Mods are a mechanism for players to change the gameplay of Galactic Civilizations III. A mod is distinguished from custom content, such as a custom faction or ship. Players can create and share custom factions, ships and flavor text from within Galactic Civilizations III itself, which supports Steam workshop integration. Mods enable players to add, remove or modify technologies, improvements, faction abilities, anomalies, AI behaviors, and many other aspects of the game.
Star Trek Total Conversion Mod. The Star Tek MOD for Gal civ is back up at STTCMODV01.91 STTCModv01.92 Update both files you need to play it these files are at Neotechgaming.com the Best Gal Civ 1 AP AND GC2 site out there. What your plans for mods in the future for GalCiv III? As I mentioned above, I would like to do the Federation ships from the new Star Trek Discovery show. I also plan to do more custom ships that are not Star Trek related at all. I am toying with the idea of doing a.
- 2Using mods
- 3Creating mods
Notable mods[edit | edit source]
User created mods are plentiful. This section attempts to highlight some of the more notable ones.
- Horem's Community Patch [1]
- Gauntlet's Race Mod [2]
- garycsr55's factions on the Steam workshop [3]
Galactic Civilizations 3 Cheats Steam
Using mods[edit | edit source]
Do what you want with these but if you use it in any mod or another game you need to make it clear Walt Disney/Lucas Film and Lucas Arts and Paramount Pictures own the rights to their respective property. 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. Posted on Saturday, August 26, 2017 Guys, I read a lot about Star Trek mods on the Inter for Galciv. Galactic Civilizations.
Enabling Mods[edit | edit source]
There are two ways:
- In the game options, click on Gameplay and select Enable Mods. You have to restart the game after changing this option.
- Within the Prefs.ini file located folder one up from Mods there is a line EnableMods=0, changing the value of this to '1' will enable mods.
Installation[edit | edit source]
To install a Mod, copy the modified files into the Mods folder.Many mods come as .zip or .rar file and need to be extracted to this folder.
Mods are placed in the %USERPROFILE%My DocumentsMy GamesGalCiv3Mods folder for the base game, or in the %USERPROFILE%My DocumentsMy GamesGC3CrusadeMods folder for the Crusade and Intrigue expansions.
Creating mods[edit | edit source]
Much of the content of GC3 is defined in editable XML files that can be changed or added to by user created mods. For official information from Stardock on modding see the ModdingReadme.txt file inside the Mods folder.
Required tools[edit | edit source]
Civilization 4 Star Trek Mod
First, you will need either an XML editor or a text editor.
At best you want an XML editor that is able to validate the XML for errors against an XML schema. Unlike GalCiv 2, for GalCiv 3 Stardock provides XML schema's, which allow you to see what changes are possible within the XML file. GalCiv 3 will crash if an XML is not valid, describing what does not validate with the XML schema.
- Notepad++: https://notepad-plus-plus.org/
- There is an xml plugin for it that includes syntax check and validation (both can be done automatically too) here: http://sourceforge.net/projects/npp-plugins/files/XML%20Tools/
- Sublime Text 3: http://www.sublimetext.com/3
- This IDE provides enough maneuverability around any type of project. Such as switching to the XML schema by copying the name from the second line of an XML file, pressing Ctrl+P, pasting it and picking from available options.
- The following package can be used to have validation of both XML and XML against the schema that has a relative location, you will also need SublimeLinter and xmllint: https://github.com/jtojnar/SublimeLinter-xmllint
Getting started[edit | edit source]
1) In your Mods folder is a textfile called 'ModdingReadme'. It's short, read it.
2) Either copy the ExampleMod folder (it's empty, only has folders) and rename it, or create the necessary folders manually (ParticleScriptDefs, Text, Core and Game)
3) Copy/paste the .xml files you wish to modify to the appropriate folder of your mod. Edit values.
Example mod:
This tiny modification sets the number of turns between trades with an AI player to 5.
File: dataGameGalCiv3GlobalDefs.xml goes into the mods Game folder
Changes:
- <AITradeCooldown>5</AITradeCooldown>
Testing Mods[edit | edit source]
Best way to test the overall gameplay of a mod is by using console commands, which can be enabled by adding the cheatlaunch option. Then in game use a command like 'soak' to have AI take over control of the race you previously controlled.
Debugging Mods[edit | edit source]
Sometimes the game may crash after you've made some changes and you have no idea what is at fault. You may check the debug.err file in the folder one up from Mods. Either look at the end of the file for the error or before crash information dump part.
If there is nothing unusual there, you can increase the output debug information by using these values for Debug* options within the Prefs.ini file:
The valid values are:- Default
- DebugOnly
- VerboseDebug
- Spam
- - Stardock Programmer Cari