Hi guys. Since my attempt to create a ship sharing hub for GOG users has blatantly failed and I created a couple new ship sets, I've decided to reorganize my releases and to create a new, massive pack that, from now on, will contain all the ship designs I create.
So, without further delay, I humbly introduce to you my GalCiv 3 Ship Design Expansion Pack
(you can find it here ---> https://www.nexusmods.com/galacticcivilizations3/mods/131 )
As you can see, the version 1.0 contains some of my previous works (which won't be reachable from the old links anymore) and some new ships I hope you'll appreciate.
If you have any comment, critic, suggestion or want to report bugs or issues just post here.
See ya for next versions of the pack and have fun!
Just use the console command to give you all techs?
Ok, I tried but maybe (mmm, to be honest it's more "surely" than "maybe") I'm doing something wrong: the wiki says I need to use the internal name of a tech to unlock it (so, for example, if I play as Terran I should unlock the Harpoon tech by typing unlock TerranHarpoonTech), but everytime I try the game gives an error saying that the tech is not in my tech tree.
And typing just unlock to activate everything make my game crash.
Try "fastunlock"
Ok guys, here comes version 4.0 of my mod (downloadable here).
This version adds over 50 new ship designs, mainly in the Starbase Hull, as well as several redesigns.
As usual, if you notice issues or bugs, please report them here.
Ladies and gentlemen, I officially announce you that I've started to work on a new shipset for my mod.
Although the production is still in its early stages, I already chose the theme for the set: instead of a structural one, this time the theme is "Retractable Equipment". This means that all equipments (turrets/weapons, radars and so on) are normally stored inside the hull, ready to pop out whenever they're needed.
However I have a little dilemma on how to do it; of all the way to realize the movement, only two possible solutions remained and I can't decide which one is better:
A ) a Rising movement
B ) a Tilting movement
Which one you think looks better?
When I did this for a set... I went with rising... it ultimately looked more naturally since the animation repeats indefinitely. Tilting will always make me think of a wheel turning and it just doesn't sit well for me.
Though, perhaps you can combine both in an interesting way.
Good luck. Looking forward to it.
I'm also thinking that rising looks better, but it has a problem: with that type of movement I need to put a cover on top of the turret, or else there will be a hole in the ship's hull (although partially filled by the turret itself). Of course, I could make a mobile cover, but synchronizing the different animations can be a pain.
Mmm, maybe I need to spend some more time doing experiments.
Work is done and now update 5.5 for my mod is up and running (as usual, get it here)!
The highlights of this version are:
- a new shipset, the Zendorak set
- a large update for the Denorian set
Also a little note: I just got my hands on Retribution and Villains of Star Control DLC (man, those Scryve parts look soooo good! - btw, it's me or their shipset template file is messed up? I have the Large hull ships listed in Medium ), so I think I'm going to spend the next months tinkering with hypergates and such - don't expect anything up soon, ok?.
If we could stop the animation after it reaching a certain point or having it hold for a set of times that would open up a lot more things we could fiddle with.
Merry Christmas folks! I hope you'll have fun today. I just passed by to release a new version of my mod, update 5.7 .
It's just a small update, focused on 2 fields:
- a reorganization of the Shipset Template files (now compatible with "Retribution" expansion)
- an overhaul of the Earth Confederation Space Navy set, with updated custom parts and various corrections and redesigns to several models
Hi folks, how are you? Got some little announcements for my mod's future updates.
First, as you may already know, I've started working on my 7th shipset (since it's my most ambitious one, I'll really appreciate any feedback you can give about it).
Moreover, I've started working on the possibility to add custom color palettes for my sets, however (as I just scratched the surface of what can I do) don't expect anything soon.
See ya and stay tuned.
Guys I need a little help. While working on the template files for the new shipset, the game goes error during loading, giving me this message:
C:/Users/User/Documents/My Games/GC3Crusade/Mods/Ship Design Expansion Pack/Game/ShipClassDefs_Newset.xml(0,0): error: String collision! String 'ProtoTypeAkroDreadnought_Name' and 'AIDefenseNewsetFury_Dec' produce the same hash. One of these strings must be changed to avoid collision.
It seems that the new ShipClassDef file have some problems with one of my old ones but I don't understand what are these problems (I also tryed to change the Fury_dec value but the problem remains). Any idea on what exactly is the problem and how to solve it?
Happy Easter folks! To celebrate the holiday, even during these difficult times, I'm releasing a new version of my mod, update 7.0.
- a new shipset, the Karivor Matrix set
- an overhaul for the Akros Sovereignty set, with updated custom parts, various corrections and redesigns to several models and the addiction of the starbases (all types and levels)
As usual, if you have commets or suggestions or notice bugs or issues, please post them here.
Hey there. I don't post much for this game right now, but I just wanted to say how much I appreciate your continued engagement.
Your doing some great work
Thanks for the appreciation, Gauntlet
Also, for the next updates I think I'll focus more on refining the current shipsets (with new models and/or redesigns) rather than adding new ones and to implement custom color palettes.
Drengin Intelligence report From: |REDACTED| To: |REDACTED| Date: |REDACTED| Sir The rumors we collected about a major technological breakthrough made by the Tarkosians turned out to be true; we discovered that they have built a giant megastructure inside an asteroid near their colony in the |REDACTED| System, something they called "Hypergate" (see attached image). According to the press conference held by their government, this structure will allow Tarkosian ships to travel faster than using standard Hyperdrive engines. Some of my operatives managed to board a Tarkosian cruise ship which was the first one to use the structure and they confirmed that they travelled to the |REDACTED| System (a journey that usually takes a week) in just 5 hours. Considering the possibilities of such technology, I strongly recommend to start as soon as possible an operation to collect data and informations about it and even to consider the possibility to kidnap some Tarkosian scientists for interrogation.
Drengin Intelligence report
From: |REDACTED|
To: |REDACTED|
Date: |REDACTED|
Sir
The rumors we collected about a major technological breakthrough made by the Tarkosians turned out to be true; we discovered that they have built a giant megastructure inside an asteroid near their colony in the |REDACTED| System, something they called "Hypergate" (see attached image).
According to the press conference held by their government, this structure will allow Tarkosian ships to travel faster than using standard Hyperdrive engines. Some of my operatives managed to board a Tarkosian cruise ship which was the first one to use the structure and they confirmed that they travelled to the |REDACTED| System (a journey that usually takes a week) in just 5 hours.
Considering the possibilities of such technology, I strongly recommend to start as soon as possible an operation to collect data and informations about it and even to consider the possibility to kidnap some Tarkosian scientists for interrogation.
So, here comes my first Hypergate. Strangely, even if I used a standard one as model for the size, mine turned out to be smaller.
Hi everyone. Today I release the update 7.5 for my mod.
This version's highlights are:
- the release of the official color palettes for the shipsets
- an overhaul for the Tarkosian and the Zendorak sets
- from now on, them mod is compatible only with the "Retribution" expansion
Hi folks. A new version of my mod, update 8.0, is now available.
- an overhaul for the Denorian set
- more than 20 new models for other sets
Hi folks, I hope you're all fine. It's now available a new version of the mod, update 9.0.
This version contains:
- a new shipset
- a reorganization for the Shipset Template files
As usual, to report any issue or suggestion just comment below.
As Stardock has announced Galactic Civilization 4 (and development is well under way), is with a mix of happyness and sadness that I announce the release of Update 10.0.
This will be the final version of my mod (meaning that, from now on, there won't be new content released, maybe only bug fixes according to your notification).
- an overhaul of the Karivor Matrix set, with modifications on old models (now more in line with the original idea I had) and new designs;
- a collection of various decorative custom parts (turrets, command bridges, etc.) you can use to decorate your own ships. This collection contains mostly parts I've used in my set, but there are also some unreleased parts I was keeping in storage for future projects.
It was fun to create this mod and I really hope you had fun playing with it. See you in GalCiv4!
Thank you for your modding. I hope to see you in the GC4 modding community.
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