Is there much demand for modding tools?

My previous tools, Tech Tree editor, improvement editor and system editor were abandoned due to continued changes in Galcv making them difficult to maintain.

I have spent some of my spare time recently re-coding from scratch. I now have a good foundation that should make them easier to maintain.

Any thoughts?

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Reply #1 Top

from:
https://forums.galciv3.com/498419/page/1/#3772908


The 'big cleanup' is in the works for GalCiv III 4.0.

Development on 4.0 is a work in progress as developer time becomes available (btw, we are hiring new C++ devs here..). So as we've discussed in the past, we'd really like to find a way to make modding more robust, though that's easier said than done because of the way we did our data structuring early on (there are tons of directories that the game pulls from, which all depend on which expansions you have installed).

When someone buys GalCiv III today from Steam, they actually get GalCiv III + Crusade + Retribution.  That's because we really want to focus on the assumption that everyone has Retribution going forward (or at least Crusade) which simplifies modding.  

We don't have an exact ETA on when v4.0 will arrive, other than it'll probably be this Spring.

I don't know if this info be any help. Weather any serious changes to modding are actually made I don't know. But maybe wait at least until 4.0 release?

 

PS. only thing I need for GC3 modding is notepad++ with compare plugin.

Reply #2 Top

I know about v4.0 and the promise to make it easier for modding.

The way I have done the base code shouldn't matter too much whether Stardock change the file structure or not.  This has always been the problem in the past.

What I am more interested in is demand for the tools. If the demand is there I will code them.

I have been away from Galciv for a while so I don't know how much interest there is in modding.

 

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Reply #3 Top

I do not believe here is any one modding GC3.

Reply #4 Top

I don't mod, but I would probably use the tech editor. 

Reply #5 Top

What is the system editor. I might use the improvement editor.

Reply #6 Top

Quoting treborblue, reply 3

What I am more interested in is demand for the tools. If the demand is there I will code them.

I have been away from Galciv for a while so I don't know how much interest there is in modding.

If you have fun doing it, just do it. :)  

Reply #7 Top

I, for one, have made only a few small append-style mods for GC3 and don't anticipate doing any more.  But I would have liked having your tools available at the time.

Reply #8 Top

Quoting admiralWillyWilber, reply 6

What is the system editor. I might use the improvement editor.

System editor allows you to create custom Star systems and Planets for your custom races.

Quoting Unknown_Hero, reply 7

If you have fun doing it, just do it. :)  

I'm at that point now where most of the boring stuff is done.

 

Quoting Publius, reply 8

I, for one, have made only a few small append-style mods for GC3 and don't anticipate doing any more.  But I would have liked having your tools available at the time.

Most people who have done any modding have done so the hard way, learning as they go. 

A lot of people don't want to have learn how to edit the xml's. So maybe they will find them useful.

Anyhow trying to hand code Crisis events is a real pain.

My tool, when finished, should allow new events to be created in a few minutes.

 
Reply #9 Top

Quoting treborblue, reply 9
My tool, when finished, should allow new events to be created in a few minutes.

That is something Frogboy could use :)

Reply #10 Top

The crisis event and the system editor I would probably use. This would be nice if you could make the tech tree editor to include all the techs, and improvements with a list of what techs they came from that was removed from the game including the techs from galactic civilizations two, and what tech trees they came from. I would be interested in specialized hubs. Also the ones removed in beta. With a way to modify this for possible balancing. Citizen promotions would be nice. I would like to easily galactic council resolutions. Referring back to my tech tree ideas. It would be nice when you list the tree they came out of you could list their abilities to. Or you could list what ability that tech would go to. 

Reply #11 Top

I would definitly be interessted in Mod-tools. The Tech-Tree-Mod sounds most interesting. It would be nice if it could help combine aspects from different techtrees. Or add an extra (4th) epoch (?) to the game. I play mostly longterm games on ludicruis maps and an larger tech tree would be nice. (and no, slowing down research rate is not an option ;))

Also, can the behavior of hyper tunels be moded? I don't like that every species can use everbody elses hyper tunnel. It is unrealistic imo.

How about a mod that turns diplomacy off? Or sets the state of each relation to a certain level (friendly, at war etc.).

Can you add more types of relics? Or more types of artifacts? Or make an editor that does that?

 

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Reply #12 Top

One of the reasons I largely stopped playing GC3 is because of the lack of a graphical tech tree editor. Even after they consolidated the tech trees in Crusade, it's a pain to try and keep everything straight in my head (which led to me drawing pictures and making notes and such, which is also a massive pain). I can definitely get behind the return of the improvement and tech tree editors. I never got around to using the system editor, but making systems the old fashioned way is equally bothersome.

Reply #13 Top

Hi treborblue,

So, we are now at GalCiv3 version 4.1 and there will be no more Expansions or DLCs, and no major changes I think.
Do you plan to finish your tools and maybe add more for improvements, tech tree, ship components, ships, citizens, resources, artifacts, mercenaries, ideologies, starbases, treaties, United Planets resolutions, governments, etc.?

Reply #14 Top

Quoting Unknown_Hero, reply 13

Hi treborblue,

So, we are now at GalCiv3 version 4.1 and there will be no more Expansions or DLCs, and no major changes I think.
Do you plan to finish your tools and maybe add more for improvements, tech tree, ship components, ships, citizens, resources, artifacts, mercenaries, ideologies, starbases, treaties, United Planets resolutions, governments, etc.?

 

I would like to finish some of the tools.

It's a matter of demand / motivation. If there is enough demand to warrant my time I will continue development.

I haven't been active in the GalCiv community for some time, so I don't know if there is enough interest for mod tools. 

 

 

Reply #15 Top

Quoting treborblue, reply 14


I would like to finish some of the tools.

It's a matter of demand / motivation. If there is enough demand to warrant my time I will continue development.

I haven't been active in the GalCiv community for some time, so I don't know if there is enough interest for mod tools.

Hi treborblue,

I would say that for a modder more interested in the creation side than in the "technical exploit" side, GalCiv3 is a real nightmare with its "organization" of the data in different folders according to the Expansions and DLCs present in the game.
And even without taking into account the "mess" of GalCiv3 on this point, a graphical interface for modding brings a comfort and a considerable time saving for creators of this type.

For my part, I preferred to have everything in place and "definitive" in GalCiv3 before starting to make the desired changes, just to start on a stable and solid basis.

Now that GalCiv3 won't have major changes anymore, I think it's time to modify it to better fit my expectations.
On the other hand, just the thought of researching, modifying and testing with all these different files makes it a bit overwhelming.

I understand that you would like a strong demand to continue working on your tools and I hope that there will be enough demand to make this happen.

So, people, if you want tools for modding GalCiv3, let it be known.
And even if you don't plan on modding GalCiv3 anytime soon, you might want to do it later.
And when that happens you'll be glad that the tools are available to do it.
Or even if you just want to see new mods appear to extend the life of the game before GalCiv4 is released, and even after. ;)
So don't hesitate, flood this thread. :)
In any case, thank you treborblue for your contribution to the GalCiv3 modding. :)

Reply #16 Top

@Unknown_Hero,

 

Here's what I would like to do.

 

See if we can generate interest, start with a simple tool. 

Something that allows you to change the start-up conditions, number of admins, number of planets each government can support, simple things like that.

This wouldn't take much UI work. I have most of the code done that handles the files.

 

Enlist a few people to help with testing and debugging,

 

Then move to finish the more complex tools, Techtree, Crisis etc.

Reply #17 Top

@treborblue,

Very good news.
This seems like a good start. :)
Count on me for the testing.

Maybe also ask the players what they would like to be able to change, within the limits of what you consider simple to achieve at first.
This would also allow to get feedback.

Reply #18 Top

I got a lot of use out of the tech tree editor. I would like to see these tools. Plus having one to easily modify planets like increasing the number of habitual planets allowed on the screen.

Reply #19 Top

Quoting Unknown_Hero, reply 17

@treborblue,

Very good news.
This seems like a good start. :)
Count on me for the testing.

Maybe also ask the players what they would like to be able to change, within the limits of what you consider simple to achieve at first.
This would also allow to get feedback.

 

Need to fix a couple of bugs before I send it you for testing. Will PM you link.

Have implemented 'Tweaks' tool.  Options so far.

Map Size - Starting Admins, and pretty much everything to with Map Size, 

Government - only colony limit is exposed for editing atm , editing other options may require its own tool as it relies on other files.

Is there anything else you can think of to add that would fit the 'Tweaks' definition. 

Reply #20 Top

I wouldn’t mind a beta.

Reply #21 Top

@treborblue,

Quoting treborblue, reply 19


Quoting Unknown_Hero,

@treborblue,

Very good news.
This seems like a good start. :)
Count on me for the testing.

Maybe also ask the players what they would like to be able to change, within the limits of what you consider simple to achieve at first.
This would also allow to get feedback.



 

Need to fix a couple of bugs before I send it you for testing. Will PM you link.

Have implemented 'Tweaks' tool.  Options so far.

Map Size - Starting Admins, and pretty much everything to with Map Size, 

Government - only colony limit is exposed for editing atm , editing other options may require its own tool as it relies on other files.

Is there anything else you can think of to add that would fit the 'Tweaks' definition. 

Okay, nice. :)

So far, I have briefly tested two changes:

The separation distance between two starbases:
In GalCiv3GlobalDefs.xml
Changed:
<RequiredStarbaseSpacing>3</RequiredStarbaseSpacing>
To:
<RequiredStarbaseSpacing>2</RequiredStarbaseSpacing>

The cost to rush buy:
In GalCiv3GlobalDefs.xml
Changed:
<RushCostMultiplier>20</RushCostMultiplier>
To:
<RushCostMultiplier>2</RushCostMultiplier>

I think that falls into the category of simple changes.

Another thing I would also like to be able to change is the way citizens are transferred to the planets.

From the pool of citizens to the capital, the transfer is instantaneous.
For the other planets, the transfer takes a certain amount of time depending on the distance of the destination planet from the capital.
(It is as if the citizen is first transferred from the citizen pool to the capital and then in a ship to the destination planet.)
I would like that in any case, the citizen is transferred instantaneously, so no ship and no delay.

Reply #22 Top

@Admiral

@Unknown_Hero

I've sent you both a link to download the ToolBox beta

 

The code requires ASP.Net Core 5.0 runtime. You will be prompted to download it if you haven't got it installed.

When asked choose 'Download Hosting Bundle' 

 

Test and let me know if you encounter any bugs.

Any feedback welcome.

Reply #24 Top

@treborblue,

Quoting treborblue, reply 22

@Admiral

@Unknown_Hero

I've sent you both a link to download the ToolBox beta

 

The code requires ASP.Net Core 5.0 runtime. You will be prompted to download it if you haven't got it installed.

When asked choose 'Download Hosting Bundle'

 

Test and let me know if you encounter any bugs.

Any feedback welcome.
Thanks, I sent you some feedback by PM.