Hereward_Hills

Hereward_Hills

Joined Member # 4660710
0 Posts 0 Replies 1,131 Reputation

Have a work around for the governors that allows me to play 1.3 the way I would like. GalCiv3GlobalDefs.xml, changed to TranslatorTech allows the Govern Button to become usable when Universal Translator is discovered allowing access to the Auto Upgrade Improvements button before any other improvements discovered. GovernorDefs.xml. Removing from the appropriate governors all improvements, bar one, allows the governors to be used effecting the slider

92 Replies 116,781 Views

[quote who="Avatar137" reply="47" id="3585114"] you can't turn off auto improvements (which sucks imho) [/quote] Yep, I know, it was a rhetorical question to give the devs some feed back. I've just opted out of the opt in as I like to micro manage and I can't access the auto improvements. Dear Devs, in GalCiv2 I could name a planetary governor and give them nothing to do. This enabled me to tag planets with the specialization I deemed for them whilst enjo

92 Replies 116,781 Views

[quote who="Nastytang" reply="5" id="3583310"] I don`t see the art for this the map editor crashed!! when I try to use this star!??? any Ideals!! I do have other mods too! [/quote] My fault, a bit of redundant code from my playing with a neutron star system that wasn't implemented. The problem was I wanted a system that had been blasted by a nova explosion leaving behind an empty system with a lone neutron star. The game didn't recognise empty space around a star and

12 Replies 18,210 Views

[quote who="Seldion" reply="4" id="3581900"] Also I will use the base factions as my template, Tho I have a few questions about this, Where it says the faction traits, 1-2 are the positives and 3-4 are the negatives right? [/quote] Yes that's correct. There in the RaceTraitDefs.xml and are named like Productive1, Productive2 ,Productive3, Productive4. Productive1 being the most positive and Productive4 being the most negative. There is also the AbilityDefs.xml and Pesona

9 Replies 6,417 Views

[quote who="Seldion" reply="2" id="3581606"] can't find my custom faction anywhere. [/quote] Is your faction created using the faction editor or using xml? To do what you wish you will require an xml mod of your faction. If you used the games faction editor then your faction is stored as a faction file in ...\Documents\My Games\GalCiv3\Factions. What you will need to do is learn how to make an xml mod in ...\Documents\My Games\GalCiv3\Mods. A good way to start wo

9 Replies 6,417 Views

[quote]I've doubled the red & white dwarfs - while all the others have only one instance each. I am naturally open to suggestions to improve upon it. [/quote] The way I found that works is to use multiples of each star type to create the proportions your looking for. For example, a dozen red dwarfs to one blue giant. This does allow for a little more variety in the star systems, whether to have asteroids in the habitatal ring or not, for example.

8 Replies 11,566 Views

[quote who="Franco fx" reply="2" id="3579783"] I am using it and I like it because it is more accurate to actual star types. There ain't no purple stars. Now if you will throw in a few quasar, pulsars and brown dwarfs, we'll be all set. [/quote] I made the abundance of the stars as accurate as possible, within the realms of 'game playability'. Example, reduced the amount of red dwarfs and increased the blue giants. I did try for planetary

12 Replies 18,210 Views