[MOD] Mobile Asteroid Processing Module, with ships.

http://www.nexusmods.com/galacticcivilizations3/mods/21/?

Welcome to the Mobile Asteroid Processor Module Mod. v1.1 
(This mod is version agnostic and should work regardless of game version.)

 


Installation: Simply unzip the file into your "//MyDocuments/My Games/GalCiv3/Mods" directory, it will create a new
directory there. Then login to the game, go to Options, select the Gameplay Tab and check the box for Enable Mods.
Next, Exit the game and when you relaunch it the mod will be active. 
For the custom ships simply extract the Designs folder into "//MyDocuments/My Games/GalCiv3"


Change log

Begin v1.1
(Fix) Changed number of construction points, this merely allows the constructor to build any module rather than requiring
a supplementary ship to build the 2 point modules.
(Tune) Cost for the module has been raised significantly it is now 100X as expensive as a normal constructor module.
(Tune) Maintenance cost has been raised significantly.
(Tune) Mass type has been changed from the SupportMass group, this module will not become smaller, you will need additional
hull capacity and engine miniaturization techs to make this ship more agile.
End v1.1


 

The goal of this mod is to provide an alternative to the endless waves of constructor ships which need to be spammed
out across the galaxy to every starbase in a seemingly never ending stream. This mod provides you with a single module,
the Mobile Asteroid Processing Module, it is extremely costly, very large, and has a very high maintenance cost. The
idea behind this module is, at construction time the module is built around a large asteroid, the module then begins
breaking down that asteroid and using the materials to manufacture Starbase Construction Modules. Functionally once this
module has been installed in a ship, that ship provides unlimited starbase construction modules, but not the actual
constructor. Meaning, when stationed at a starbase, that starbase has unlimited access to modules, however the ship itself
cannot construct starbases. Yes that means its only real use is to sit at a starbase and provide it with modules. No it
doesn't need to be resupplied with asteroids, if this was something I could accomplish within the game code I would.
Yes I am aware that under the ship design window it appears under "Recovery Module" while I envision this to mean
"Asteroid Recovery", in fact it is an unused module slot and I needed to use it so this mod could be done append style.
Will the AI use it? Probably not, it is in an unused Module type and is not attached to any Blueprints, in my opinion
this is fine as the module is so expensive it would most likely cause the AI to bankrupt itself if it did use it.
Unlike some of my mods this one is notionally intended to be balanced so I will be tweaking it for balance sake as
testing goes on.

The custom ships I have included are there to provide some fun flavor to the mod so you have some vessels to use that fit
the role.  Of course feel free to use them in your games however you like. NO I did NOT do an iridium style ship, I did
about a dozen and they all sucked. Personally I hate the Iridium ship style and cannot make anything decent looking
with it, I truly admire anyone who can. Note some of the custom ships have tons of parts and loads of animations so
people with low end computers beware!

You can check out a preview of the ships right here

Any feedback is welcome feel free to leave me your thoughts either on the nexus or on the GalCiv3 forums.

In case you missed it at the top the link is right HERE.


And if you are interested all my mods can be found HERE.

91,874 views 25 replies
Reply #1 Top

That's an awesome idea.

Reply #2 Top

These are some fantastic ships! I think you did a great job adding to the existing races!

 

Reply #3 Top

Really cool stuff!  The ships alone are amazing!

 

Reply #4 Top

Thank you all very much!

Reply #5 Top

The ships are outstanding Deathwynd. Just so I know that I understand how it works...

The various ships are the same ship designed for different factions.

You spend the big bucks to build one of the ships and park it at a star base. You build all the improvements available and move the ship to another star base and repeat. When you are done with all star base improvements, you leave it parked until you need it again or to stop the high maintenance if you are done with building star bases you can scrap it. 

If this is correct, do the improvements build in one turn as they do under the current system?

Reply #6 Top

Yep, the ship basically provides unlimited starbase modules to any starbase its parked at and they build in one tunr just like normal. If I could do it they would generate module points over  time and would require periodic replenishment from a nearby asteroid belt, but that is just beyond the capabilities of modding at this time.

The functional part is the Mobile Asteroid Processing Module, which really can be stuck on any ship it fits on.  The ships I provided are really just there for cosmetic purposes and to give you a vessel appropriate to the job the module does.

Be aware, assuming it works the way I believe it does the ship module makes that ship incredibly valuable to the AI and will instigate any hostile AI to come after it so keep in mind it will need guarding especially when moving it.

Reply #7 Top

 

fantastic idea, will try is soon.   Your ships look great BUT you need to take a lesson from gauntlet and narrate the video  :thumbsup:

Seriously, really good idea and job

Reply #8 Top

I considered that, problem being I wanted to present each ship in its racial color profile which meant starting a new game for each ship.  I considered narrating the final cut together video but was afraid it would just seem rushed, may redo it at some point.  Guess I maybe could use god mode to bring a whole set of them together.

Reply #9 Top

I installed it and it seems to be working fine.

If you have tested this how far into the game were you before you could practically make use of the ships. I would guess that it is a ship I could employ at maybe T100 or so. It is so expensive (which it should be), so massive, and so slow. If you intend to use it to upgrade all of your star bases, I think you would need at least 2-3 of them with some speed to get around your ZOC. You will need a decent positive income flow, a lot of shrinkage, and big time production.

I was a little surprised at the 1 turn speed. :)

Reply #10 Top

This mod is a great idea, you should post it on Nexus.

 Sorry. I see it has been.  :blush:

Reply #11 Top

Updated to version 1.1!

Reply #12 Top

Does 1.6 work with the new GC3 1.3ver ? Just checking.

Reply #13 Top

Yep essentially the module is just a standard construction module with a few tweaks tested all my mods with 1.3 optin and live versions.

Reply #14 Top

hay DW

just downloaded,  man you video does not do your ships Justis, really cool designs.  At first i bitched about how expensive it was, thought it was way too high, then i realized its not as bad as i thought when you consider what its replacing.  The problem is by the time i start cranking out 2x constructors (say 100 of them) @ 1 turn each i would typically have 4 yards to spread the load and the MAP ties up a yard for 40+ turns. And i get to see incremental improvement over that time with individuals.  Plus it takes awhile for the MAP to mossy its way around (slowly) to all my bases.  Not sure it worth it if compared to molding the default constructor (to be good vs crappy) and just using the request constructor feature. Maint cost makes it hard to build too early but later its not really a problem.   Doubt the Ai would ever build one even if it could.

All that said it is cool and and i had fun with it, think I'll keep it in along with my base constructor mod and have options.  The MAP is worth building just to look at  :grin:

Reply #15 Top

I'd be concerned about offensive sb abuse if not for the speed and about military-defensive abuse if not for the maint. This is a clever thing you've done there Deathwynd! :thumbsup:

Reply #16 Top

Thanks guys, I'm really glad you are enjoying it!

Reply #17 Top

I don't think it is working for me. I extracted the download into the Mods folder and made sure the Enable Mods option was checked.

If I use the ship designs they show up empty. In the Designer I do not see a module other than the usual GC3 ones.

If it helps, I also installed your mod for additional anomalies - not seeing anything from that either.

Reply #18 Top

Quoting Director, reply 17

Enable Mods option was checked.

did you quit and restart game AFTER enabling mods?

Reply #19 Top

Yes. I also uninstalled, re-installed, unchecked the Enable Mods and exited, restarted, re-checked the Enabled Mods and restarted.

Reply #20 Top

strange, both mods are working fine for me

Reply #21 Top

This is a problem a handful of people have with the game and it has nothing to do with the mods themselves, it has to do with the game and how it interacts with system permissions on the individual computer.  Browse the forums, some folks have found solutions, others have never found a fix, I wish you the best of luck.

Reply #22 Top

I have been using this mod in a lot of games and I really like it. I understand the cost and upkeep as a balancing factor but the upkeep makes it hard to have a lot of them on hand. It would be great to park one in all your bases. That would eliminate the busy work of tending a lot of star bases. As it is, moving the processors around from base to base it fairly tedious itself. Still, they are a lot of fun to work with.

Reply #23 Top

Deathwynd, can you make a video showing how you made one of those custom ships? I notice in the ship editor that you seem to have used a number of parts that do not otherwise register. I.E. they have no unique icon but some kind of place holder instead, and have no descriptive tooltip when you mouse over them unlike the standard parts which might say "Terran Model 11"

Reply #24 Top

Other mods work fine for me, but this one just refuses to work.

Reply #25 Top

Hi Deathwynd

I noticed the Al is now building you MAP, i don't remember this in pre 1.4.  I have seen really ham string the some AI's (majors and minors) as they spend all there time building it and generate income problems.  I have removed the mod from my latest game