@ Nasty Don't forget in that file there is another repositioning around line 985 that also needs doing.
Hereward_Hills
[quote who="Nastytang" reply="36" id="3578986"] Change 0.6 TO 0.5 [/quote] No, you have to reposition the HaloIntensity so that it matches up with the Schema. Note how in the first image it is below the Ambient and in the second picture it is at the bottom of that xml section.
Just tried to play a game using GalCiv3 1.2 and got the following error. It had me scratching my head for awhile but I found the problem, the schema has been changed. So below is the unfixed code from your PD_PlanetArtDefs.xml
Hi Deathwynd, PlanetTraitsDef.xml is updated in GalCiv3 v1.2. I ran a comparison with the last version, using WinMerge, and there is one single change. The TargetType for TradeRouteValueRaw is once again Colony.
Version 2.3 - Minor update for release of GalCiv3 v1.2.
Download from Nexus Star definition types have been modified to reflect real star ratios regarding size and abundance. Though, not wanting to swamp the map with red dwarfs the abundance has been balanced to favour game play. Star Types <img src="https://dl.dropbox.com/s/yi2mrea1yk12wp7/star_types.png?dl=0" alt="" width="512" he
[quote who="Franco fx" reply="71" id="3577803"] Bad factions can screw the pooch. I down loaded a group of Dune factions from Steam. There were 4 of them and apparently the author had forgotten to assign ship types to 3 of the factions. So, the game crashes when you try to use them. You can't edit them unless you copy them and delete the original. [/quote] Morning Franco, are you sharing a random piece of information with me or did you get the wrong post. [e digi
[quote who="Vidszhite" reply="69" id="3577321"] Hereward, your mod has come a long way. Your and Deathwynd's mods have helped me with my own mods, and I'm thoroughly enjoying myself. Keep up the good work! [/quote] Thank you :-)
This is what I did to reproduce the bug after deleting the prefs.ini file to fix the problem. Start new game and select a xml mod race. After new game is created, exit game. Clear mod folder. Start game, hover on Quick Start which reads unavailable. Start new game and select a stock race. Game will start with a random race. Go to Main Menu and select New Game. Selected stock race is still selected but when yo
[quote] (you don't have to register, just try to download two times ) [/quote] Tip: With dropbox links, if you edit the last value dl=0 to dl=1 then you get a direct download whilst avoiding going to the dropbox website. :-)
@Skukkuk, I had the same symptoms as you. I thought it was because of some modding I was playing with. Chased that bug all night I did, lol.
[quote who="Skukkuk" reply="63" id="3574961"] I am assigned any randome one out of the pool. [/quote] I thought that was just me. I reset everything by deleting the prefs.ini from Documents\My Games\GalCiv3 and then started a new game and, for me, all was well again.
[quote who="Skukkuk" reply="60" id="3574872"] Thx for all support. [/quote] Anytime Skukkuk. As for Gas Giants as homeworlds. The beauty of GC3 is we have the freedom to mod it to our own flavour. We can even mod the mods to our own flavour, as I quite often do. :-)
[quote who="Deathwynd" reply="57" id="3574251"] I suspect you think Hereward converted GasGiant worlds for his gas worlds. This is not the case Herewards Gas Worlds are standard worlds. [/quote] When I envisioned a methane gas world I was thinking of Titan where it rains liquid methane. Or an Earth like planet that has a serious problem with greenhouse gasses of which methane is one. [Well done me for not going into a rant about climate change.] Methane is also an organic
[quote who="Skukkuk" reply="55" id="3574123"] Would you mind to review the files and probably give a hint what causes the production tile issue? [/quote] Not quite sure what you mean but a picture paints a thousand words so zip up your mod, in my readme file you'll find my email address so either attach the zip or send my a link. I'd be happy to have a peek under the hood, give me a couple of days though.
Version 1.1 - Reduced the brightest intensity by 25%.
Version 2.2 - Fixed Drengin and Yor not using the almost extreme planets.
[quote who="Deathwynd" reply="51" id="3573890"] Hereward just want to give you a heads up. [/quote] Cheers Deathwynd. I also wondered why the Drengin didn't colonize some planets that where in their zoc but noticed other races were and so thought all was ok. Thanks for sharing. Just got the deepest into a game, with our mods, than I've ever been. Ah well, start again.
Been having a fiddle under the hood regarding sample ships not showing in the new game screen and I've made some discoveries. I did try a startup folder in ...\My Games\GalCiv3\Designs but as of yet that does not w
[quote who="admiralWillyWilber" reply="42" id="3571620"] I am using both mods I originally got an error duplicate industrial world names. [/quote] Xitak Commune and Planetary Diversity both use a planet trait, IndustrialWorld.
When I go to New Game, Edit Race, Appearance, there is no sample ship displayed.
[quote who="Wer900" reply="45" id="3571902"] Hereward, are you going to add in ideology-based planets? It would be great to see a source of ideology points that doesn't require continuous colonization. [/quote] So far this mod only adds natural planets. I have given it some thought about planets that generate ideology points. In multiplayer games humans will have the sense to colonize ideology planets that favour their game plan but the AI, I doubt, is programmed
[quote who="admiralWillyWilber" reply="42" id="3571620"] I am using both mods I originally got an error duplicate industrial world names. [/quote] I can confirm that I'm also using both mods and I haven't had any conflicts and there aren't any industrial worlds in my mod. Sorry I can't be of more help.
Just a heads up Deathwynd. As of last nights final update to the opt-in of v1.1, prior to it's release today, there has been a change to the target for TradeRouteValueRaw from Colony to TradeRoute. TradeRouteValueRaw TradeRoute &n
Version 2.1, minor update for release of GalCiv3 v1.1, is now available.