Many mercenaries have bad combat roles. Ships with support effects set to escorts, combat ships set to support etc. This changes many of them to either capital or support. I'd have made more capital but I can't get around the rules that small and tiny ships can't be capitals. Also, Crusade changes weapons a lot and left the old prototype weapons actually useless. Many merc ships that advertised "powerful prototype weapons" actually had the worst weapons. So I changed the power and/or the resource cost of prototypes to try and restore their old role of powerful but inefficient early-mid game weapons.
https://www.nexusmods.com/galacticcivilizations3/mods/119/?
I want to mainstream your mod.
I approve of your goals.
I must be very confused.
I'm using your mod. The Pollen and Perseverance use 1 admin, as advertised. But not much else is adding up.
For example, the Wraith says in the README it is Capital. EXP1_StaticShipBluePrintDefs.xml says it is Escort. The game says it is Support.
The Pewpewpewpew has the +100HP, but the game says Capital while the StaticShipBluePrintDefs says Assault. The README doesn't say anything.
In all cases, roles in the downloaded mod StaticShipBluePrintDefs seems to match the DLC's StaticShipBluePrintDefs coming from Stardock. Are these roles defined elsewhere? I put all 3 of your files in the same Mods directory. I have a 4th file, ImprovementDefs.xml, and that is clearly picking up, e.g. I set Computer Core to +20 research and the game clearly gives 20 research. Same directory.
I went a step further, and changed the Display Names of every single Mercenary ship--in every single EXP1_StaticShipBluePrintDefs.xml I could find (including the game install directory itself). Restarted a new game. The new names did not pick up.
You DID manage to get Mercenaries to change in the game??
The roles set in StaticShipBluePrintDefs mean nothing. Those were the first thing I tried modding. They have no effect other than changing the description in the bazaar. The tooltip shows the actual stats. I modded the threat and value settings of the mercenary components so the calculation the game uses for all ship roles gives the desired results. I suppose I should change the non-functional fields to match the in-game effects to avoid confusion, but I forgot other people would be using the thing without having gone through the experiments that determined which description mattered and which didn't. Also at the time I didn't need to edit StaticShipBluePrintDefs for any in-game effect so it wasn't included in the mod. Now that it is in there for the colony mercenary changes I might as well fix the non-fnctional text-only role settings.
If you buy the ships you will see they have the role the tooltip says and not the bazaar description.
Also, Pewpewpewpew is in the readme. The first post is copied from the readme and Pewpewpewpew is there.
Okay, thanks for the info. Gosh, what a hack. That's terrible. But the MercenaryComponentdefs matter, right?
Yeah, you mentioned Pewpewpewpew, but not the ship role for it.
Feel free to drag in the stuff I pointed out here:
https://forums.galciv3.com/485237/page/1
https://forums.galciv3.com/485260/page/1
Mostly, that's minor tweaks to the special survey modules (Tier1MercenaryComponent01 through 03) they use, and adding a section for Sensor Power similar to the generic Sensor Module:
<Stats> <EffectType>SensorPower</EffectType> <Target> <TargetType>Ship</TargetType> </Target> <BonusType>Flat</BonusType> <Value>8</Value> </Stats>
And, of course, some resource, range, and other values tweaks.
If we get this right, Brad, just import it directly into the main game, because, frankly, the Mercenaries really need these fixes, as they're pretty much completely useless right now (or in a few cases, massively overpowered).
StaticShipBluePrintDefs.xml needs to work, and that's up to Stardock.
MercenaryComponentdefs does work. That's where I increased the threat or value settings of mercenary components. It's just the <Role> part of StaticShipBluePrintDefs that doesn't function. That's also why auto-generated ship designs sometimes have bad roles. The ShipBlueprintDefs file would set the roles of combat ship to something appropriate, but instead many smaller ships end up as support because one engine's value can surpass the threat of one weapon.
I didn't actually change the role of Pewpewpewpew. The StaticShipBluePrintDefs said it was an assault but it was functioning as a capital and I was fine with that.
Update:
Forgot to post updates here.
The mod does not seem to be working for me. My apologies, as I am quite computer illiterate. I downloaded "7-Zip" from the following website to extract the files after I downloaded the mod from Nexus: https://www.7-zip.org/download.html. I then used "7-Zip" to extract the mod to: C:\Users\nklei\Documents\My Games\GC3Crusade\Mods (I purchased GalCiv 3 through Steam). I just checked in the "my games" folder and in the "GC3Crusade\Mods" sub-folder there are the following files:
"EXP1_MercenaryComponentDefs
EXP1_MercenaryDefs
EXP1_StaticShipBlueprintDefs
ShipComponentDefs
ShipHullStatDefs"
I have also clicked the "enable mods" button in the options menu in-game.
However, the mod still does not appear to be functioning. I.E. all the old values for the merc ships are still in effect.
I own the base game of GalCiv3, the Crusades expansion, the Intrigue expansion, the Mercenaries expansion, and the Precursor Worlds expansion.
Can someone tell me if I am doing something wrong? Again, my apologies for my ignorance. I appreciate any guidance anyone can provide.
If you unzipped the mod into your My Game\GC3Crusade\Mods folder, you installed it in the correct place. However, mods only become active when you start a new game. That sounds like it might be what you missed.
See the wiki for reference, and let me know if there's anything there that is unclear, since I wrote that section and would like it to be helpful.
Thank you for your response, Publius. However, I did start a new game after I extracted the above named files. The stated effects of the mod are unfortunately still not taking hold .
Re-readong the Wiki, I see that I may have skipped the step where I create a new folder. I currently just placed all of the files above directly into the C:\Users\nklei\Documents\My Games\GC3Crusade\Mods folder. Do I need to create a new folder to move the files into? Something like "iRedEarth Merc Mod?" And then within that new folder do I need to add a sub folder named "core" or "gameplay" or what not? I'm not sure what category of mod from the list in the "example mod" this mod would be. As it stands now, the files named in my original post are simplt "naked" in the above named file path. Thanks for your on going advice!
I still have version 3.00 of the mod, since I'm not quite ready to start a new game yet. So I have a MercRoleMod300 folder in my mods folder. Within that folder I have Core, ParticleScriptDefs, and Text folders that are empty, and a Game folder that has EXP1_MercenaryComponentDefs.xml, EXP1_StaticShipBlueprintDefs.xml, and ShipComponentDefs.xml. The MercRoleMod300 folder also happens to have a Read Me.txt file, but that's not an active part of the mod.
Just so I am clear, as a general rule we are supposed to create a new sub folder in the larger GC3Crusades/mod folder for each new mod? And under that new sub folder we create, we should create additional sub folders according to the categories in the example mod (core, game, etc.)? If so, how do we know which file from the mod goes in which sub folder? Thanks so much!
Yes. All of the mods I have installed, both the ones I've created myself and the ones I've downloaded, have that folder structure. A file that replaces, or adds to, a file in the base game should be placed in the folder named the same as the folder that contains the file that it replaces or adds to. All of the files I've downloaded from Nexus already have this file structure zipped up, so if unzipped while maintaining the folder structure you should be all set.
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