*** Version 3.6 ***

   This mod for GalCiv III  EXP2 Crusade was originally made based on the mod put out by the modder Deathwynd called "More Anomalies" and from the anomalies that Horemvore uses in his excellent mod "Galactic Star Trek". I was using Deathwynd's mod but had read that it was outdated (not giving experence) and was broken (having a possible issue with the anomolies that trigger Mega Events, on occassion you get them popping every turn pretty much). Because of these issues I decided to create a new mod combining some things I liked from Deathwynd and Horemvore, changing certain things to my liking, and adding some new anomalies that go with my universe such as "Porn Stash" and "Abandond Brothel". This newest version adds all the great anomalies from ScrivenerOfLight's mod "Crusade Anomalies" which includes resource and unit anomalies. This mod should be agnostic and work regardless of your game version (I hope). If anyone finds any problems with this mod not working correctly, please let me know. Thanks.

What you will find in this version:

ver 3.6 :

1) All anomalies reward experience, some more than others, especially guarded anomalies.
2) All anomalies spawn another anomaly, usually of a different type. Some spawn more than one. (Does not apply to Precursor Anomalies)
3) There are 237 anomalies (not counting Precursor Anomalies):
    a] 34 artifacts
        76 capsules
        97 ship graveyards
        28 space junk
          2 wormhole
    b] Some are not guarded
         Some are always guarded (will warn: Lightly, Moderately, or Heavily Guarded)
         Some might be guarded (will warn: Possible Defenders Reported)
    c] There are 16 different guarded encounters. Ranging from 2 small identical ships, to 20 small and medium size ships of various types
4) The type of rewards are (not counting Precursor Anomalies):
    a] Credits (from 1 to OMG)
    b] Research boost of various amounts by either research points awarded or percent to current research
    c] Gaining an administration award
    d] Gaining any possible resource in the game and of varying amounts
    e] Gaining a new citizen (citizen, leader, scientist, engineer, diplomat, general, commander, spy, entrepreneur, farmer, legion, administrator, worker, or celebrity)
     f] Awarding ideology points
    g] Learning the starting locations of all races
    h] Finishing a planetary project
     I] Creating a new habitable planet
     j] Gaining a new trade route
    k] Upgrading ships in survey fleet:
         - increasing all types of weapon damage
         - increasing all types of defense
         - increasing sensors
         - increasing ship range
         - increasing ship speed
         - ship repair (tactical or strategic)
         - ship jamming
         - ship accuracy
         - increasing ship hit points
         - adding carrier pods (interceptors, guardian, or assualt)
     l] Gaining new ships:
         - 7 types of support ships (colony ship, constructor, scout, trader, troop transport, non-armed and armed survey)
         - 19 types of warships (4 small, 4 medium, 4 large, 4 huge, and 3 carriers)
         - a fleet of ships
         - an armada of ships


To Install:
            Simply unzip the file into your “//MyDocuments/My Games/GalCiv3/Mods” directory, it will create a new directory there.


>> Note << I've been informed that this mod does not work with the GRM Ideology Mod. I'm sorry that they don't work together. All of  Gauntlet's mods are excellent and I would highly recommend them. I only use parts to enhance my game.

Once again, my sincerest thanks to Deathwynd, Horemvore, and ScrivenerOfLight for the inspiration I got to do this mod, the blue print I used to make it, and all their excellent modding.

You can find it at: http://www.nexusmods.com/galacticcivilizations3/mods/101?

36,451 views 19 replies
Reply #1 Top

Version 2.1 has been added to Nexus. It is updated to work with Crusade. Still testing it, but have not come across any problems. If you do, please let me know, Thanks.

Reply #2 Top

I've hit the Tome of Enlightenment capsule 4 times now, which would be fine, but it awards "dominant ideology" points, and since I hit it before any other ideology event it apparently decided that Pragmatic was the ideology I wanted (and it was not)  Do you know how that choice is made?  Is it always Pragmatic or is it determined from a faction's characteristics?

Update: I edited my custom faction's personality to set the preferred ideology to Malevolent, but that didn't make any difference.  On a new game I still hit the same event before colonizing any planet and got pragmatic ideology points.

Reply #3 Top

This is how it's set:

 

   <Triggers>
    <OnEvent>OnArriveAtAnomaly</OnEvent>
    <Target>
     <TargetType>Faction</TargetType>
    </Target>
    <Lifetime>Instant</Lifetime>
    <PerformAction>
     <Action>AwardDominantIdeologyPoints</Action>
     <ValueParam>25</ValueParam>
    </PerformAction>
   </Triggers>

 

I'm not sure how to have it go to your set Ideology. Anyone knowing how to set it, please let me know and I will adjust it. Thanks for the heads up.

Reply #4 Top

For what it's worth, I changed the weight to lessen the frequency of the Tome of Enlightenment event, started a new game, and hit it only after taking several Malevolent colonization events.  It did then give me Malevolent ideology points.  So I guess AwardDominantIdeologyPoints does indeed give you ideology points in the tree where you have chosen the most traits, and if you have none it gives you Pragmatic.

Reply #5 Top

Thanks, for the feedback Publius :thumbsup:  

Reply #6 Top

I am finishing up on testing the newest full version and want to add a colored text to an encounter. In ScrivenerOfLight's mod "Crusade Anomalies" he used the following colors: ; [COLOR=Orange]; and [COLOR=WarRed]. They were used in the following: <String>Artifact [COLOR=WarRed](Heavily Defended)</String>. Does anyone know what other colors are available to be used?

Reply #7 Top

You can find the color definitions in C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations III\data\Core.  The two files containing them are ColorDefAlts.xml and ColorDef.xml.  Some time ago I made a list for my use that doesn't include everything in the files.  In case it is enough for you, here it is.

Red
Green
Blue
Yellow
Orange
Purple
Cyan
Black
White

LightRed
LightBlue

BrightRed
BrightGreen
BrightBlue

DarkRed
DarkCyan
DarkGreen
DarkOrange

DarkGray
LightGray
ExtraLightGray

NeutralGrey

AltOrangeRed
AltDarkGreen
AltLightGreen
AltDarkOliveGreen
AltCornFlowerBlue
AltSlateBlue
AltOlive
AltTeal
AltYellowGreen
AltMediumOrchid
AltDeepPink

TechDisabled
ShipDesignEnabled
ShipDesignDisabled
UIDefault
UIDefaultHot
UIDefaultHighlight
TradeGold
UPBlue
AllianceGreen
WarRed

EleriumBlue
AntiMatterYellow
DurantiumRed
PromethionOrange
ThuliumBlue

Reply #8 Top

This high-minded stuff is right up there with when I added coca and opium resources to Civ5 so I could start a drug trade.

 

Reply #9 Top

Thanks Old Spider, appreciate it. |-)  

Reply #10 Top

The newest version has now been uploaded to Nexus. It is far more than what it was to start. Please give me any feed back that you find, so that I can adjust it to be even better. Thanks

Reply #11 Top

   Have uploaded version 3.6 to Nexus. Lot's of changes and additions. Also gave a fuller description of what's in the mod. I have been testing for both balance and problems. If you find any problems, have any feedback, or want to make a comment, please let me know. I've already been told that this mod does not work with Gauntlet's mod "GRM Ideology". I think all his work is professional quality, but seeing I haven't been using that one, I'm not sure why they are incompatible.

Reply #12 Top

New version 3.6.2 posted on Nexus. Found that the capsule for adding a Trade License caused a CTD when found. I was wanting to be able to add that, but had a very hard time trying to find what was needed. Thought I had it. If someone has an idea on how to make it work, please let me know and I will add it back in. This is what I had come up with:

    <Anomaly>
   <InternalName>TradeLicense</InternalName>
   <DisplayName>TradeLicense_Name</DisplayName>
   <Description>TradeLicense_Dec</Description>
   <ArtDefine>CapsuleAnomalyArt</ArtDefine>
   <Weight>9</Weight>
   <Triggers>
    <OnEvent>OnArriveAtAnomaly</OnEvent>
              <Modifier>      
                <EffectType>TradeLicensesMax</EffectType>
                  <Target>
                    <TargetType>Faction</TargetType>
                  </Target>
                <BonusType>Flat</BonusType>
                <Value>1</Value>
              </Modifier>
   </Triggers> 
      <Triggers>
        <OnEvent>OnArriveAtAnomaly</OnEvent>
        <Target>
          <TargetType>Fleet</TargetType>
        </Target>
        <Lifetime>Instant</Lifetime>
        <PerformAction>
          <Action>SpawnAnomaly</Action>
          <ValueParam>1</ValueParam>
          <StringParam>ShipGraveyards</StringParam>
        </PerformAction>
      </Triggers>
      <Triggers>
        <OnEvent>OnArriveAtAnomaly</OnEvent>
        <Target>
          <TargetType>Ship</TargetType>
          <TriggerGroupTargetType>AllShipsInFleet</TriggerGroupTargetType>
        </Target>
        <Lifetime>Instant</Lifetime>
        <Modifier>
          <EffectType>ExpPoints</EffectType>
          <BonusType>Flat</BonusType>
          <Value>5</Value>
        </Modifier>
      </Triggers>
 </Anomaly> 

Thanks

Reply #13 Top

FYI.  I encountered a Mega-credit event that gave me in excess of 1,555,xxx credits.  At which time it reset my treasury to (-2062147) and therefore made it unable to continue (fund wise).  This currently the only MOD I have operating. 

Reply #14 Top

Wow, never have had that happen. I will check into it. Do you know what event? What were your credits before the event (roughly) if you can remember. there are some that give a percentage of what you already have that I believe came from ScrivenerOfLight. I have maxed out late in a game at 999,999 once but never caused a problem. Thanks for letting me know.

Reply #15 Top

I have again had the issue come up.  I will post what occurred via the next 3 screens.  ThanksAward screen

Reply #18 Top

As you can see, the first screen indicates an award of 2,108,653.  The second screen shows my Treasury at -1,342,852.  The third screen instead of stating it is a Capsule, Artifact etc. now states how may moves it will take to get there.   My treasury at the beginning was approximately 850,000.  I can't see where such an increase occurs in the GiveMegaCreditsArtifact Anomaly. 

Reply #19 Top

Sorry, I will have to go in and remove that anomaly till I can fix it. It gave an added % of your current credits. When you are so high it must be what happens when you throw your bank so far past the max limit.