forums.galciv3.com/482848/page/5/#3676392
The last Starbase factory module in StarbaseModuleDefs.XML is linked to the wrong tech (I believe the tech name and/or proper associated tech for the building was changed in Crusade - there are several other instances of these errors in ImprovementDefs.XML).
You of course still need to mod StarbaseModuleDefs.XML if you want to be able to mix mining bases and economic Starbases and I allow mining bases and cultural modules to coexist as well.
I have made a lot of changes relative to getting the Slaver (Dregnin ) Research Chamber upgrades working (still using Version 2.0 tech names) as referenced in this post) .
https://forums.galciv3.com/482895/page/1/#3676164
The AnomolyDefs.XML needs to modded if you want more tech completion rewards from Artifacts (low percentage) same with Graveyard anomalies being generated more often.
I have played some more with the MapSizeDefs.XML files for larger maps and more max planets and just started increasing the base administrators for the larger maps.
I plan on working on ShipBlueprintsDefs.XML today - supposedly a bunch of ship blueprints have been left out (and previously there were some problems with the 2.0 ship blueprints already (too many drives and not enough life support for many support vessels and concerns with the carrier designs).
Anyhow if you going to continue to update this as an unofficial patch I can post DROPBOX link to a ZIP file of my mod folder for your use in updating your mod.
Currently there is a discrepancy between the leveling bonuses for Research buildings and Factory buildings (0.025 per level for research buildings and 0.01 for factory buildings although not completely consistent - I have also done some minor tweaks to the base bonuses for these buildings but I very much like the increases to the leveling bonuses which can be significant when you can use your adjacency bonuses well).
I am away from home until Tuesday evening and have limited forum access and no modding ability until then, but I am certainly interested in working with others to improve the mod. Please do post a link and I'll look at your changes when I can.
Got home earlier than expected. It appears that the 2.1.30 beta patch released today fixes the problems with Beam and Kinetic miniaturization techs, leaving the Research Institute at 75% instead of 7.5% as the only remaining bug to be fixed. I will attempt to repackage the mod for that one fix and put the new link in the original post.
https://forums.galciv3.com/482857/482954/page/1/#3676735 so exploitable.
Is that the link you meant to post? For me it loads your own post.
Summint weird goign on witht he forum links tbh. (Its the +10 production precursor worlds bug)
Is the patch not backwards compatible? I am opted into the 2.13 beta, restart game (let it install of course) and go into my game, but those two techs are still 10x as long to get.
Mod and any change only take effect after new game. Did you start a new game or load previous save that started in 2.13?
Yes, the XML files are loaded when you start a game and then saved into the saved game. So to see changes in the xml you need to start a new game.
Dang it. So current game needs to get scraped. Oh well, now I know. Will the official patch be the same as beta? IE, if I start a new game using beta patch, will I lose out on anything when official is released?
Wish there was some way to force reload of an XML to ensure patching can modify saved games if desired. Losing a game because of later era bugs being unknown at the time is annoying as heck.
Unfortunately I won't know until I can download the official patch and compare the xml files.
Okay I see once I finished incorporating most of Saisin's Crusade Bug Fixes from this forum post that Opt-in Patch now says 2.13.1. There were a only a few changes to ImprovementsDefs.XML and MapSizeDefs.XML from today's patch.
https://forums.galciv3.com/483023/page/1/#3677028
Here is DropBox link to my Modded files for your use - I can tell you Crusade loads and the recent changes to Synthetics, Time Travelers, Knowledge Classes and Aquatics seem to work but I not played the game with the recent mod changes so use at your own risk - PM if you find some mistakes.
Crusade Bug Fixes Version 1.1
Note a lot of the changes reflect the ongoing discussion of Crusade bugs at my Forum Post below and in some cases my own preferred solution to the issues. Mainly the intent of posting this is for other modder and/or Stardock will use this work to make the game better and solve the initial problems affecting the Crusade Launch. I will make more changes when I have time but for now I going to do some other stuff and maybe play with the mod for awhile looking for my own typos.
https://forums.galciv3.com/482895/page/1/#3677149
2.1.31 changed ImprovementDefs.xml, but did not fix the ResearchInstitute, which still gives 75% research. A new version of my mod is here, containing that fix and only that fix. Anyone interested in additional fixes and the other changes made by @barrybeal should investigate his files in his post above. Unfortunately I'm not likely to have much time to do anything further on this until the weekend, if then.
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