Hi I'm quite new to Galciv3 modding and I've been working for my custom factions and ships through .xml for about a week. They are quite satisfying.
Now I'm going to try adding some new technology so I found several files related to tech, i.e. MasterTechSpecializationDefs, MasterTechDefs, TechDefs, and TechAgeDefs.
As far as I see these are the only things to define tech; I think I need to mod "ImprovementDefs.xml" and "ShipComponentDefs.xml" for tech to make it 'unlock' the related objects.
One main question: why are there 2 tech file, MasterTechDefs.xml & TechDefs.xml? Is the latter just currently not working completely?
And are there any wrong thing that I understood?
TechDefs.XML was how the Technology Research tree was specified prior to Crusade it does not seem to affect it. only MasterTechDefs.XML changes the Technology tree layout - Specialization techs are also duplicated in MasterTechSpecializationDefs.XML..
For the most part XML files that Crusade uses are stored in the EXP2_Crusade DLC folder (if not modded) ...//Steam/SteamApps/Common/Galactic Civilization III/DLC/EXP2_Crusade/game/ .
If you want to change (mod) a XML file you would copy it to your User Mod folder (and "enable MODS" in Settings)
..//Users/your name/Documents/My Games/GC3Crusade/Mod/modname/game/
You want to avoid changing anything in your SteamApps folder - Modded XML files can quickly cause the game to crash if you crash something Stardock doesn't like and debug.err isn't always very helpful finding the cause.
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