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Horem , happy thanksgiving
I get error 404 when clicking link
JJ
@ JJ Redownload the mod, I have repackaged it to contain all hotfixes posted.
Updated 13.20GMT on Thursday 29/11/18
Version 1.18Updated to 3.2 code base.Removed Refugees event line, does not act how I intended.Split off starter planets and stars into its own Module. (Star Trek factions are no longer dependant on UCP_Enhanced)Moved Colonization events from UCP_Enhanced into UCP_Events.Removed AI handicap changes.Moved Diplomacy changes into its own Module.Moved specific AI changes into its own Module.
Added details of changes and stuffs to Reply 1.
Horemvore, small problem:
Spies are not gaining levels of information on their targets.
Noticed yesterday, but decided to do some testing first.
Disabled mods, played as Onyx, found race put a spy on them, went from level none to level low in about 5 turns.
Reenabled mods, removed all mods except UCP_Core, started game as Onyx again, found a race and put a spy on them. It has now been 20 turns and have not gained any info levels.
Removed UCP_Core from list and put in a personal mod, repeated and was gaining levels again.
Thats weird, I do not alter UnitColonyStatDefs.xml, which handles all Citizen leveling. Will investigate when I get home after work.
For the sake of clarity.
I am not talking about the level of the spy itself.
I am talking about the espionage level of the race I assign the spy to spy upon
Its all still contained in UnitColonyStatDefs.xml and hardcode. All I have done regarding Units is add a new promotion to farmer, increase Admin count on Administrators, Change Mechanic and SPider bonuses. None of this should be effecting how spy's level up. I'll do some testing my end. Have your tried plaing with only 1 mod, any mod to see if it effects the same way?
Yep, brand new games each time.
Played without mods, worked properly.
Then I tried with a personal mod, which makes a couple of new abilities and life type for the Borg, worked properly.
Changed over to UPC_core (nothing else) and suddenly, not working
I seem to have found the problem.
In GalCiv3GlobalDefs the is a line in the espionage section (Line 1313) labeled "SecurityBase"
You had a value of 10
The Base file has a value of 0
Changed value back to 0 and now and espionage levels are working again.
How strange that stops leveling up, that value is there to set the base security level against spys. Odd. Thanx for finding that though, I did look at that last night after tracking it down to GlobalDefs, just did not think it would break stuff. Wierdness.
TBH it may not be stopping it, but it may be making it take so long as to be useless.
In the game I noticed it in, I had placed the spy before war broke out, then forgot about it.
The war came about 25-30 turns later, went to find out how many planets they had that I hadn't found, and found out that the espionage level was still None.
Im testing updated version atm:-
Removed duplicate United Earth Republic faction.Added Ministry of Economy event.Added Clones ability.Tweaked blueprints.Fixed UCP_Events missing required Art.Fixed fortitude value on new Structural Integrity FieldFixed espionage level not increasing.Fixed UCP_Factions missing text of improvements related to the included abilities.Fixed starbase sensor text.Increased carrier mass by 13 and added a 10% scaling modifier.Carrier fighters limited to 2 weapons. Have increased HP.Reverted Extreme Planet unlock techs, AI not handling the changes like I would like.Moved new Precursor world, traits and events into UCP_DLC4. (UCP_Enhanced is no longer dependant on Precursor Worlds DLC)Moved Tech changes into UCP_Core.Reduced weapon component mass scaling.Updated Dominion faction to use the Clones ability.UCP_Terraforming added:- Resequencing Station and Biospheres can both be built 4 times. (6 extra tiles)UCP_DLC2 added - Mega Events DLC, Dreadlords 300% Production, 200% Military Construction and 200 Credits per turn for thier first 100 turns. 10000 initial Research and 1500 inital Malevolant ideology points.
10 stoped it, should have been 0.1 for 10% (10 equaling 1000%)
Eep!
Guess that would stop it at that
Like the new stuff you're adding, might just add a building to my mod to trigger the Dreadlords, just for kicks
Updated with 1.19.
Added Discord link to OP.
still compatible with GRM mod ?
Not atm.
Hi,
I bought the game yesterday and right away installed the mod.
Everything works fine besides when I start the game I got error messages regarding the ship style sets for Ferengi, Cardassia and a couple of minor empires. The rest seems fine though. Any idea on how I can resolve this is welcome.
I checked already the ship style sets and the ship designs seem to be in the respective folders.
Thanks.
I can not duplicate this. What version of the game do you have? (GoG/Steam etc)
You have any DLC?
Minor races should not be effected by my mod in any way. If they are giving errors it suggests theres a borked installation or possible mod conflict?
Minor is a bit misleading. For the following races I get the "Incompatible Faction Detected" + Unknown Ship Style Message:
Hirogen, Haakonion Order, Ferengi Alliance, Confederacy of Vulcan, Cardassian Union, Andorian Empire.
I have the Steam-Version of the Game with the following DLCs: Intrigue, Mega Events, Crusade, Builders Kit, Map Pack.
No other mods.
Hirogen and Hakkonion are both using default shipsets. Still sound like a borked install/corrupt files.
Updated 1.20
Reduced Easy to Please morale bonus by 2.Tweaked Blueprints.Tweaked AI technology weights.Tweaked late game government colony limits.Tweaked map settings.Different icon for Paxtons Emporium.Moved new planet traits and features into its own module.Added Tourist Center improvement, PreReq for Port of Call. (I added it so the AI actually saves a tile for tourism)Included OldSpiders values for civilization spacing.Aeroponics now grants 2 free Farmers, Aeroponic farm now has a base of +2 food. (So its usefull and not the same as the universal one)Removed duplicate Assimilate ability.Split mercenaries into 6 tiers, 8 mercs per tier, upgraded components to better reflect thier teir vs tech
Updated reply 2 infromation.
just to let you know.
It wasn't a corrupt installation nor corrupt mods files. Seems that some DLC were missing.
I have got the remaining dlc's and now the mod is working fine, even with 1.19.
Btw: Another question, I am currently running a game with 1.19. Is it save to upgrade to 1.20 or should I first complete the game?
You can update or wait, changes wont effect a save game, should not break them either.
What DLC where you missing?
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