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.
Thanks for these mods, looks interesting.
Any idea if they work with the current version of the game? I'm particularly interested in the destroyable colony capital.
Yup the DCC still works. One tip, do it before you put anything else down, because I crash if I try it after I have other buildings built. Use it first...and its glorious! Love it!
Wondering if there were any plans on updating the DeSpecify mod. If not, I've been thinking about tacking the specialization "problem" myself, though I suspect I might head in a different direction that the DeSpecify mod.
Still, wanted to touch base and see if there were any plans for it.
Wanted to let you guys know that 1.3 opt-in 2 has broken the DeSpecify mod. Specifically all of the specializations for the adjacency techs are no longer valid (since they were removed from the base game) and are giving the "broken tech tree" messages when the menu for GC III appears.
Explain this to me Buck. I assumed this mod just made it possible to research all the specialty techs. I don't understand the reference to adjacency techs. I can't find such a thing/reference in my feeble mind.
Other than that, are you saying that the changes made by the mod can not be reproduced in the new 1.3-2 xml files because the files that were modded are now gone?
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