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Do not use the UCP_Temporal War, it is unfinished/WIP.
Did you follow the instructions included in the UCP_Install.txt? (There is a link to video too)
Im getting 100 of these with UCP
Debug Message: CSDFModelCore::LoadModelData has detected an SDF file that is an older version of SDF than expected: c:\galactic civilizations iii\Gfx\Models\Components\Meshes\ColonyModel_WeaponTexture_A_01.sdf
73 turns played
any clue as to a fix ?
Should I change this entry to WELLnesFalls from WEALnessFalls ??
<Improvement> <InternalName>WealnessFalls</InternalName> <DisplayName>WealnessFalls_Name</DisplayName> <ShortDescription>WealnessFalls_ShortDec</ShortDescription> <Description>WealnessFalls_Dec</Description> <Icon>TorianWellnessFalls.png</Icon>
I did see the instructions but did not follow it because UCP_1.25 has a different structure than 1.20 from youtube clip. I improvised and failed at that simple procedure. Anyway, I tried again, simply copy all the stuff to Documents\My Games\GC3 Crusade and deleted that temporal thing (sounds intriguing btw). It works without any errors now so i suppose the mod is properly installed.What about these rars in the mods folder, different settings? Any details?
They slipped in by accident. I have since updated the download to remove them and UCP_Temporal War.
Glad ya got it working.
Horem
I used the link off the first page , hope its good , what was temporal war going to be ?
thank you
JJ
Updated for the 3.7+ Patch. (Optin included)
Version 1.26 Crusade
Updated for the 3.7 patch.UCP_Retribution.rar included.Fixed some wonkey values with Beam and Missile weapons.Fixed Military Acadamy not granting a free garrision.Fixed some support ships turning out as escorts.Reduced Legion cost to 3 Durantium.
Includes a compatability patch for Retribution owners, UCP_Retribution.rar.
Version 1.27 Retribution
Increased popluation default from 0.01 to 0.05.Decreased default population on colony ships to 0.5.Upgrade costs reduced greatly (65% there abouts).Tech costs increased slightly (1% per tech researched).Integrated Cybernetic Organisms race type into the Retribution tech tree.Updated ComponentClassDefs to included components added with Retribution.Resets all changes made to Improvements back to retribution defaults.Disabled UCP Impromvements.
Welcome back, Horem
Hello Horem !!
Fixed some wonkey values with Beam and Missile weapons.Fixed Military Acadamy not granting a free garrision.Reduced Legion cost to 3 Durantium.
oddly I made the exact same changes amongst others , I added free garrisons of 2 for civ capital and 1 when colonizing , upgrading cities - no more cheap invasions
no more unblockable weapons - reduced to half instead ... makes defense more worth it , added hp to sb s on upgrading - 10 15 and 25 , also added more weapon strength to starbases
fixed your omega upgrades for hulls
I added the ability to produce many citizens - for each capital - the appropriate citizen can be made. I have a problem getting citizens to retract - enum error ...listed on new topic
how have you been ? I have been ill but I am here now ...
Updated for 3.9 code base.
Updated for 3.95 code base.
Before main screen I get message about numerous "incompatible faction detected", using generic values +Unknown Ship Style. There are no Star Trek factions in New Game.
Same
I noticed a few minor things from core are working but most of the mods are not.
Missing ShipSets are down to not owning some random DLC. Sorry about this btw I am redoing or trying to redo them, the game keeps crashing in the civ builder randomly and breaking any shipets I make (even from previous sessions).
You either installed it wrong or do not have the required expansions, Crusade and Intrigue.
I have everything but ship toolbox, retribution, and star control.
Put it in Documents\My Games\GC3 Crusade
Download link is not working?!
🖖
Fixed
Updated to Version 1.32
Fixed Handy Trait.Fixed issues relating to Retribution's new ships.Fixed all out of sync Technology costs. (Technology tree will look different)Fixed Borg having access to improvements it should not have.Tweaked Trade routes.Tweaked Precursor anomaly econcounters. (They are harder)Economic Tweaks.Event Tweaks.Tweaks to diplomacy text.Removed AI Handicaps for Resources and replaced them with a Mining bonus.3 New Events, Baby Boom, Tourism Boon and Tourism Decline.Added Precusor Foundation Technology unlocks the new Chimeric Biomass durational project.Pragmatic Trade Route changed to Smuggling. (Illegal, done to combat hardcode namings)Benevolant Trade Route changed to Luxuary. (Luxuary, done to combat hardcode namings)Faction ship styles redone. (They are no longer dependant on DLC or bugged due to cross over from xml to the ingame designer)
I think I found a bug.Handy and Klutzy traits are reversed. Handy raises maintenance.
Also, why does my Bazaar window look like this? All the ships are locked on turn 1 :
and the bottom ships have no picture:These are the modules I'm using:
Also. Governors don't seem to work. Despite me assigning a governor to a planet, the alerts keep coming that there is an Idle Colony.
And one more issue.I've removed the "EXP1_Mercenaries" module and the Bazaar bug disappeared. But here's another thing. A ship for sale that has "high mass driver attack" according to description, but in fact it has zero attack all over, only defense:
One more possible bug. File named AITechGovernorDefs.xml contains the following lines:
<AITechGovernor> <InternalName>Militaristic</InternalName> <FactionName>FACTION_DRENGIN</FactionName> <TechPreference>XenoExpoltation</TechPreference>I presume the word "Expoltation" doesn't exist in English
Odd I do not have those issues.
Delete the Core, GC3 and Partiles.bin files from that Mods folder, they are suspiciously large.
I wish I could delete them. The game recreates them each time I launch it.
Which it should (It is the game Cache). You still having issues? You have all the Expansions? They are required.
Nope but it exists in GC3's English
EDIT:
Governors work fien for me, colonys only become idle when they have nothing to build.
>You still having issues? You have all the Expansions?
Thanks for asking.
Yes, I have all the DLCs Steam has to offer except the races of Star Control.There still are some issues. As I mentioned before, Handy and Klutzy traits are swapped, I had to manually edit RaceTraitDefs file to restore negative and positive values the way they are in vanilla file. I believe this has got something to do with it:
Other of the mentioned issues.
Here is my savegame https://drive.google.com/open?id=1XlPILHGdnnz1vQew8_0G_eULbzVDrwPkIf you desire you can load it and see what would happen. At this savegame I'm seeing bugged mercenaries (picture below), and my research governor stopped working after constructing a couple of buildings (this may be vanilla issue though).
The issue with mercenaries disappear if I remove the EXP1_Mercenary module.I do hope I installed everything correctly. This is what my CG3Crusade\Mods folder looks like:
And one more thing. Which one of your statements is correct: "Delete the Core, GC3 and Partiles.bin files from that Mods folder, they are suspiciously large."
or
"Which it should (It is the game Cache)." I mean, some things are obvious for folks who have been playing and modding GC3 for years, but not for me. I've just spent a week with it Thanks for the mod and for your effort!
And I'm not done yet
What does the UCP_Citizens module do? There is no mention about it either here or in the Install text file.
Administrator adjustments and new Icons basicly.
Both statements are true regarding the Bin files. Mine are only 10KB, 11KB and 1KB in size and never get larger, yours look to be in the 100's of MB's, why I sugested to delete them so the game recreates them.
I can also verify the issue with Mercenaries, will post a fix asap. I also thought I had fixed the Handy issue, i actually remember fixing it...
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