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.
In Prefs.ini, there should be a line under [Gameplay]EnableMods=1
just in-case it's not working to enable mods in-game.
If that's not the problem, tell me the structure you've installed the mods in. There should be a folder for the mod in My Games\GalCiv3\Mods, and then Core, Game, ParticleScriptDefs, Text folders (may or may not be needed, but better safe than sorry). For simple changes, there should then be files in the Game folder. (just checking that there isn't some sort of misunderstanding of how to install mods. As a programmer, I know how often I try and fix a problem only to realise it was so simple). For example, there should be a file "My Games\GalCiv3\Mods\Ave's DeSpecify [1.00]\Game\TechDefs_DESPEC.xml"
Hopefully by 1.1, all these issues get sorted out
Haha, so that was my problem. I put the core, game, particlescriptsdef and text folders directly in the mod folder rather than mods then mod name folder with core, game, particlescriptsdef and text folders in the mod name folder. Thanks for the help.
What's the difference with those color mods?
All they do is add extra map colours for when you create a custom race. The colours it uses is stuff already in the game, but just made so they work on the map. This means if you're making dozens of new custom races, you can tell them apart when you play, instead of them sharing a colour and you getting confused.
Just curious if the research mod is suppose to be slowing/increasing down the AI as well as me? Im slowing it down, but Im seeing in games where the AI is vastly ahead of me in research by 15 or 20 techs or more. I make specialized research planets, so im not sure why im so far behind. Just wondering if this is suppose to target only me or them as well.
Never mind. They're working. You should do screens or something to show which colors are added by what. All the same, THANK YOU! Insane amount of civs, here I come!
Correction, Insane amount of civs, here I come after someone figures out how to add a scroll.
Well, this is embarrassing. From what I tested, it seemed like it did work. When I built research ships with lots of + bonuses, AI were researching 1 a turn. When I built ships with -90% research, they took ages to research things. Looks like that was just a fluke though.
It could be that something changed from Beta 5. I'll have to take a look at some other way to do it
LOL crap...I know it still works on you...so you can still add research or slow yourself down, but they must have changed the way it affects everyone globally. Hopefully you can figure it out, because i do love what you had until they goofed it haha.
Was looking in the Galactic events defs and was wondering if you could make an event at the start of a game that could change research globally? Not sure if you could have a selection or what, but I do notice that it uses <Scope> Globally and was wondering if that would make a difference on your ship components? Also funny, they have changes to just about everything, but not a global slowdown of research...i wonder if that means they couldnt get it to work. Oh well...just trying to throw out some ideas...not sure if they are even helpful or not.
Hehe, I had exactly the same idea. Unfortunately I don't have time to try things out right now, so it'll have to wait a day or two.
Also, Global scope makes it not even work for the player, let alone any of the AIs.
Hey good news...I went into your shipdefs mods and put this in:
<ShipComponent> <InternalName>Boost50DecResearchModule</InternalName> <DisplayName>-50 Research</DisplayName> <Description>Decreases the total research by 50</Description> <ArtDefine>ResearchModule</ArtDefine> <Category>Modules</Category> <Type>ConstructionModule</Type> <PlacementType>Module</PlacementType> <Stats> <EffectType>Research</EffectType> <Scope>Global</Scope> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>-50</Value> </Stats> </ShipComponent>
I then started a game and changed local player around and all the other factions are now at -50% research rates. I see on their home planets research area, the tool tip pops up and shows -50% research under there. Ill mess around some more.
Bah nevermind...that must be from something else...prolly my very slow research pick in settings...
Like you said above...the global scope did nothing...i slowed my research down to nothing, but the AI continued on with no problems. Ill stop bugging you now haha and let the expert figure it out...
I prefer very very slow progression. I find the built in Very Slow option is too fast. Can't wait for proper Steam Support.
Some pretty good mods in here, thumbs up!
Destroyable Colony Capitals and the colors added I`ll have to try it.
The destroyable colony capitals is awesome!!! Love that feature!!
The No Specializations mod broke with 1.01, the first 2 options now show up in tree view. Loading my save game is allowing me to research specializations I had already taken again because it now places the first two options from each specialization are now added to the tree. For a new game this can still work out if you always take the third option. I'm also thinking that removing the specialization restrictions would work better but haven't started looking at that yet. I read in another post somewhere or heard on the stream that the extreme worlds restriction was removed, if so there should be a way to just remove the restriction but again I haven't looked at it yet.
Yeah, 1.01 has done something odd with then. I could only select the extra specs in the tree, which doesn't show the 3rd spec.
However, if you select one of the new specs, the other ones also appear (but for some reason, only the new specs). So it still works, to an extent.
Unfortunately, I have no idea why the issue is happening. Everything seems the same in the XML. Nothing I can do about it at the moment
The best bet is for someone to make a complete re-do of the specialisations. I don't have the time right now to do that, and then to update it every time the game updates.Create a new tech that replaces the specialisation. Make the tech that comes after the specialisation instead only require this new tech. THEN you can remove the specialisation tags.
Not a problem. I want to redo the tech trees anyway this is just encouraging me to step up and do that. I went through the XMLs last night and from what I could tell specializations are coded to be the 3 in 1 display and only allowing one to be completed.
I'm going to try separating them out and see what happens, I expect it will either break the game or the first option will be the one that unlocks the next tech and the others will split off to new short trees. I'll post my results and if I get it working post it up.
It should be fairly easy for me to make it so that the first one unlocks the next tech. It wouldn't mess up trading like the current method does. It's not quite ideal, but would people prefer it if I did that?
I think the first one is generally the better choice in most of the tree but I think people would want to tweak it to their preference.
Was wondering if its a by product of your colony capital mod that I can delete resources on the planets? I highlighted one(gave military bonus barf) and noticed I could delete and boom gone...if so NICE! Some of these id rather do without since space is at premium. Again, just curious if this is a normal feature or because of your mod.
That's a normal feature All I've done is change how Colony Capitals behave, it should have no effect on anything else - even Civilization Capitals.
Ok great! Thanks!
Those are trade resources and are re movable.
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