Download from Nexus Requires Hereward's Planet Traits <img src="https://dl.dropbox.com/s
Hereward_Hills
Download from Nexus Requires Hereward's Planet Traits <img src="https://dl.dropbox.com/s/5pf5iersgtno3zd
Version 2.0 now available.
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
[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
How do I get to the Planet Options (Rename Planet, Auto upgrade Improvements, etc) before the discovery of Interstellar Governance ? :-(
Version 1.3 now available. v1.3 - Update to Planet Traits
Version 2.4 now available v2.4 - Improved art def for Jungle World.
Version 1.2 now available. v1.2 - Update to Star Types
Version 1.2 now available. v1.2 - Update to GalCiv3 v1.3.
Version 1.1 now available. v1.1 - Update to Hereward's Star Types
Version 1.1 now available. v1.1 - Removed redundant code that caused a crash with the map editor.
[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
Your welcome.
[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
[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
In your races' FactionDef look for the following xml and edit accordingley. ColonyStaticBlueprint SurveyStaticBlueprint ScoutStaticBlueprint
[quote]Downloaded your mod but they are not showing up in the game??? [/quote] As Old-Spider says, they should appear randomly when Spiral Galaxy type is selected. I'll update the OP info.
A collection of mods that alter the galaxy environment. Alternative Star Map Backgrounds Spiral Galaxies Star Types Planet Features Planet Traits Download from Nexus Alternative Star
Download from Nexus Adds three additional spiral galaxy masks to the game. When Spiral Galaxy is selected for a new game there are now five spiral galaxies for the game to randomly choose from. See Also
[quote who="Dirtyface83" reply="9" id="3579961"] Call me stupid, but which is the link for no nebula? [/quote] Me stupid, changed the wrong link when I updated. Is fixing it right now. [e digicons]:blush:[/e]
[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.
[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
[quote]Nice one. Is it compatible to your other mods? [/quote] Yes it is.
[quote who="wpkelley41" reply="75" id="3579025"] GalViv3 v1.2? Out? Now? When? [/quote] It's in the Opt-in stage of 1.2. The change to this mod is minor and this update will work with GalCiv3 1.1 just fine.