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Some files were re-acquired from steam after checking.
After following all your instructions I ended up with the same problem.
Maybe I'm confused as well... Are the new races available right from the race selection screen? Or do I have to use the assets to build a new custom race?
Cybernetic Organisms don't seem to be terraforming planets. Also, has there been any fix for the cybernetic organism building specific string display issues? I'm also having the issue with farms.
EDIT: To clarify, it is properly terraforming your starting planet. However, it is not terraforming on colonization.
They are available from the civ selection screen.
Replacing the target for the Terraform function in UCP_AbilityDefs.xml fixed the issue.
<Scope>Global</Scope>
<Target>
<TargetType>Colony</TargetType>
</Target>
Not in my game. lol.
Any other suggestions as to what I could do to fix the problem?
I have been trying to duplicate this shipset issue to no avail. I even installed GC3 on a brand new computer, downloaded the mod and iot works fine. I am stumped.
I don't know if im the only one having this issue at the momment with the new 3.1 release. But I am experience CTD when ever I try to create a map. Id give the debug info, but I don't know where that is. And im only using the base Unofficial Community patch that came included with it. Its nothing with the faction designs or ship sets. And only thing I am using is the UCP. As I have deleted everything and reinstalled it, im still experiencing the same problems.
Hey guys, great mod been playing it off and on past couple years, after i brought the new heros pack with new traits, its crashing on map load sometimes and now in game once, and also crashes instantly when trying to use one of the new 4 aliens. thanks
Updated.
Fix for SC:O DLC.
Hopefully fixed shipset issue aswell?
Thanks boss, downloading it now
Was trying to play the MuKay. Game started fine, but they had no default ships. Went to create one in the shipbuilder and the game crashed as soon as I clicked on the MuKay colony ship hull.
Updated 1.16B - Should fix any remaining issues with the new DLC. If anyone playing with the new DLC can confirm, that would be great!
I have downloaded 1.15 and 1.16B and opened them with 7-zip. In both cases the Factions directory contained 4 empty folders. Here is 1.16B.
I installed 1.16B and started GalCiv3 without any other mods. It worked without a problem, except I didn't get any new races. I may have some, but not all, of them already installed from the workshop. I didn't have any errors with ships or ship styles.
I am using Intrigue 3.1 with all four of the Star Control Heroes in the game. I was on a very large galaxy and never met anyone before I quit playing.
I started another game in a smaller galaxy. After playing a while I opened the console and used fow to see everything so I could check on the Star Control Heroes. This is what I found.
Mowlings start with an extra planet in their star system; they settled the extra one and no more.Tywom start with an extra planet in their star system; they did not settle it or any other planet.Free Trandals start with an extra planet in their star system; they did not settle it or any other planet.Mu'Kay start with 2 extra planets in their star system; they did not settle any of them or any other planet.
There were other planets available around each of these starting systems, so they could have settled more planets than they did. All the other races settled a lot of planets, including the planets in the starting systems of the Heroes that they didn't settle.
It looks like the Heroes and the 1.16B version of this mod don't work well together.
I found the problem that makes the Star Control Heroes do nothing when using this mod. They don't have any ships they can build. Their ships were added to ShipClassDefs.xml in the main game, but this mod overwrites it with one that doesn't have their ships. When I added their ships to your version of ShipClassDefs.xml, they work as they should.
I don't know if anything else needs to be changed, but this fix solves the problem that causes them to do nothing.
Updated the 1.16B mod file, Includes missing faction files. Fixes broken mercenaries. Fixes issues with new DLC.
ran a soak game with all the DLC factions (plus a few others) for 125 turns with the 1.16b ver,, gigantic galaxy, only 8 players, gifted AI.
All races, including DLC ones, colonized rather large areas.
Also started a tiny game playing the Mukaay, and all the default ships were showing.
Looking good
I had to take out the files that contained the different appearance definitions and colors for UCP to work. Mine CTD until I did. To get GRM files to work I had to do the same thing and remove anything that had a ship file in it. So, GRM Mercenaries, etc won't work till the ship files are removed.
It has to do with the new patch and Stardock's addition of the custom ship appearance generator. I think.
If anyone thinks different or can get these mod's to work as intended I sure would like in on that.
I've been busy screwing GRM up by adding my own ship designs to the anomalies files and GRM Anomalies works properly now. Not having the same success with the Mercenaries files though.
I have the same issues as Old-Spider, but have to add that I found it relatively hard to follow your instructions. Also, I may have an idea what causes the difficulties. Let me explain...
First of all, you wrote...
Extract the rar file to Documents\My Games\GC3Crusade. Goto Mods folder and read UCP_Install.
There is no such file under Mods, but there is a file called UCP_Install.txt under Documents\My Games\GC3Crusade. Guess that's the one you meant.
There you write about Intrigue and Crusade. Being relatively new to GalCiv3, especially mods, I am slightly confused which one to follow as I own both addons (well, that's an issue on my side, of course). Anyways, the steps to go are almost the same and neither way really works for me as we'll see next...
I both cases, you say that I should extract a rar-file, which can be found under Mods. Well, there are no rar-files at all under said location, only directories. So, I skipped this step as I thought that the instructions may be outdated.
Next step is to extract the colour palette. Again, you refer to the games mod folder, where no rar-files are located. Still, there is a UCP_Graphics.rar under the root of your rar / under Documents\My Games\GC3Crusade, so I took this one. Final step is to extract that file to ...steamapps\common\Galactic Civilizations III\Gfx, which I did, but in said rar-file there's another Gfx folder. At the end, I am not sure whether I should extract the rar to said directory or whether I should overwrite the Gfx folder with that from the rar.
In the end, the game starts, but there are no Trek races available and no new ships. Just as Old-Spider said. Also, I can confirm that the Factions folder is empty.
Now about what may cause this issue: my guess is that it is rar-handling in 7zip. When I started to install this mod, I had a relatively old version of 7zip. As a result, the rar file seemed to contain only 2 png files in a Gfx folder, which is quite nonsense for a rar-file of several 100 MB. So I updated the program and on first sight, things might be fine. Still, I could imagine that there might be files missing when unextracting the rar.
I could give WinRAR a shot, but having modded Civ4 myself for a while, I suggest you switch to zip as it would be only a matter of time till the next user will get the same difficulties. At least, if it turns out that my guess is right.
Also, there is a program called NSIS that can created installers out of a script. This would ease difficulties with the installation and solve possible issues with rar-files. Well, at least for Windows users. I could help you with such a script, so you would only need to set up some paths to fit your environment and run the script. But to do so, I would need to have an exact set of instructions, the mods files and as a result a running installation.
Sorry for the confusion, after including factions, I did forget to update the UCP_Install file. If you redownload the 1.16B file in the OP(fixes the missing faction files) and simply Extract it to My Games\GC3 Crusade it should fix 90% of the issues people are having. I have now updated the Install text. Again I apologise for the confusion and any issue this may have caused.
There may be an issue with Klingons and Romulans missing a ship or ships and they cause the game to CTD at the end of galaxy generation. Either omit them from selection (or delete thier faction files from the faction folder if you play with random civs) or you can simply edit thier shipset and apply a different design to the ships that are blank/missing ships. There are plenty of designs included from the authors mentioned that I have not included in the ships sets. I do not get this error but it has been reported. Therefore I know I have the missing ship designs its just a matter of tracking them down in the 1000's of workshop folders I have for the designs I have downloaded.
I had to take out the files that contained the different appearance definitions and colors for UCP to work. Mine CTD until I did. To get GRM files to work I had to do the same thing and remove anything that had a ship file in it. So, GRM Mercenaries, etc won't work till the ship files are removed. It has to do with the new patch and Stardock's addition of the custom ship appearance generator. I think.If anyone thinks different or can get these mod's to work as intended I sure would like in on that. I've been busy screwing GRM up by adding my own ship designs to the anomalies files and GRM Anomalies works properly now. Not having the same success with the Mercenaries files though.
Installed UCP 1.16 (only) after posting this. It works fine no CTD after loading map. Thanks Horemvore for your hard work and diligence on keeping this working properly. I am installing updated 1.16B as I write this. Have not played the Star Trek side till 1.16 install. Looks great. Thanks to everyone that has contributed.
First of all: thank you for the quick reply, Horemvore! No need to apologize, you did a great job and I certainly know how hard it is to set a mod up and maintain it.
I got it running finally, but there was an additional step I had to take. In the settings, there is an area called gameplay, there I had to switch in activate mods. The game needs to be restarted. If you already tried to install the mod before, the game will throw errors regarding a lot of shipsets (not only klingon and romulan). In this case, reinstall the mod.
After that, everything works, besides oft the Klingons and Romulans as you said. Maybe I could write a little program to check which ships are missing. Is there a file that I could read out to find the necessary ships? Then, are there paths I could check against?
@Cool3a2 - Its cool I tracked them down, Romulan was missing a Cutter design and Klingons a Beam Support design. Not sure why or how (they were missing from the shipset with me too but it never caused a crash for me) since the designs are there for them and I am 99% sure I did not miss/skip them.
Anyways this should fix any issues with Romulans and Klingons, extract it to My Games\GC3 Crusade\ShipStyleSet overwirte when prompted to do so, if you do not get a promt make sure you have not extracted it to a subfolder within ShipStyleSet.
Yeah, that worked! Thanks a lot!
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