Franky999

Franky999

Joined Member # 634887
6 Posts 18 Replies 707 Reputation

Another problem with the , when set to true with Units, the condition seems to always be true ! for example Unit_Mechanic Unit_Mechanic_Name Unit_Mechanic_Dec Mechanic <br

8 Replies 19,522 Views

I am pretty far along my modding of new promotions (around 15 so far), but there is one can't figure out: The goal is to sacrifice a farmer to terraform a tile , but this code don't seems to work: OnUnitGenerated Local &

8 Replies 19,522 Views

I have found that you need to mod the file: UnitGlobalTypes.xsd But the file is in a path that don't seem to be supported for modding. You need to modify the file directly in the game directory: Galactic Civilizations III\data\Schema\Enums

8 Replies 19,522 Views

I am trying to add a new Promotion and i get the following error: ...Documents\My Games\GC3Crusade\Mods\FrancoisMod\Game\UnitPromotionsColonyStatDefs.xml(169,37): error: value 'WorkerFocus' not in enumeration I have added the 'WorkerFocus' in the 3 files: UnitPromotionsColonyStatDefs, UnitPromotionsDefs, UnitPromotionsGlobalStatDefs. I think the order is important, so i have added the entry last in the 3 files. Any idea ?

8 Replies 19,522 Views

Many things don't add up with legions: Why can't i drop legions (as garrison) on newly conquered planet with my troop transport ? If i design a ship with both: Colony module and Transport module: The game will only ask how many colonist to load ! The PopulationCap on Transport Module is useless so i decided to remove it from ShipComponentDefs.xml: After doing this the Transport design no longer appears in the available designs ! Why a Population of Yor (robots)

2 Replies 23,800 Views

Probably because i don't have the Mercenary DLC: When i choose the third level of Individualism: Mercenary contracts (To get 2 mercenary ships) the game crash to desktop... I will try this change with CultureTraitDefs.xml: OnCultureTraitUnlock</OnEvent&g

113 Replies 137,760 Views

Yes, Factory is underwhelming and probably should be given a buff, as does the Xeno Research. I like the idea of giving them a small flat bonus as their primary trait. The others are just fine as they are. I am curious to know what flat value are you giving them

10 Replies 51,967 Views

it's been over 10 days that this bug as been reported. This is a critical bug: Each time you invade a planet with legions, your number of legions increase... Sadly, i no longer wish to play a game with this bug! Note: I suggest that you move the 'STATION GARRISON' with the Xeno combat technique' technology, to give the AI a chance to put legions in defense. For now i just steamroll one planet after another with just one transport !

4 Replies 7,762 Views

The game crash when generating a new galaxy (with beta 2.14) I have the following error in debug.err: ERROR: Tech Tree Audit: Tech Tree Fracture detected. This tech has no valid prerequisite, and is unreachable.[BR]Tech Name: MasterMinorTech[BR]Tree: Master_Tree

12 Replies 1,972,015 Views

Frogboy, your answer make me think about something: I hope that the program analyse the data on startup, (like the min and max value of items, weapons ect), instead of hardcoding the value in the AI script. I say that because mods can alter extensively these data values, and the AI could become unbalanced...

70 Replies 134,951 Views

Regarding schools of magic: Researching spells in the first school: normal cost Researching spells in the second school: cost x 2 Researching spells in the third school: cost x 3 and so on, so can can specialize in a school at lesser cost...

265 Replies 685,222 Views