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I was wondering which entry has the ANOMALY variable so i can make more anomalies,still getting shorted on them even on abundant
Horem, is there any reason why I can't promote my commander to a privateer ? I have the resources.
JJ
Horemvore, quick note, when I capture BORG planets, I can build starports on planets already containing a matrix Beta. Not sure if this is intended. Also, all BORG improvements show up as MatrixAlpha_Name and MatrixAlpha_ShortDec. The text file they link to does not seem to contain the text, it only has the durantium ore text strings in it.
Yeah just came across this myself.
I have not changed anything regarding this. Will check it out though.
To be purists about it all, non cyborg or synthetic life forms should not be able to "capture" BORG planets. At most they should have recourse in the tech tree to a special weapon akin to a spore ship, virus ship I guess, that is used to disconnect planet inhabitants from the collective. It would be the only way to ensure the improvements on the planet could be used for the winning faction. Other options would be extermination or plain planetary destruction but capture with troops should not really work. To ensure that it does not become too easy to capture their planets, the tech could only be avail through a special commander that is unlocked with a specific tech at the same time as planet invasion and can be produced at the same cost as legions once the tech is discovered. Just a thought
Works fine for me.
Horemvore ,
It was the commander I started with due to an ability , I had to research War College then I could promote.
also wanted to let you know that i am about to beat the Tholian with their bonus set at double rather than flat and Military at .5 so maybe thats the right balance ?
the difficulty is set to one level below Godlike.
I also wondered where to put the entries you gave me
Not Found in your mod or Gauntlets.
<UpgradeToConstructorPenalty>0.1</UpgradeToConstructorPenalty> <UpgradeToTransportPenalty>0.5</UpgradeToTransportPenalty> <UpgradeToTradePenalty>0.1</UpgradeToTradePenalty> <UpgradeToColonyPenalty>2.0</UpgradeToColonyPenalty> <UpgradeToCarrierPenalty>0.5</UpgradeToCarrierPenalty> <UpgradeDoubleAttackPenalty>0.01</UpgradeDoubleAttackPenalty> <UpgradeDoubleDefensePenalty>0.01</UpgradeDoubleDefensePenalty> <UpgradeDiscountFactor>0.9</UpgradeDiscountFactor> <UpgradeCostFloorFactor>0.1</UpgradeCostFloorFactor>And: <NumTurnsToUpgradeDesignsAI>1</NumTurnsToUpgradeDesignsAI> (FOUND)
I did not find all of them in the GalCiv3GlobalDefs.xml
I also changed the map set up because I was getting almost no anomalies - I used gauntlets even though the map sizes are smaller. Once I tossed this xml there were many anomalies.
However i would like to keep your mapsizes because i think your mod is tied to the sizes of the map (am i right ?)
I thought some of your changes needed the larger maps to work best.
I did not notice any resources necessary for the Cyborg to make cities , but I have only played with them one game. I also did not get a choice to make more than one city for them , its a super city though.
I am having trouble playing synthetic races - always run out of colonists and then cant make any because so low on raw construction due to using them for the transports. Any suggestions for getting the synthetics to pop like they used to ? they seem really watered down now.
I also would like to set all factions to receive 5000 , was that your intent ? and slower research etc >>?? I only received 3000
The upgrades list is all there in GlobalDefs. 1080 - 1090
Should be the same amount of anomalies, they are just spread out more on a larger map.
Intentional.
I never play games with Synths (Yor). I can take a look though, is it just the population thing?
Starting credits? 3000 is the value set by the Civ Builder. Only xml factions can have this set differently. Slower research is a thing with me yes . (Its mostly offset by the new events, which I am still adding)
I have noticed 1 small problem.
The Cyborg life type that you use for the Borg does not give you your leader as a Leader citizen.
(Already fixed for me, just letting you know so you can fix for everybody, if it isn't intended for some reason)
Hello, I am having the same problem as Jabberjaws and my game CTDs on galaxy creation if the Klingons or Romulans are present. Was there a solution found?
Edit: fixed it by rebuilding the shipsets for those 2 races and it works great now.
How do you rebuild shipset ? from scratch ?? sorry if the question is dumb but i dont know how to do that easily
how do you fix cyborg leader
Yes I rebuilt shipset from scratch. It was the only way I could think to do it and it worked for me.
rebuilding shipsets?
I keep the original mod files and reinstall the design and shipset folders.
fixing cyborg leader?
just add the following to the trigger section of the life trait
<Triggers> <OnEvent>OnInitialShips</OnEvent> <Scope>Global</Scope> <Lifetime>Instant</Lifetime> <PerformAction> <Action>GrantUnitType</Action> <StringParam>Leader</StringParam> <StringParam>{LEADERNAME:1}</StringParam> </PerformAction> </Triggers>
Hope this helps
People having issues with the shipsets download THIS and extract it to:- ...Documents\My Games\GC3 Crusade
Overwrite if promted to do so.
Downloaded, but got an error trying to unpack.
Hmmm...
Strange, my RAR unpacker kept giving me error messages when I tried unpacking it, but it allowed me to convert it to a zip file, which I was then able to extract.
<shrugs>Problem solved
Just downloaded this now and I keep getting an "Incompatible Faction Detected" error message when it loads the game. For several of the races it pops up a message saying "The faction xxxxx is incompatible for the following reasons and will be using the generic values: + Unknown Ship Style"
When I do go to choose a faction it is just the list of defaults for the game. Non of the mods.
Help please?
You have downloaded the mod from the OP, and then also downloaded the file in post 66?
Correct.
I downloaded the mod pack and followed the instructions.
- Extracted the files to the GC3 folder
- Extracted the UPC graphics file (in the mods folder) to steamapps\common\galciv3\gfx
- Extracted the Crusade compatibility file into the GC3 folder
- I downloaded and extracted the designs file from post 66 and extracted it to GC3 folder
Did I miss any steps?
Looks like you installed correctly What factions are giving the error? (Romulans and Klingons?) And what OS?
You can try this it is my most upto date mod/files.
I just tried using the link you provided in the last post and redid all the install process.
Still the same problem.
The factions for the error messages are:
Hirogen
Haakonian
Ferengi
Vulcan
Cardassian
Andorian
I'm running Windows 10 Pro
3 of the problem races for you are using standard stardock shipsets. There is either and installation problem with the mod or with GC3 itself, could be a mod conflict also if you are using any other mods. Id suggest you verify game files with steam, delete the GC3Crusade folder, boot the game, exit and reinstall the mod. Preferably from my most recent link.
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