Mods
ReEnable Specializations! (AKA, DeSpec-ify) (Experimental)
This made my head hurt.
Download:
https://www.dropbox.com/s/kgj53azlt3suxxk/Ave%27s%20DeSpecify.7z?dl=1
Should work for 1.00. It might work with future versions, as long as techs don't change.
Note: The 3rd spec isn't listed in the Tech Tree, but it is in the normal Tech page. Sorry, not my fault.
I haven't tested this much, and I still need to look at getting it to play nice with tech trading. Hence experimental. Use at your own risk.
Destroyable Colony Capitals
This is something I've seen so many people complain about: They want the ability to place their own colony capital. Well, now you can!
This mod lets you destroy a colony capital, and it will appear in the build list, so you can place it yourself. It does take a turn for the build to be complete, but that's a small price to pay for re-locating.
When Workshop support comes out, I'll move it to there. Hence why I'm posting this in the Beta subforum.
Download:FOR VERSION 1.00 ONLY
https://www.dropbox.com/s/yjdmamo8fkvmhci/Ave%27s%20Destroyable%20Colony%20Capitals.7z?dl=1
Changes: ImprovementDefs.xmlAppends: None
Note for Devs:Please, please, please let us change individual lines. As it is, to do so requires overwriting the entire file. This means:Most updates break the mod.Many mods will be incompatible
This mod only changes 2 lines, and yet I need to replace the whole file? It seems rather silly, for a game that claims to be mod-friendly.
Scaling Ship Repair
Larger hulls repair more.
https://www.dropbox.com/s/4xoqkvnj7teopw6/Ave%27s%20Ship%20Repair%20Mod.7z?dl=1
Works on 1.00, should work on future versions as long as there are no major changes to ship hull stats.
Research Rate Ships
Pacing options in game creation settings only affect raw reseach as a +/-%. This mod adds in ship components that can affect total research for all factions. This lets you modify research rate to your pleasure, and change it mid-game
NOT WORKING - Currently only affects the player
https://www.dropbox.com/s/w4f1t41adeeam61/Ave%27s%20Research%20Rate%20Ships.7z?dl=1
Confirmed to work on 0.83, 0.90. May not work on other versions of the game, but it should do.
There's an icon for the research modules, but 0.90 changed/broke that.
They're listed under construction, because that was as good a place as any to put them that worked. I tried Cosmetic, but that stopped them affecting Research.
Map Colours
Just some extra map colours.
Important: If you make a race that uses these, if you then delete this mod, you might not be able to play with that race.
Download Resource Colours:
https://www.dropbox.com/s/0d3hi1wsoanilx2/Ave%27s%20Map%20Colours%20-%20Resources.7z?dl=1
Download Standard Colours:
https://www.dropbox.com/s/hfoo13gpaao02pz/Ave%27s%20Map%20Colours%20-%20Standard.7z?dl=1
Download Custom Colours:
https://www.dropbox.com/s/hjsac7fsa4b15fd/Ave%27s%20Map%20Colours%20-%20Custom.7z?dl=1
Confirmed to work on 0.83 - 0.95. May not work on other versions of the game, but it should do.
Note: You might not be able to use all of these together, as the list of colours becomes longer than the screen.
Installing
Extract to Documents\My Games\GalCiv3\Mods using WinRAR, 7Zip, or other extracting tool.
Make sure mods are enabled in Options.
Steam Discussions link: http://steamcommunity.com/app/226860/discussions/2/618459931321115793/
Any mod requests welcome.
Updated for Beta 6, added a couple new mods.
Updated! Experimental mod for re-enabling specializations!
Going to try some of these as they sound great...also i need to find your research slow down mod as I love very slow research...hate getting new techs every 5 turns...
Updated for 0.95
After I put the mod at the designated location, how do I activate it? I can't find the options anywhere.
Make sure you've extracted the mod to the right directory. They should be in:
Documents\My Games\GalCiv3\Mods
Eg, if you had Destroyable Colony Capitals, then there should be a file ImprovementDefs.xml in:
Documents\My Games\GalCiv3\Mods\Ave's Destroyable Colony Capitals [0.95]\Game
Then, in-game, go to Options -> Gameplay, and make sure the Enable Mods button is checked. If it isn't, check it, and restart the game
https://www.dropbox.com/s/ftehy6o9ps6xmjo/2015-05-02_00017.jpg?dl=0
On another note:
There was a bug in Destroyable Colony Capitals which made you unable to re-place it. This has now been fixed, but if you've downloaded it and it doesn't work, download it again and try that before posting.
Thanks, it works great now.
Plan on updating for .97 or waiting for release for any updates?
Some good stuff here
Waiting for release for the spec mod, that's just annoying to do.
The Destroyable Colony Capitals is usually updated fairly quickly, but I may forget to update forums posts. The other stuff should work on every version.
That's fine it was the spec mod I was wanting was a great in .95 I can wait for release and thanks.
The spec mod might still work. I haven't tested it, but all it does is add new techs.
The trouble with the spec mod is that since it creates duplicates, you can end up getting all the normal specs and the duplicates through trade.
One idea I had was to have a sort of "buffer" tech, where a specialisation would normally go, that costs the same as the specialisations but then unlocks the subsequent techs, and also unlocks copies of the normal specs. But that raises the question of what to set the AI categories for that to be. Perhaps the same as the one following it, but that would be difficult to automate (at the moment I have some regex search-and-replace things). It also means it would always break each update/change to the tech tree.
Updated for 1.0
Oops. I'd forgotten to rename them, and to take out that one Drengin tech that has a space in its name Fixed now.
I'm trying to get the Despecify mod to work and I'm not having any effect. I've downloaded the latest version, moved the files to ../mygame/GalCiv3/mods/game/ but when I test it out my first specialization locks the others. Also I don't see a basic tech tree, I started testing on a custom race with the basic tech tree and thought that might be the issue but I tried again with the Terrans but got the same issue. Any ideas?
First make sure mods are enabled. When the game updates, it seems to reset some of the config.
If you're using the Tech Tree rather than the regular Tech window, you'll notice that the specialization works just like in the base game - this is intended. There are, however, three new techs that come off of the specialization (though one doesn't show in Tech Tree, which is annoying). The best way to use this is in the regular tech window. Once you research a specialization, they'll appear as if they were normal techs.
Mods are enabled and I'm using the tech window, not the tech tree. The remaining specializations aren't available.
I'm wondering if I have something else set wrong too. I tried to mod out the large empire penalty by setting it to .0 from the default -.2 in the GalCiv2GlobalDefs and that isn't working either.
I have also tried leaving the _DESPEC on all of the files and removing it, no change either way.
This might be a silly question, but have you started a new game since you installed the mod?
Also, are other mods working for you? There used to be an issue with the game not being able to find the Mod directory, but that should be fixed.
Yes I started a new game, before starting the game I really wanted to play I started a small map to test that the mods are working and have done so each time I attempted to mod I started a new small map to test. So far no luck for any mods.
I did notice my "My Games" folder is "my games". I've changed it and will try again when I return home tonight. Update then.
That wasn't it either. Still no joy with mods.
If you can't get any mods to work, this might be an issue to take to Support.
Do you have any non-alphanumeric characters in your username? Any spaces?Is your system a standard english locale? There might be issues otherwise (though I haven't experieinced any, it's still worth checking).
Thanks for making these!! Love the ability to move the darn capitals because the game puts them in such stupid places...Oh look...lets land on the single tile, while ignoring the huge swath of tiles over there...bah! Great job. Works good too and i also noticed that you want to get it placed fast as your happiness will plummet quickly!! Also love the research rate mod! I love very slow games so i build 1 50% reducer and im happy! Just curious...the AI wont build those will it? I mean if it got smart and started building the increase it could get silly haha.
Was also curious if you might have any ideas of modding in a way to sort out planets by list, like in GC 2 and if its possible to have our ships lvl up like they did in GC 2 when they survived battles.
Again, great job and appreciate your hard work!! One last question...how did you come up with the idea to make ship parts slow/increase research rate? I had looked at Pacingdefs myself and had noticed that when you made changes there it was wacky. I had started going into the buildings and just making them produce less research, but i like the way you did this...though i still wonder HOW you did it haha.
Has anyone else gotten the de-specify mod to work? This seems to be something in my setup but I want to make sure.
The AI shouldn't, but might. I think the only chance it has of using them is if you make a design and it builds that, or if you sell it to them. I don't think they'd know what to do with it. If you do notice them building one, tell me and I'll see what can get sorted out.
AFAIK it's not possible, or at the very least not easy, to mod in a list of planets, or to implement ship levels. I might find something as I keep experimenting though.
The Research Rate ships was the product of two ideas: 1) Changing total research rate, as several people had complained about the pacing way of doing it, and 2) A way for ships to speed up research, sort of like moving starbases. With 1), I just couldn't find a way for it to affect total research, and with 2) I couldn't get it to affect colonies - but I could affect total research. Combined the two, and... voila.
One thing I might do is release a mod that changes gamepacing so it affects Production rather than manufacturing - this would slow everything down (or speed everything up), but I'm not sure how the AI would fare - it also affects Economy, which you wouldn't want, so you'd have to adjust the Govern screen more towards economy to compensate.
I found that my modding folder is not being read, I found that if I commented out the large empire penalty in the game data files works as I intended it to be modded but the mod isn't being read.
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