...
Sorry, I can't tell you. There has been a bundle offer on steam containing all mods, including soundtrack
The install file says you should extract UCP_FactionArt.rar and UCP_Graphics.rar. I couldn't find either file. Can someone point me the way?
I'm so glad to see this mod is not only back from the dark days in 2017 and is compatible with the new Intrigue. Just need a little help.
P.S. It looks as though those .rar files are already extracted within the larger UCP install file, as I do see files that would look like graphics and faction art (Logos, etc. are in the Factions folder). I just want to be sure I'm not missing anything.
Horem,
Happy New Year
I have just started a new UCP game.. please excuse me if questions are due to lack of experience
****I did not receieve the 15 percent ship upkeep reduction due to MOTHER of MOTHERLOADS planet event. I did get the 50 percent income penalty for picking the malevolent choice
I could not find this ....
Faction Art Extract the rar file "UCP_FactionArt.rar" too:- ..Documents\My Games\GC Crusade, you only need to do this once and you intend to use the Star Trek faction content.
THANK YOU FOR all your hard work !!!!
JJ
deleted
I fked up the install instructions again, well not so much them I just forgot to rar every thing up so it made sense. Sorry :-/
I have updated the download, re-download or here is a link for Graphics.rar for those who are just missing this (it was left out of 1.20).
Updated - Version 1.21Split combat and blueprint changes into its own module.Ship Hull upgrade tech line added.Increased medium hitpoints to 40.UCP_MOAR planets added.Tweaked Government weights and colony limits.Tweaked AI and planet Governors.Cities are 1 per colony and can now be upgraded to a Metropolis and are preceded by Settlements. (More for the AI than players)Academic Institute event added.Consulate is now colony unique, has a higher level up bonus and unlocks with Cultural Exchange.Fixed some anomalies not providing a resource.Added new anomaly groups: Distress Beacon, a chance to get free admin points. Lost Transport, gain a random Citizen.Re-added Herewards Planet Features mod.Re-added Herewards Spiral Galaxies mod.Fixed Gaian World having wrong event.Updated precursor world trait description to inform the player of any bonuses applied to a sponsoring shipyard.Administration Center name changed to Central Administration, player wonder, provides 5 Admins and increases colony production by 5% and 1% per level.Distress Call and Lost Transport anomaly events added.Entertainment Center moved to Universal Translator.
Horemvore
I got a CTDT when trying to use the battle viewer , I elected to fight a heavily guarded anomaly , the crash is every time when I use the following !!
the cause is when I use GRM ship colors surface #6 with timonium and chrome , any race of yours so far used Borg and Tholian , try it and see if your game crashes using GRM colors this way - when I left your original colors on the ships , they did not crash
seems to be when fighting certain pirates using the basic colony ship with a weapon and survey on it
Is the prospector your idea ?
I clicked on it and farm construction was highlighted - if there is no arable land , prospector is not available
also , If I design and lose the ship with a precursor weapon , can I redesign a new ship with that weapon if I lose it in battle or disband ?
and.. the value of hull strengthening is useless at 5percent instead of 5 points , I used to use it early to strengthen a cargo hull so I had something to fight with -the AI put 2 extra hull point builds on a small ship and it only gave a point of extra hull
the antimatter drive has no purpose , it costs too muchfor what you get , if it were 5 speed instead of 3 it would be worth it
also sent you a private message
thanks
the cause is when I use GRM ship colors surface #6 with timonium and chrome , any race of yours so far used Borg and Tholian , try it and see if your game crashes using GRM colors this way - when I left your original colors on the ships , they did not crash, seems to be when fighting certain pirates using the basic colony ship with a weapon and survey on it
Oh. Dunno what else to say tbh. I will not be testing this either, I discontinued GRM support for a reason
Yes, and thats how it works. It is there as an additional option for non food races. More for the AI since they are still not destroying arable land. (Not that they are using the Prospector either atm)
Aye I know. Its intentional atm, to kill a player exploit . I'll revisit it once I come up with a better solution.
Horemvore ,
managed to get it working
I hope it wont crash again but even my saved game works , I forgot to add the GRM basic folder
maybe you want to try it ? Its nice so far.
I did not put the GRM basic mod folder in..I made starsystemdefs into .bak and GalCiv3GlobalDefs. as well
remembering to change the 2 to 4 in ucp for 4 abilities.
had some odd output in the debug though on loading the previously saved game - but likely due to rectifying the problem - there was a message about not being able to find GINT marauder in one pass. and the GRM parts were only noted in the first run of the game once augmented / repaired.
potential problems because Im not sure exactly how to manage the star defs , I added GRM to the UCP , seems ok
CShipDesignGfxListenerBase: Failed because root component was NULL. Did an objgfxcfg '(null)' fail to load? - does this mean I need to add GRM file to the main folder ?
I think that is related to the GFX bug where custom designs only shoot red balls of fire!
@Horemvore,
I'm at about turn 140 or so, have the Alliance Tech, and can't ally with anybody.
Hovering over the option in the Trade screen says I need a "friendliness" rating of 15, but it never goes above 10. It appears to be pegged at the right end of the status bar.
Do I need another tech to raise that limit?
TIA,
Richard
I've been seeing the same problem with friendliness without Horemvore's mods, so I think its a problem that has been introduced in the base game.
Edit: Eh, nevermind, I found I had the two way treaties mod installed and that was causing the problem.
Im 31 moves in and still cant buy some of the MERCS (*locked*) for age of expansion , is this intentional ?
how do I make them available , I can afford them and they wont be very useful in age of war
Yeah thats a recent change, Im having issues getting the UI text to update, seems they use a generic tooltip here that atm doesnt seem to be modable. They are tied into the Hull size techs. Not Ages with me atm. Go get Zero Gravity Construction.
Thanks for the update. Well, so much for an Alliance victory, then.
Science! That's the ticket!!
I fixed the alliance issue. Will see it 1.22!
Sneakpeak
Fixed missing text for new anomaly groups.Tweaked map setups.Links to install and lets play videos added to install file. (Thanks ColorsFade)Added Museum improvement (precedes Consulate, AI thing tbh).AI Governor tweaks.Fixed Ruthless text.Fixed Scary text.Easter Egg event added to some Lost Transport anomalies.Increased citizen transport and commander movement.Fixed Alliance Victory.
This is wonderful news! When can we expect the new version to be released?
You can try out the beta of it here. Its just the mods, make sure you delete old ones before installing.
OK. I'll give it a try. Thanks!!
I installed your new beta mod and I still see the "15 relationship" requirement for an Alliance.
I checked the Diplo screen and another Civ has an alliance with two other Civs.
Apparently, they can have Alliances but I cannot. Not fair, I say! 😉
Everything else seems to be working as expected.
Thanks for all your work and I hope you can straighten this problem out soon,
You sure you installed right?
This code:
<TreatyDef> <UniqueID>Alliance</UniqueID> <MajorType>Treaty</MajorType> <DisplayName>TREATY_ALLIANCE</DisplayName> <Description>TREATY_DESCRIPTION_ALLIANCE</Description> <MinRelations>10</MinRelations> <RequiredDiplomaticState>Foreign</RequiredDiplomaticState> <TwoWay>true</TwoWay> <Prereqs> <Techs> <Option>InterstellarAlliances</Option> </Techs> </Prereqs> <SetDiplomaticState>Friendly</SetDiplomaticState> </TreatyDef>
Say 10.
Hi Horemovre,
I just checked and my TreatyDefs.xml file matches what you are showing. Here's what I have:
<TreatyDef> <UniqueID>Alliance</UniqueID> <MajorType>Treaty</MajorType> <DisplayName>TREATY_ALLIANCE</DisplayName> <Description>TREATY_DESCRIPTION_ALLIANCE</Description> <MinRelations>10</MinRelations> <RequiredDiplomaticState>Foreign</RequiredDiplomaticState> <TwoWay>true</TwoWay> <Prereqs> <Techs> <Option>InterstellarAlliances</Option> </Techs> </Prereqs> <SetDiplomaticState>Friendly</SetDiplomaticState></TreatyDef>
I don't know anything about writing these mods, but could the new relationships you added be mucking something up (ie. "Dreamy", "Elated", etc)? I'm just throwing that out there. Like I said, I don't know a thing about this stuff.
Note: I didn't start a new game after this update. Do I need to?
Thank you,
why would cities be limited to one per planet , that would likely give a huge edge to the cyborg races as they can build one super city, and on high pop planets you could not get close to maxpop, ??? am I right ?
how would I nix that limit ? havent gotten to metropolis
<TreatyDef> <UniqueID>Alliance</UniqueID> <MajorType>Treaty</MajorType> <DisplayName>TREATY_ALLIANCE</DisplayName> <Description>TREATY_DESCRIPTION_ALLIANCE</Description> <MinRelations>10</MinRelations> <RequiredDiplomaticState>Foreign</RequiredDiplomaticState> <TwoWay>true</TwoWay> <Prereqs> <Techs> <Option>InterstellarAlliances</Option> </Techs> </Prereqs> <SetDiplomaticState>Friendly</SetDiplomaticState></TreatyDef>I don't know anything about writing these mods, but could the new relationships you added be mucking something up (ie. "Dreamy", "Elated", etc)? I'm just throwing that out there. Like I said, I don't know a thing about this stuff.
Note: I didn't start a new game after this update. Do I need to?Thank you,Richard
Yep, you do.
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