Obviously Crusades brought many changes to game files making many mods not compatible.Even my custom faction (xml not game generated) is not compatible anymore.I'm terribly disappointed I hated specializations then I found TechTree editor which I could remove them. But now nothing works I have spent more time modding and testing rather playing.I'm afraid I won't be able to play GC3 ever again, I'm tired trying...If you want the game as is, fine but if you want it modded it's too much work.
What are you having issues with? There is not much difference in modding between 2.0 and 2.1, some scheme files changed the layout of some files ect. but nothing I would call major.
I can certainly understand the frustrations. Seems like every mod I have downloaded gives an error. I have all the DLCs and I am also updated. I have followed install instructions to the letter but when I start the game I get errors related to ships, I believe. I still like the game and I am positive that I must be overlooking something simple. Only been playing for about two weeks, and have made in game factions which work fine (I have not tried to customize ships though).
If you're using mods made for GC3 2.0 or earlier it's highly unlikely that they will work, as there were extensive changes for Crusade. Horemvore has reworked many if not all of his mods for Crusade, but not all mod authors have.
Which mods specifically are you having problems with?
Edit: I see the OP mentioned the tech specializations, TrevorBlue is working on updating his tech tree editor which will make it much much easier to create a tech tree without specializations, but we'll have to wait for that.
The mods I tried are Gauntlet's Race mod, Hereward's Collection of mods, and SaladinTheKind's100 Custom Races Pack. I got all of them from Nexus Mods since I frequent their Skyrim stuff. Which update is the most recent? I believe I am running ver 2.1
Look for a post here in the modding section titled "[Collection] Horemvore's Crusade Mods" for Horemvore's updated mods. (I'd provide a direct link but the Stardock forums are giving me problems in that regard lately).
As far as I know Gauntlet is still working on updating his mod. I don't know about SaladinTheKind.
Thank you for the quick reply. I will definately try Horemvore's mods.
Tried Horemvore's Crusade Mods and received some errors on startup. Here are the errors I got.
C:\Users\Brian\Documents\My Games\GC3Crusade\Mods\Star Trek Crusades\Game\GalCiv3AIDefs.xml(978,35): error:
no declaration found for element 'AIContactHumanRandomRangeMin'
C:\Users\Brian\Documents\My Games\GC3Crusade\Mods\Star Trek Crusades\Game\GalCiv3AIDefs.xml(1503,15): error:
element 'AIContactHumanRandomRangeMin' is not allowed for content model '(MaxRallyPointFleetMeetupDistance,NewRallyPointFleetMeetupRange,MaxRallyPointInvasionPrepDistance,NewRallyPointInvasionPrepRange,BattleRatingWeaponMod,BattleRatingDefenseMod,BattleRatingHitPointsMod,DangerPathCheckRadius,DangerBellCurveTargetDivisor,SendFleetsOnWarPathChance,WartimeFocusSectorRadius,WatimeFocusSectorTargetBonus,MinShipCountWeightMod,PlanetInDangerDefenseShipMod,PlanetInDangerAttackShipMod,IdleReturnHomeCount,IdleConsiderForRetireCount,DifficultyRule+,ResearchCostDivisor,PlanetTraitStatSamplingFlatBonus,GovernorWorstAcceptedScore,BaseOpenBoardersTreatyValue,OpenBoardersXenophobicValueMod,BaseExplorationTreatyValue,ExplorationXenophobicValueMod,BaseEmbargoTreatyValue,BaseDeclareWarOnThirdTreatyValue,BaseCulturalTreatyValue,BaseFreeTradeTreatyValue,BaseSlaveTreatyValue,PeaceTreatyModValue,NegativePeaceTreatyRelationModValue,PositivePeaceTreatyRelationModValue,AllianceModValue,NegativeAllianceRelationModValue,PositiveAllianceRelationModValue,NonAggressionModValue,NegativeNonAggressionRelationModValue,PositiveNonAggressionRelationModValue,NegativeEmbargoRelationModValue,PositiveEmbargoRelationModValue,NegativeDeclareWarOnThirdRelationModValue,PositiveDeclareWarOnThirdRelationModValue,DurationalCreditsModValue,BaseColonyTradeValue,ColonyProductionPointsMod,ColonyNumBuildingsMod,BaseStarbaseTradeValue,ConstructionPointValue,PairedStarbaseResourceValue,PairedAscensionGateValue,SweetenThePotAscVictoryBuyPairedAscensionGateValue,MyOwnColonyCostModValue,PredictionCultureFlipNumTurns,MyShipTradeCostModValue,TheirShipTradeCostModValue,TechTradeCostModValue,TechTradeLeadupCostModValue,ExclusiveTechLeadupValue,EleriumTradeModValue,DurantiumTradeModValue,AntimatterTradeModValue,PromethionTradeModValue,ThuliumTradeModValue,YouCantFoolMeGrudgeModValue,MinRelationScoreBeforeDeclareWar,FactionPowerModWhenCheckingForWar,BattlePowerModWhenCheckingForDanger,WarEnduranceModForInvasionWin,WarEnduranceModForInvasionLoss,WarEnduranceGainedFromFleetVi
C:\Users\Brian\Documents\My Games\GC3Crusade\Mods\Star Trek Crusades\Game\GalCiv3GlobalDefs.xml(1000,26): error:
no declaration found for element 'MusicWinningPercent'
C:\Users\Brian\Documents\My Games\GC3Crusade\Mods\Star Trek Crusades\Game\GalCiv3GlobalDefs.xml(1001,35): error:
no declaration found for element 'MusicWinningTriggerTurnCount'
C:\Users\Brian\Documents\My Games\GC3Crusade\Mods\Star Trek Crusades\Game\GalCiv3GlobalDefs.xml(1002,25): error:
no declaration found for element 'MusicLosingPercent'
C:\Users\Brian\Documents\My Games\GC3Crusade\Mods\Star Trek Crusades\Game\GalCiv3GlobalDefs.xml(1003,34): error:
no declaration found for element 'MusicLosingTriggerTurnCount'
C:\Users\Brian\Documents\My Games\GC3Crusade\Mods\Star Trek Crusades\Game\GalCiv3GlobalDefs.xml(1351,19): error:
element 'MusicWinningPercent' is not allowed for content model '(MaxNumTurns,CreditsAndPowerCap,DefaultTileMoveCost,MinTileMoveCost,ExploreTileRandomRange,MinManufacturingSlider,StartImprovementLevel,StarbaseModuleSalvageMultiplier,ShipyardMaxSponsorCount,ShipyardSalvageMultiplier,BaseStarbaseDef,VigilantStarbaseDef?,BaseShipyardDef,GamePacingPacingDef,ResearchRatePacingDef,BaseMiningBaseBuildTime,NonStackingEffects*,ManufacturingSliderLowerScalePoint?,ResearchSliderLowerScalePoint?,TaxesSliderLowerScalePoint?,DefaultEjectTile,RushCostMultiplier,CapitalImprovement,CivilizationCapitalImprovement?,IdeologyTraitBaseCost,CoercionForgiveness,CoercionMaxPenalty,PopulationToProductionExponent,PopulationToProductionMultiplier,GlobalTriggers*,GlobalCombatMods*,GlobalFactionMods*,GlobalColonyMods*,GlobalInterColonyMods*,GlobalCapitalColonyMods*,GlobalAsteroidMods*,TradeRouteInitiatorMods*,TradeRouteRaidMods*,TradeRouteRaidPathMods*,WarWithFavoredCivMods*,DefenseDamageWeaponMod,MinimumDamage,ApprovalToGrowthCurve,ApprovalToProductionCurve,ApprovalToInfluenceCurve,ApprovalToResistanceCurve,ApprovalHappyThreshold,ApprovalContentThreshold,InfluenceMinToClaim,InfluenceRadiusRoot,InfluenceBellCurveTargetDivisor,InfluenceFactorOnTakeover,InfluenceFalloff,GrowthDecay,DiplomacyViewCameraMovementEasingCurve,EngineTrailWidthCurve,NumFreeStarbases,AdditionalCostPerStarbase,RequiredStarbaseSpacing,TacticalBattleArenaSize,TacticalBattleMinHitChance,BattleMinFireDelay,BattleMaxFireDelay,MinShipPopulation,DefaultShipPopulation,ReservedColonyPopulation,MaxPopulationSourceDistance,LoadTransportPopupWndDisplayMultiplier,LoadTransportPopupWndScrollbarNumStepsMultiplier,GraphVerticalRangePadding,GraphMaxNumFactionsToDisplay,MainMapGraphLineThickness,MainMapGraphMaxTurnsRange,GraphsScreenGraphLineThickness,TechTreeLineInsetDistance,TechTreeHorizontalSpacing,TechTreeVerticalSpacing,TechTreeClusterSpacing,TechTreeScreenCenterX,TechTreeScreenCenterY,TechTreeMarginX,TechTreeMarginY,TechTreeCenterViewOnSelect,TechTreeIsDraggable,TechTreeMomentum,Te
The bigger the mod, the greater the chance for failure.
I have had poor luck with big scale mods. If I don't fully understand and look at all the xml, to know how they are implemented, I pass on them. Some are just over my head.
I never have a problem with mods I make myself, probably because they are fairly simple and each only addresses one issue. I don't have the patience or the typing skill to pour over and type massive quantities of xml.
I fully understand Gauntlet's mods and I love his ship designs. I have had some success with his mods but never 100%. It seems there was always 2-3 ship errors that did not cause a crash but were annoying. I could have probably figured it out but Gauntlet, at the end of the day, uses, (IMO), excessive animation, and it strains my system.
Deathwynd's mods were great. I never had a problem as long as he was here to fix them after updates. I tried to fix them and failed. Horemvore has fixed some/all of them I understand but most are incorporated with other changes I am not sure I want, so I have passed at this point
My mods only work with 2.1.4 (Beta Opt-In)
As an aside I am hard at work rebuilding GRM, and I am removing the ship "float animations" which may help with system stress.
I expect to release a updated version with 6 races this weekend, and then will continue updating the other 15 or so.
Oh alright. I will get the opt-in. Thanks Horemvore
Be Aware that the 2.14 Patch Opt-In makes extensive changes to ImprovementDefs.XML, MasterTechDefs.XML, and StarbaseModuleDefs.XML - the Tech tree is undergoing considerable revisions from even the fairly drastic changes that were made by the Crusade Expansion. The 2.14 patch has removed most (if not all) of the Slaver and Synthetic custom Technologies plus fixed the fact that Torian Techs were missing from Crusade version 2.1. These revisions are likely ongoing so anything created prior to Crusade will need extensive revisions to work now.
Stardock's summary of changes made in the 2.14 Opt-in Patch that affects a lot of mods:
== Bugs ==
Ohm... I see it's been busy here.Well for me I have several mods from Nexus but one mine which is mostly my unique faction with ship style etc.I got these 2 errors multiple times:
error:
no declaration found for element 'ObjectGfxConfig'
element 'ObjectGfxConfig' is not allowed for content model '(ShipDesign,ThumbnailOverride?)'I had no issues before the Crusades also my custom faction(xml based) does not appear in game anymore.I have moved all mods from old GC3 folder to new GC3 Crusades one.Probably I will have to create my custom race again using Crusades xml file but I have no idea how to work with new tech tree.I'm using Terran Tech Tree and use the TechTree editor to remove specializations now this is not possible at the moment.Another issue I had unrelated to Crusades was that I wanted to create a terraformed Mars. I did all correctly, I had the files in GC3 folder under Program Files and not Documents, I used /atlasgen worked correctly only once, after that when I made some fine tuning on map, Mars turned a blue globe 0 PQ. All files were checked again and again xml etc. I even removed all other mods for testing purposes no change.
See this for your shipset issues :- https://forums.galciv3.com/483135/page/1/#3678107
You will have to update you xmls for the Mars changes to Crusade scheme's, PlanetArtDefs got changed:-
<Ambient> <Red>20</Red> <Green>20</Green> <Blue>20</Blue> <Alpha>0</Alpha> </Ambient>
This bit.
I don't think it's too bad after looking at it for a while--it does take some getting used to. The biggest difference is the use of RaceTraits as prerequisites for some techs. I hope they take this further to make things truly unique for carbon life vs silicon, etc. The potential to do some really interesting stuff is there--more than what was possible before.
That said, I think specializations are removed in the same way. You have to rework the prerequisites of each specialization (if you want to make them fall one after another) and remove the "<specialization>" line from each specialization you want to make "normal" (do this in MasterTechDefs.xml)--and you should also remove the specialization group from the MasterTechSpecializationDefs.xml, too.
(Disclaimer: I'm away from my gaming machine, so this is off the top of my head. Someone please correct me if I missed something in the process or made an error.)
@alphaprior - I don't believe you can directly create tech trees as they are now based on racial traits. How that works I don't know.
Ya all can take alook at GST for Crusade, you can disect my ST_TechDefs.xml and ST_AbilityDefs.xml and even the MasterTechTree.xml to see how I added and replaced all the Weapon techs. Will give ya all insight on how to make the new single tech tree, unique to a faction or factions.
You can as a matter of interest, create a whole new tech tree just like pre Crusade and apply it to a specific faction via the FactionDefs.xml. You could, if you want to spend the time and it will be alot of time, port over 2.0 Tech Trees. Basicly undoing all SD did to merge them into 1 and link them to abilities
See this https://forums.galciv3.com/477456/page/6/#3678721
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