Horemvore Horemvore

....

....

...

1,221,827 views 258 replies
Reply #101 Top

Horem , happy thanksgiving

 

I get error 404 when clicking link

Quoting Horemvore, reply 73

Looks like you installed correctly What factions are giving the error? (Romulans and Klingons?) And what OS?

You can try this it is my most upto date mod/files.

 

JJ

Reply #102 Top

@ JJ Redownload the mod, I have repackaged it to contain all hotfixes posted.

Reply #103 Top

Updated 13.20GMT on Thursday 29/11/18

Version 1.18

Updated to 3.2 code base.
Removed Refugees event line, does not act how I intended.
Split off starter planets and stars into its own Module. (Star Trek factions are no longer dependant on UCP_Enhanced)
Moved Colonization events from UCP_Enhanced into UCP_Events.
Removed AI handicap changes.
Moved Diplomacy changes into its own Module.
Moved specific AI changes into its own Module.

Reply #104 Top

Added details of changes and stuffs to Reply 1.

Reply #105 Top

Horemvore, small problem:

Spies are not gaining levels of information on their targets.

Noticed yesterday, but decided to do some testing first.

Disabled mods, played as Onyx, found race put a spy on them, went from level none to level low in about 5 turns.

Reenabled mods, removed all mods except UCP_Core, started game as Onyx again, found a race and put a spy on them.  It has now been 20 turns and have not gained any info levels.

Removed UCP_Core from list and put in a personal mod, repeated and was gaining levels again.

 

 

Reply #106 Top

Thats weird, I do not alter UnitColonyStatDefs.xml, which handles all Citizen leveling. Will investigate when I get home after work.

Reply #107 Top

For the sake of clarity.

I am not talking about the level of the spy itself.

I am talking about the espionage level of the race I assign the spy to spy upon :)

 

 

Reply #108 Top

Quoting shayvaan, reply 107

For the sake of clarity.

I am not talking about the level of the spy itself.

I am talking about the espionage level of the race I assign the spy to spy upon

Its all still contained in UnitColonyStatDefs.xml and hardcode. All I have done regarding Units is add a new promotion to farmer, increase Admin count on Administrators, Change Mechanic and SPider bonuses. None of this should be effecting how spy's level up. I'll do some testing my end. Have your tried plaing with only 1 mod, any mod to see if it effects the same way?

Reply #109 Top

Yep, brand new games each time.

Played without mods, worked properly.

Then I tried with a personal mod, which makes a couple of new abilities and life type for the Borg, worked properly.

Changed over to UPC_core (nothing else) and suddenly, not working :(

 

Reply #110 Top

I seem to have found the problem.

In GalCiv3GlobalDefs the is a line in the espionage section (Line 1313) labeled "SecurityBase"

You had a value of 10

The Base file has a value of 0

Changed value back to 0 and now and espionage levels are working again. :)

Reply #111 Top

Quoting shayvaan, reply 110

I seem to have found the problem.

In GalCiv3GlobalDefs the is a line in the espionage section (Line 1313) labeled "SecurityBase"

You had a value of 10

The Base file has a value of 0

Changed value back to 0 and now and espionage levels are working again. :)

How strange that stops leveling up, that value is there to set the base security level against spys. Odd. Thanx for finding that though, I did look at that last night after tracking it down to GlobalDefs, just did not think it would break stuff. Wierdness.

Reply #112 Top

TBH it may not be stopping it, but it may be making it take so long as to be useless.

In the game I noticed it in, I had placed the spy before war broke out, then forgot about it.

The war came about 25-30 turns later, went to find out how many planets they had that I hadn't found, and found out that the espionage level was still None.

Reply #113 Top

Im testing updated version atm:-

Removed duplicate United Earth Republic faction.
Added Ministry of Economy event.
Added Clones ability.
Tweaked blueprints.
Fixed UCP_Events missing required Art.
Fixed fortitude value on new Structural Integrity Field
Fixed espionage level not increasing.
Fixed UCP_Factions missing text of improvements related to the included abilities.
Fixed starbase sensor text.
Increased carrier mass by 13 and added a 10% scaling modifier.
Carrier fighters limited to 2 weapons. Have increased HP.
Reverted Extreme Planet unlock techs, AI not handling the changes like I would like.
Moved new Precursor world, traits and events into UCP_DLC4. (UCP_Enhanced is no longer dependant on Precursor Worlds DLC)
Moved Tech changes into UCP_Core.
Reduced weapon component mass scaling.
Updated Dominion faction to use the Clones ability.
UCP_Terraforming added:- Resequencing Station and Biospheres can both be built 4 times. (6 extra tiles)
UCP_DLC2 added - Mega Events DLC,
    Dreadlords
        300% Production, 200% Military Construction and 200 Credits per turn for thier first 100 turns. 10000 initial Research and 1500 inital Malevolant ideology points.

Reply #114 Top

Quoting shayvaan, reply 112

TBH it may not be stopping it, but it may be making it take so long as to be useless.

10 stoped it, should have been 0.1 for 10% :) (10 equaling 1000%)

Reply #115 Top

Quoting Horemvore, reply 114


Quoting shayvaan,

TBH it may not be stopping it, but it may be making it take so long as to be useless.



10 stoped it, should have been 0.1 for 10% :) (10 equaling 1000%)

Eep!

Guess that would stop it at that o_O  

Like the new stuff you're adding, might just add a building to my mod to trigger the Dreadlords, just for kicks |-)  

 

Reply #116 Top

Updated with 1.19.

Added Discord link to OP.

Reply #117 Top

still compatible with GRM mod ?

Reply #118 Top

Not atm.

Reply #119 Top

Hi,

I bought the game yesterday and right away installed the mod.

Everything works fine besides when I start the game I got error messages regarding the ship style sets for Ferengi, Cardassia and a couple of minor empires. The rest seems fine though. Any idea on how I can resolve this is welcome.

I checked already the ship style sets and the ship designs seem to be in the respective folders.

Thanks.

Reply #120 Top

Quoting rap_master_c2877, reply 119

Hi,

I bought the game yesterday and right away installed the mod.

Everything works fine besides when I start the game I got error messages regarding the ship style sets for Ferengi, Cardassia and a couple of minor empires. The rest seems fine though. Any idea on how I can resolve this is welcome.

I checked already the ship style sets and the ship designs seem to be in the respective folders.

Thanks.

I can not duplicate this. What version of the game do you have? (GoG/Steam etc)

You have any DLC?

Minor races should not be effected by my mod in any way. If they are giving errors it suggests theres a borked installation or possible mod conflict?

 

Reply #121 Top

Minor is a bit misleading. For the following races I get the "Incompatible Faction Detected" + Unknown Ship Style Message:

Hirogen, Haakonion Order, Ferengi Alliance, Confederacy of Vulcan, Cardassian Union, Andorian Empire.

I have the Steam-Version of the Game with the following DLCs: Intrigue, Mega Events, Crusade, Builders Kit, Map Pack.

No other mods.

Reply #122 Top

Hirogen and Hakkonion are both using default shipsets. Still sound like a borked install/corrupt files.

Reply #123 Top

Updated 1.20

Reduced Easy to Please morale bonus by 2.
Tweaked Blueprints.
Tweaked AI technology weights.
Tweaked late game government colony limits.
Tweaked map settings.
Different icon for Paxtons Emporium.
Moved new planet traits and features into its own module.
Added Tourist Center improvement, PreReq for Port of Call. (I added it so the AI actually saves a tile for tourism)
Included OldSpiders values for civilization spacing.
Aeroponics now grants 2 free Farmers, Aeroponic farm now has a base of +2 food. (So its usefull and not the same as the universal one)
Removed duplicate Assimilate ability.
Split mercenaries into 6 tiers, 8 mercs per tier, upgraded components to better reflect thier teir vs tech

 

Updated reply 2 infromation.

Reply #124 Top

just to let you know.

It wasn't a corrupt installation nor corrupt mods files. Seems that some DLC were missing.

I have got the remaining dlc's and now the mod is working fine, even with 1.19.

 

Btw: Another question, I am currently running a game with 1.19. Is it save to upgrade to 1.20 or should I first complete the game?

Thanks.

Reply #125 Top

You can update or wait, changes wont effect a save game, should not break them either.

What DLC where you missing?