Game crashes when attempting to use a mod that modifies existing files

Hey folks,

I've been trying to get a simple mod to work. I've copied the "GalCiv3GlobalDefs.xml" from the steam installation directory "Galactic Civilizations III\data\Game" file into my mod folder "MyMod\Game". The file name is the same as it was. I modified values for "CustomFactionTraitPoints" and "CustomFactionAbilityPoints".

The changes are loaded - I can create a custom civilization with absurd numbers of trait and ability points, it's just that the game crashes when I try to start a new game. I click "New Game" go through the galaxy options, opponents, etc., and then I start the game. After a while of "Loading...", there's the crash. The game crashes regardless of whether the new civ is in game, and regardless of whether the "GalCiv3GlobalDefs.xml" contains any changes - I also tried just copying the file without any modifications.

Any ideas what might be wrong?

BTW, this is Base+Crusade+Intrigue, version 3.03.

Thanks a lot!

19,379 views 3 replies
Reply #1 Top

You probably need the file in mod/my mod/data/game file is my guess im not a modder.


 

Reply #2 Top

Take a look at the debug.err file in your My Games\GC3Crusade folder.  It might have some relevant error messages.

+1 Loading…
Reply #3 Top

Thanks for the tip with the debug file. I had a look at it and found one difference between a run with a crash and a run with no crash.

With the modded file present, the game attempts to build a tech tree for node GenericEngineeringTech, which fails:

Code: html
  1. Debug Message:  Building tech tree for node: GenericEngineeringTech
  2. Debug Message:  WARNING: Failed to find tech specialization def: -1189087473

Game without the modded file builds the tech tree for different nodes:

Code: html
  1. Debug Message: Building tech tree for node: MasterEngineeringTech
  2. Debug Message: Building tech tree for node: MasterColonizationTech
  3. Debug Message: Building tech tree for node: MasterWarfareTech
  4. Debug Message: Building tech tree for node: MasterCommunicationsTech

No idea why the difference is there. I can post full files if anyone is interested

Anyway, I found that I can circumvent this (since I'm just experimenting, not creating an actual mod) by creating a race, then removing the modded file - the civ will stay as I created it.