My copy of GalCiv is updated all the way up to Retribution, and with the 4.1 update.
I started a new game just to confirm what I've been suspecting, and my suspicions have panned out. Here's my tech tree as it currently stands, specifically the Warfare sections:
As you can see from both images above, my Missile and Kinetics tech has advanced to the point where weapons that don't use Antimatter or Thulium are available, while I've neglected my Beam tech entirely. It stands to reason that if I build ships with carrier modules, my carrier fighters should equip either Phoenix Missiles or Mass Drivers, right? Well, apparently not.
The fighters spawned from my Carrier Modules come with Beam weapons, for some unfathomable reason.
The same goes for Interceptor drones which spawn from my Drone Carrier modules.
Yet somehow, the Guardian Drones which spawn from my Guardian Drone modules are working properly, packing Kinetic weapons.
I know I've been bitching about carriers on this forum for a while now, but at this point I think there's a real bug that needs to be resolved here. A little help, please?
As far as I know, Assault fighters are supposed to use missiles, Interceptors beams, and Guardian Drone kinetics. I always design my own carriers using the first carrier component available in the tech tree, and I always get Assault fighters with missiles. I think the predefined carriers may say they carry assault fighters but actually carry interceptors. Have you checked the roles in the battle viewer?
Well, here is my carrier design that uses Carrier modules, the first carrier component in the tech tree;
So I did as you said and checked them out in the battle viewer. Turns out that despite being equipped with Carrier Modules that are supposed to spawn Assault Fighters, they're spawning Beam-using Interceptor Drones instead.
Really, I have no idea what could possibly be causing this. Is it the fact I'm using a design from the Steam Workshop?
Hi, so... a little help here? Anyone?
Hi,
Are you using any mods (xml mods that are not on the workshop) that include a ShipBlueprintDefs.xml?
Designs you get from the workshop are ships only, they should not be effecting loadouts.
If I were you I would search the Galactic Civilizations III steam folder for ShipBlueprintDefs.xml (If it shows more than 1 result you need to pick the one from the newest expansion pack), open it in a text editor and search for, AssaultFighterBlueprint, check to see the load out. It should have MissileWeapon listed 1 or more times. And will look similar to this:
<ShipBlueprint> <InternalName>AssaultFighterBlueprint</InternalName> <ShipHullType>Tiny</ShipHullType> <Role>Assault</Role> <ShipGroup>Fighter</ShipGroup> <CanBeBuilt>false</CanBeBuilt> <HideFunctionalComponents>true</HideFunctionalComponents> <RequiredComponentType>MissileWeapon</RequiredComponentType> <ComponentType>MissileWeapon</ComponentType> <ComponentType>Armor</ComponentType> <ComponentType>Shields</ComponentType> <FillerComponentType>HitPointAugment</FillerComponentType> <AllRequiredMustFit>true</AllRequiredMustFit> </ShipBlueprint>
It wont be exactly like this as this is taken from a modded file. (Cant paste original as I dont have the game installed)
No, I'm not using any mods whatsoever, much less one with a ShipBlueprintDefs.xml.
So I did what you suggested, and while I have Retribution, its ShipBlueprintDefs.xml file doesn't have an AssaultFighterBlueprint. The Intrigue folder didn't have the xml file at all.
So Crusade is the newest expansion pack I have that has an xml file with the AssaultFighterBlueprint, and it goes like this;
<ShipBlueprint> <InternalName>AssaultFighterBlueprint</InternalName> <ShipHullType>Tiny</ShipHullType> <Role>Assault</Role> <ShipGroup>Fighter</ShipGroup> <CanBeBuilt>false</CanBeBuilt> <RequiredComponentType>MissileWeapon</RequiredComponentType> <ComponentType>BestDefense</ComponentType> <FillerComponentType>MissileWeaponEnhanced</FillerComponentType> <FillerComponentType>MissileWeapon</FillerComponentType> <FillerComponentType>BestDefense</FillerComponentType> <AllRequiredMustFit>true</AllRequiredMustFit> </ShipBlueprint>
So the loadout of the Assault Fighter itself isn't the problem per se.
Rather, I think the issue is that my Carrier Modules which are supposed to spawn Assault Fighters, are spawning Drone Interceptors instead. No idea why that's the case.
That said, while I'm not using mods, I am using the Terran Sovereignty ship style set from Airmaster:
https://steamcommunity.com/workshop/filedetails/?id=1566667850
I don't think it's likely to be the cause of my issue, but I could be wrong.
I have issues with carriers spawning the wrong type of fighter as well, it has been a thorn in my side for some time. I rarely use them because of this. When I do, I always produce one and only one carrier just to see what fighter is actually there, before mass producing them.
Hello everybody,
My approach to this Problem was that I have modded it. ShipBlueprintdes.xml is what you are searching for - make a mod and change the entry for
<ShipBlueprint>
<InternalName>AssaultFighterBlueprint</InternalName>
<ShipHullType>Tiny</ShipHullType>
<Role>Assault</Role>
<ShipGroup>Fighter</ShipGroup>
<CanBeBuilt>false</CanBeBuilt>
<RequiredComponentType>BeamWeapon</RequiredComponentType>
<RequiredComponentType>KineticWeapon</RequiredComponentType>
<ComponentType>BestDefense</ComponentType>
<AllRequiredMustFit>true</AllRequiredMustFit>
</ShipBlueprint>
The red marked line is the "Problem". Make a Mod --> Delete this Line --> and in your NEW game research ALL THREE weapon types. In my case you get assault fighters without any Protection and with the best weapon tech.
For the devs:
Maybe consider it in future that the player hast to fill up the Hangar by himself. Something like a moving starbase or so. For example - my Ship has two (Just)Carrier Module (No assault, interceptor or guradian --> just Carrier Modul).
3 Moduls has place for 6 tiny Ships --> So juts let me produce my tiny ships and let me park them in my carrier Moduls. I don't know how much work this will be or how the AI will handle this, but maybe this is the approach the devs should think about. I always see my carriers as moving starbases or Planets
Have a nice day everybody!
BR
EDIT: This was the old shipBlueprintdes.xml!! Anyway - the solution is the same. Get rid of this Best Defens thing!!
@Nopeleus,
Thanks for the suggestion.
I'm not usually keen on resorting to mods and prefer to play my games vanilla, mostly because I know mods tend to break when the devs update the game with a new version.
But with GalCiv3 no longer slated to receive any major updates, and since the support team here apparently can't be arsed even to respond to this thread, much less look into this issue... I just might try out your suggested mod and see how it works for me.
Thanks again.
EDIT: Okay, just tried it. Nope, wasn't the solution to my problem.
The issue is that my Carrier Modules are spawning Interceptor Drones instead of Assault Fighters in the first place. So, it's all Beams all the time, no matter what ship design I use or tech I research.
Just did a quick test.
4 Interceptors and 2 Guardians.
Interceptors are using beam weapons.
Guardians are using kinetic.
Assault fighters.
Are using missiles.
So the issue is not reproducible on my end.
I suggest verifying integrity of game files. Any changes to the files will require a new game for them to take place.
@Rhonin,
Thanks for responding.
I tried verifying the integrity of my game files, and got a message to the effect of "4 files cannot be verified and will be reacquired". When I run another verification after that, it seems to check out.
But starting a new game after that still results in my Carrier Modules spawning Interceptors Drones. And when I verified my game files after that, I get the same message above again.
Starting to think it's an issue with my installation, which is why I uninstalled and am reinstalling the game again. Will update on whether this works.
Before doing that, go to \Documents\My Games and rename the GC3Crusade folder so something else, like GC3CrusadeOld.
Now I understand your Problem. The Loadout of your ships per se is ok, but they are spawning interceptor. For this topic I think we should understand how interceptors are made.
Personally I think that this is a Problem with the Hull Type. Tiny ships are fast and agile and therefore interceptor. Try my mod/suggestion and change the Hull from "Tiny" to "SMALL". I think then you will get your assault Fighters.
Then copy the script from the "Fury" Fighter (without life support and engines) into the CarrierAssaultfighter typ and you will always get a small Assault fighter with the best weapon Tech.
Anyway, change the Hull Type will result in a very overpowered Carrier. You will crush everything with them... But you get your assault fighters. In my Game it worked, but with devestating results for my enemies...
The Problem in general is that with tiny Fighters you make no damage because they get destroyed very quickly! You need a lot of them to be threat to an enemy armada, but with the "SMALL" Hull Type you crush everything and don't have to think about any further carrier tech.
One ship with 3 modified Carrier Modules on your ship will result in 3x2--> 6 (small Assault) Ships --> 6x3 Weapons -->18 Weapons (Harpoons for example). Then you put two or three carriers to your fleet and this will result in a OP fleet...
For Galciv4 I personally think that it would be better that we can build an restock the fighters for the carriers for ourselves. They should be small fighters, but we have to care of the amount of fighters per Carrier.
Edit: The only way I can think about to get an tiny assault is that you have to change the loadout of the fighter to Kinetic + every minimizing technology. Maybe you get a seond or thrid Kinetic on the tiny ship which will maybe result in an Assault tiny ship. But they are still fast as hell, so as soon you put support modules on it, and they get faster you will get interceptor again. I think this is the way they work...
I'm back with a status update.
So I did as you said and renamed the old GC3Crusade folder before uninstalling and reinstalling, so that it created a new GC3Crusade folder. After reinstalling, I ported over my ship designs from the old to the new folder, and tested it out.
Initially it seemed to work, as my Carrier Modules spawned Missile-using Assault Fighters. But that changed after I started a new game and used the console to refine my ship designs.
Once again, it spawned Beam-using Interceptors;
Right, that's annoying. Because this game had all three weapon lines fully researched, I thought it was possible the game chose Beams at random.
So I started another one, and this time limited my console usage to quick research only the Missile line in the tech tree on the off-chance that doing so will make the game choose it as the weapon equipped on spawned carrier fighters.
Nope. It produced Beam-using Guardians instead;
It's like my copy of my game has some strange obsession with Beam weapons for some reason.
So. Think you could take a closer look at this issue?
Yeah, based on my latest experiments detailed above, I'm starting to think the Hull size is what's affecting what my carrier fighters are spawning with in such a weird manner.
I might try this suggestion of yours later, and see how it works.
New test, unlocked all research. Still using correct weapon types.
I want you to first disable Steam cloud saving. And then purge the game files, this involves deleting more folders than just uninstall, remember to just rename the GC3Crusade in \Documents\My Games so you won't lose your custom designs. After which reinstall the game.
Ok, did all that. And tested it again.
Before I begin, I should note once again that I was using Airmaster's Terran Sovereignty ship style set. This will be relevant.
First off, because the custom ship style set was based off the Terran Resistance's, I started with a new game using Terran Resistance as my first test. Here are the results.
Wouldn't you know it, it worked! The damn things became Interceptors again, but at least they're using Missiles like they're intended to. So for the second test, I used my custom faction that's using Airmaster's Terran Sovereignty set.
Fuck me, right? But the first test I ran gave me an idea, so I changed my custom faction's ship set to the Resistance one, and went for a third test.
There you have it, they're using Missiles as intended again. Can't be 100% certain, but at this point I'm convinced it's a quirk of Airmaster's custom ship style set.
Thanks again for helping me out, Rhonin.
I'm pretty sure Airmaster is on these forums. Can someone draw his attention to this thread?
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