[Faction Mod Beta] Arcean Empire [v0.3.20150913A]

This Mod is still in Beta, if you want to give feedback you can try it out

 

 

To Install: Simply unpack in: My Documents/My Games/GalCiv3/Mods/

and unpack the Designs to My Documents/My Games/GalCiv3/Designs/

Enable Mods in Ingame Options and restart

 

 

newest version:

v0.3.20150913A

Designs: Desings

 

old versions:

v0.3.20150911B

v0.3.20150911A

v0.3.20150826A

https://www.dropbox.com/s/23uouqf0piowftt/Arcean%20Empire%20v0.3.20150711A.rar?dl=0

https://www.dropbox.com/s/y4thoh020a02bwc/Arcean%20Empire%20v0.2.20150705A.rar?dl=0

https://www.dropbox.com/s/rl8imupr27fcqp9/Arcean%20Empire%20v0.1.20150704A.rar?dl=0

https://www.dropbox.com/s/t6gtm0x32vma4sr/Arcean%20Empire%20v0.1.20150702A.rar?dl=0

https://www.dropbox.com/s/o2law54x2n2xz33/Arcean%20Empire%20v0.1.20150628B.rar?dl=0

https://www.dropbox.com/s/5zqo3ljisk3qbkk/Arcean%20Empire%20v0.1.20150628A.rar?dl=0

 

Things included:

 

Unique Star System:

-1 PQ 10 Planet

-1 PQ 6 Planet

 

Unique Technologies:

-A Glorious History: Stellar Forge, +10% Capacity

-War Rooms: +10% Military Manufacturing, +10% Research

-Xeno Geology: +5% Growth, +10% Social Manufacturing

-Weather Control: access to Weather Control Zenith

-Planetary Fortification: access to Space Cannon

-Cathedral Of Valor: access to Cathedral Of Valor

-Interstellar Navigation Branch: replaces Engine-Branch, access to Navigation Centers, Thrusters and Flat Movespeed Bonis

-Super Warriors: +10% Weaponrange

-Shipbuilding Focus(Spezialisation): +5% Weapondamage or +5% Defensestrenght or +5% Systemstrenght(Moves/Range/Sensor) 

 

Unique Improvements:

-Stellar Forge(Military/Wealth/Race Unique): +10% Wealth, +25% Shiphealth(+5%/lvl), +1 Wealth Adjacency, +1 Military Adjacency

-Small Navigation Center(Military/Colony Unique): +0.5 MovesCap, +1RawProduction(+0.1/lvl), +1 Military Adjacency, +1 Manufacturing Adjacency

-Navigation Center(Military/Colony Unique): +1 MovesCap, +2RawProduction(+0.1/lvl), +1 Military Adjacency, +2 Manufacturing Adjacency

-Advanced Navigation Center(Military/Colony Unique): +1.5 MovesCap, +3RawProduction(+0.1/lvl), +1 Military Adjacency, +3 Manufacturing Adjacency

-Ultimate Navigation Center(Military/Colony Unique): +2 MovesCap, +4RawProduction(+0.1/lvl), +1 Military Adjacency, +4 Manufacturing Adjacency

-Space Cannon(Military/Approval/Colony Unique): +50% Planetary Defense(+5%/lvl), +20% Moral(+5%/lvl), +1 Moral Adjacency, +1 Military Adjacency

-Cathedral Of Valor(Military/Colony Unique): +33% Planetary Defense(+5%/lvl), +33% Resistance Bonus(+5%/lvl) +0.02 Soldiering, +1 Military Adjacency

-Weather Control Zenith(Terraforming): Land Percantage Min 10%, Colony Unique

 

Unique Ship Components:

-Lite Constructor Module: Less ManufacturingCost and Maintance

-Thrusters: Less Tactical Speed and Acceleration but +1 to all Defenses

 

Things to do:

-Balance

-Visuals/Descriptions

-better Ai  :S

18,776 views 23 replies
Reply #1 Top

Added a new version with AI improvements

moved some techs, and added the small navigation center,

this is mostly because every Planet should have a navigation center (they DO stack),

and getting the AI to do this is a bit tricky^^

Reply #2 Top

Tough to balance the + movement building when you have such a variance in # of planets between galaxy sizes and play styles.  That being said I always liked the Arcean uniqueness and will likely give this a try when I have time.  TY for your efforts.

Reply #3 Top

I didn't get any foreground or background graphics. I am running .03 if that matters

Reply #4 Top

Quoting ManiiNames, reply 2

Tough to balance the + movement building when you have such a variance in # of planets between galaxy sizes and play styles.  That being said I always liked the Arcean uniqueness and will likely give this a try when I have time.  TY for your efforts.

they dont stack globally, but on the shipyard,

so you can stack a maximum of 5

(thought there is a bug wich lets you get more than 5 sponsors to a shipyard)

Quoting Franco, reply 3

I didn't get any foreground or background graphics. I am running .03 if that matters

Not sure what you mean (screenshot would be nice), but the graphics are mostly placeholders

so its probably just that

Reply #5 Top

Quoting mortili, reply 4

Not sure what you mean (screenshot would be nice), but the graphics are mostly placeholders

so its probably just that

Yeah, that's it I guess. The portrait is there but the foreground and background are of Terran Alliance. I'll watch for an update

Reply #6 Top

New Version

finally got the AI to build Lite Constructor Module :D

some minor description improvements

added a LeaderFG (looks ok in Race Selection and Horrible at Game start :/ )

Lite Constructor Modul now available from start

no acces to the normal Constructor Modul (but its weaker anyway)

 

Update(v0.1.20150704A):

-rebalanced Navigation Centers

-Fixed missing Improvements and StarbaseModules

-changed Colonizer Ability to Patriotic Ability

-some improvements to the AI

 

Update(v0.2.20150705A):

-some improvements to descriptions

-removed leftover terran planets from the Arcean homesystem^^

Reply #7 Top

New Version:

-Found a workaruond for the LiteConstructor issue, mod now works completely with the append methode again

-Buffed the Navigation centers and the space cannon

-moved some techs around

Reply #8 Top

Thanks for the mod. I definitely enjoyed, up until the GC3 1.2 patch. Now I cannot load any saved games. I'm searching around and trying to find the issue and will post if I get additional info.

Reply #9 Top

(Reposted from How to Test for mod errors thread)

Quoting ronnie76, reply 4

Thanks BuckGodot, but I don't really see anything in the debug file that helps me understand the issue.

Last debug file entry regarding Arcea

 


Debug Message: Research Complete [PlayerID 8, Colonization]
Debug Message: Player 8 CompleteResearch tech Engineering originalResearcher 1
Debug Message: Research Complete [PlayerID 8, Engineering]
Debug Message: Player 8 CompleteResearch tech Warfare originalResearcher 1
Debug Message: Research Complete [PlayerID 8, Warfare]
Debug Message: Player 8 CompleteResearch tech Governance originalResearcher 1
Debug Message: Research Complete [PlayerID 8, Governance]
Debug Message: ERROR: GetTranslation() failed
Debug Message: Player 8 CompleteResearch tech ArceanStartingTech_Name originalResearcher 1
Debug Message: ERROR: GetTranslation() failed
Debug Message: Research Complete [PlayerID 8, ArceanStartingTech_Name]
Debug Message: Player 10 CompleteResearch tech Expansion originalResearcher 1


Tried to start a game with this mod freshly installed and got the following after the start up screen, but before the main menu appeared:

MOD VALIDATION

ERROR: Tech Tree Audit: Tech Tree Fracture detected.  This tech has no valid prerequisite, and is unreachable.

Tech Name: AreceanStartingTech

Tree: Arcean_Tree

Pretty sure I have it correctly installed.  If it is choking on the Tech Tree, that would/could explain why those entires in the debug.err file.  Not sure why you're not seeing that error when you start your game though.

===

EDIT:::: The tech in question, on my system at least:

<!-- Begin Tech -->


<Tech>
<InternalName>ArceanStartingTech</InternalName>
<GenericName>ArceanStartingTech</GenericName>
<DisplayName>ArceanStartingTech_Name</DisplayName>
<TechTree>Arcean_Tree</TechTree>
<ShortDescription>ArceanStartingTech_ShortDec</ShortDescription>
<Description>ArceanStartingTech_Dec</Description>
<ColorDef>TechBlue</ColorDef>
<Icon>GC3_Engineering_Tech_Icon.png</Icon>
<ResearchCost>0</ResearchCost>
<AICategoryWeight>
<Military>1</Military>
<Growth>1</Growth>
<Tech>1</Tech>
<Diplomacy>1</Diplomacy>
<Expansion>1</Expansion>
<Wealth>1</Wealth>
<Influence>1</Influence>
<Fortification>1</Fortification>
</AICategoryWeight>
</Tech>

 

Reply #10 Top

Quoting BuckGodot, reply 9

(Reposted from How to Test for mod errors thread)


Quoting ronnie76,

Thanks BuckGodot, but I don't really see anything in the debug file that helps me understand the issue.

Last debug file entry regarding Arcea

 




Debug Message: Research Complete [PlayerID 8, Colonization]
Debug Message: Player 8 CompleteResearch tech Engineering originalResearcher 1
Debug Message: Research Complete [PlayerID 8, Engineering]
Debug Message: Player 8 CompleteResearch tech Warfare originalResearcher 1
Debug Message: Research Complete [PlayerID 8, Warfare]
Debug Message: Player 8 CompleteResearch tech Governance originalResearcher 1
Debug Message: Research Complete [PlayerID 8, Governance]
Debug Message: ERROR: GetTranslation() failed
Debug Message: Player 8 CompleteResearch tech ArceanStartingTech_Name originalResearcher 1
Debug Message: ERROR: GetTranslation() failed
Debug Message: Research Complete [PlayerID 8, ArceanStartingTech_Name]
Debug Message: Player 10 CompleteResearch tech Expansion originalResearcher 1






Tried to start a game with this mod freshly installed and got the following after the start up screen, but before the main menu appeared:

MOD VALIDATION

ERROR: Tech Tree Audit: Tech Tree Fracture detected.  This tech has no valid prerequisite, and is unreachable.

Tech Name: AreceanStartingTech

Tree: Arcean_Tree

Pretty sure I have it correctly installed.  If it is choking on the Tech Tree, that would/could explain why those entires in the debug.err file.  Not sure why you're not seeing that error when you start your game though.

===

EDIT:::: The tech in question, on my system at least:

<!-- Begin Tech -->


<Tech>
<InternalName>ArceanStartingTech</InternalName>
<GenericName>ArceanStartingTech</GenericName>
<DisplayName>ArceanStartingTech_Name</DisplayName>
<TechTree>Arcean_Tree</TechTree>
<ShortDescription>ArceanStartingTech_ShortDec</ShortDescription>
<Description>ArceanStartingTech_Dec</Description>
<ColorDef>TechBlue</ColorDef>
<Icon>GC3_Engineering_Tech_Icon.png</Icon>
<ResearchCost>0</ResearchCost>
<AICategoryWeight>
<Military>1</Military>
<Growth>1</Growth>
<Tech>1</Tech>
<Diplomacy>1</Diplomacy>
<Expansion>1</Expansion>
<Wealth>1</Wealth>
<Influence>1</Influence>
<Fortification>1</Fortification>
</AICategoryWeight>
</Tech>

 

 

Great. Thanks BuckGodot. Huge help.

 

Any guess as to why I don't see the error?

Reply #11 Top

Quoting ronnie76, reply 10
Any guess as to why I don't see the error?

If you still have the mod installed and in your mod directory?  None whatsoever, I'm afraid. :)

Reply #12 Top

I have the Arceans installed with tech tree and ship set and I have not had any errors.

Just FYI

BTW, that is basically the message I was getting on the Startrek mod after 1.2.

Reply #13 Top

Quoting Franco, reply 12

I have the Arceans installed with tech tree and ship set and I have not had any errors.

Just FYI

BTW, that is basically the message I was getting on the Startrek mod after 1.2.

Was the Startrek mod a fresh install after 1.2?  Only thing I can think of is that if the mod was installed before 1.2, then whatever is being checked/created here was already done and is being skipped over.  Either that or I borked up something somewhere.  Entirely possible, IMO. ;)

Reply #14 Top

Quoting BuckGodot, reply 11


Quoting ronnie76,
Any guess as to why I don't see the error?




If you still have the mod installed and in your mod directory?  None whatsoever, I'm afraid. :)

 

Found out it was a separate mod that was causing me to not see the error. Actually I was getting the error only it was showing up blank as below. Though I don't know the exact causes at least I have a good direction for both issues. Thanks again so much for your help.

 

 

Reply #15 Top

Quoting BuckGodot, reply 13

Was the Startrek mod a fresh install after 1.2?  Only thing I can think of is that if the mod was installed before 1.2, then whatever is being checked/created here was already done and is being skipped over.  Either that or I borked up something somewhere.  Entirely possible, IMO.

No, it had been installed for awhile. I can't recall what the Arcean installation process was. Did it involve more than extracting to mods? I have only altered game files once to make Gauntlets ships show up in the ship selector and if the Arcean mod suggested you do that it wouldn't create that error message anyway. I seem to recall there was something different done to add the techs but it couldn't have been too complicated  or I would probably have passed on it. :)

I did note when they released 1.2 that you can't just alter xml files in your mods file. You need to refresh your mod file completely from the game files. (if this makes any sense to anyone but me)

The 1.2 release messed with the tech files extensively and it screwed the pooch with a lot of mods. I had to redo my personal mods that had zero to do with techs. It has been a while since that happened. 1.2 also ruined some of my ship designs and has made my ability to use the steam workshop for ship uploads intermittent at best, for no apparent reason. I am just hoping it fixes itself in the future.

Reply #16 Top

I believe Karl had more or less the same issue when he was writing his dreadlords race. Something to do with how the editor parses the file can screw up the xml. He had one specific tech that just didn't work - but there was nothing wrong with the xml, it just didn't work. I'll see if I can find the thread.

Reply #18 Top

Love the mod (at least the concept).  I'm sure I'll love it more when it gets working, I have the same tech problem as stated in the thread.  I can start a game with the Arceans but can't seem to load one after starting it, making it unusable at the moment.

 

Great work, though!  Look forward to the finished product.  Thanks for the effort!

Reply #19 Top

Quoting Dan4GS, reply 18

Love the mod (at least the concept).  I'm sure I'll love it more when it gets working, I have the same tech problem as stated in the thread.  I can start a game with the Arceans but can't seem to load one after starting it, making it unusable at the moment.

 

Great work, though!  Look forward to the finished product.  Thanks for the effort!
In the M_Arcean Tech Defs file, change the prereq for the ArceanStartingTech (last entery) to

 

<Prerequ>

<Techs>

<Option>ColonizationTech</Option>

</Techs>

<TechAge>

<Option>AgeOfExpansion</Option>

</TechAge>

</Prerequ>

 

 

 

Sorry for the formatting and if there are any typos. Responding from my phone right now.

 

 

 

Reply #20 Top

New Version:

-fixed the Arcean Start Tech popup (had to add 1 line :P )

-updated research-costs

Reply #21 Top

Still no ship set for the Arceans, I presume. (???)

Reply #22 Top

added a new version:

 

-Remade the Techtree (now uses the Thalan Tech Tree as Basis)

-Nerfed the Weather Control Zenith (because the Ultra Terraformer is gone)

-fixed a bug where you could build multiple Navigation Centers per Colony

Reply #23 Top

Quoting Franco, reply 21

Still no ship set for the Arceans, I presume. (???)

 

I added a Design for the Constructors and Survey Ships, but they are not that nice^^

If someone wants to do them i could include them