Is there much demand for modding tools?
My previous tools, Tech Tree editor, improvement editor and system editor were abandoned due to continued changes in Galcv making them difficult to maintain.
I have spent some of my spare time recently re-coding from scratch. I now have a good foundation that should make them easier to maintain.
Any thoughts?
from:https://forums.galciv3.com/498419/page/1/#3772908
I don't know if this info be any help. Weather any serious changes to modding are actually made I don't know. But maybe wait at least until 4.0 release?
PS. only thing I need for GC3 modding is notepad++ with compare plugin.
I know about v4.0 and the promise to make it easier for modding.
The way I have done the base code shouldn't matter too much whether Stardock change the file structure or not. This has always been the problem in the past.
What I am more interested in is demand for the tools. If the demand is there I will code them.
I have been away from Galciv for a while so I don't know how much interest there is in modding.
Preview
I do not believe here is any one modding GC3.
I don't mod, but I would probably use the tech editor.
What is the system editor. I might use the improvement editor.
If you have fun doing it, just do it.
I, for one, have made only a few small append-style mods for GC3 and don't anticipate doing any more. But I would have liked having your tools available at the time.
System editor allows you to create custom Star systems and Planets for your custom races.
I'm at that point now where most of the boring stuff is done.
Most people who have done any modding have done so the hard way, learning as they go.
A lot of people don't want to have learn how to edit the xml's. So maybe they will find them useful.
Anyhow trying to hand code Crisis events is a real pain.
My tool, when finished, should allow new events to be created in a few minutes.
That is something Frogboy could use
The crisis event and the system editor I would probably use. This would be nice if you could make the tech tree editor to include all the techs, and improvements with a list of what techs they came from that was removed from the game including the techs from galactic civilizations two, and what tech trees they came from. I would be interested in specialized hubs. Also the ones removed in beta. With a way to modify this for possible balancing. Citizen promotions would be nice. I would like to easily galactic council resolutions. Referring back to my tech tree ideas. It would be nice when you list the tree they came out of you could list their abilities to. Or you could list what ability that tech would go to.
I would definitly be interessted in Mod-tools. The Tech-Tree-Mod sounds most interesting. It would be nice if it could help combine aspects from different techtrees. Or add an extra (4th) epoch (?) to the game. I play mostly longterm games on ludicruis maps and an larger tech tree would be nice. (and no, slowing down research rate is not an option )
Also, can the behavior of hyper tunels be moded? I don't like that every species can use everbody elses hyper tunnel. It is unrealistic imo.
How about a mod that turns diplomacy off? Or sets the state of each relation to a certain level (friendly, at war etc.).
Can you add more types of relics? Or more types of artifacts? Or make an editor that does that?
One of the reasons I largely stopped playing GC3 is because of the lack of a graphical tech tree editor. Even after they consolidated the tech trees in Crusade, it's a pain to try and keep everything straight in my head (which led to me drawing pictures and making notes and such, which is also a massive pain). I can definitely get behind the return of the improvement and tech tree editors. I never got around to using the system editor, but making systems the old fashioned way is equally bothersome.
Hi treborblue, So, we are now at GalCiv3 version 4.1 and there will be no more Expansions or DLCs, and no major changes I think.Do you plan to finish your tools and maybe add more for improvements, tech tree, ship components, ships, citizens, resources, artifacts, mercenaries, ideologies, starbases, treaties, United Planets resolutions, governments, etc.?
I would like to finish some of the tools.
It's a matter of demand / motivation. If there is enough demand to warrant my time I will continue development.
I haven't been active in the GalCiv community for some time, so I don't know if there is enough interest for mod tools.
Hi treborblue,I would say that for a modder more interested in the creation side than in the "technical exploit" side, GalCiv3 is a real nightmare with its "organization" of the data in different folders according to the Expansions and DLCs present in the game.And even without taking into account the "mess" of GalCiv3 on this point, a graphical interface for modding brings a comfort and a considerable time saving for creators of this type.For my part, I preferred to have everything in place and "definitive" in GalCiv3 before starting to make the desired changes, just to start on a stable and solid basis.Now that GalCiv3 won't have major changes anymore, I think it's time to modify it to better fit my expectations.On the other hand, just the thought of researching, modifying and testing with all these different files makes it a bit overwhelming.I understand that you would like a strong demand to continue working on your tools and I hope that there will be enough demand to make this happen.So, people, if you want tools for modding GalCiv3, let it be known.And even if you don't plan on modding GalCiv3 anytime soon, you might want to do it later.And when that happens you'll be glad that the tools are available to do it.Or even if you just want to see new mods appear to extend the life of the game before GalCiv4 is released, and even after. So don't hesitate, flood this thread. In any case, thank you treborblue for your contribution to the GalCiv3 modding.
@Unknown_Hero,
Here's what I would like to do.
See if we can generate interest, start with a simple tool.
Something that allows you to change the start-up conditions, number of admins, number of planets each government can support, simple things like that.
This wouldn't take much UI work. I have most of the code done that handles the files.
Enlist a few people to help with testing and debugging,
Then move to finish the more complex tools, Techtree, Crisis etc.
@treborblue,Very good news.This seems like a good start. Count on me for the testing.Maybe also ask the players what they would like to be able to change, within the limits of what you consider simple to achieve at first.This would also allow to get feedback.
I got a lot of use out of the tech tree editor. I would like to see these tools. Plus having one to easily modify planets like increasing the number of habitual planets allowed on the screen.
Need to fix a couple of bugs before I send it you for testing. Will PM you link.
Have implemented 'Tweaks' tool. Options so far.
Map Size - Starting Admins, and pretty much everything to with Map Size,
Government - only colony limit is exposed for editing atm , editing other options may require its own tool as it relies on other files.
Is there anything else you can think of to add that would fit the 'Tweaks' definition.
I wouldn’t mind a beta.
@treborblue,
Need to fix a couple of bugs before I send it you for testing. Will PM you link.Have implemented 'Tweaks' tool. Options so far.Map Size - Starting Admins, and pretty much everything to with Map Size, Government - only colony limit is exposed for editing atm , editing other options may require its own tool as it relies on other files.Is there anything else you can think of to add that would fit the 'Tweaks' definition.
@Admiral
@Unknown_Hero
I've sent you both a link to download the ToolBox beta
The code requires ASP.Net Core 5.0 runtime. You will be prompted to download it if you haven't got it installed.
When asked choose 'Download Hosting Bundle'
Test and let me know if you encounter any bugs.
Any feedback welcome.
Thank you
Yes we do, some of us would love the tools.
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