Galactic Civilizations 3 is still in its modding infancy right now but as those empires keep on expanding more and more mods are going to invade. We welcome our benevolent modification overlords and hope to see the Steam Workshop bursting within a year. We’ll remain ever vigilant of new arrivals in this 4X soap opera of the stars. ST New Horizons is an award-winning total conversion mod for Stellaris offering players the ability to select from a large number of civilizations in the Star Trek universe. Lore appropriate Starships, species, events and more are provided to offer a complete Star Trek experience. Galactic Civilizations of New Eden (EVE Online) Oct 8 2015 Released 2015 4X Galactic Civilizations of New Eden (GCoNE) is a GC3 overhaul mod based on the universe of CCP's EVE Online. Explore, expand, exploit, and exterminate.
- Civilization 4 Star Trek Mod
- Galactic Civilizations 3 Cheat Mods
- Galactic Civilizations 3 Star Trek Mods
- Galactic Civ 3 Mods
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.
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.
- 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]
Using mods[edit | edit source]
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]
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.
Civilization 4 Star Trek Mod
File: dataGameGalCiv3GlobalDefs.xml goes into the mods Game folder
Changes:
- <AITradeCooldown>5</AITradeCooldown>
Galactic Civilizations 3 Cheat Mods
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:
Galactic Civilizations 3 Star Trek Mods
The valid values are:- Default
- DebugOnly
- VerboseDebug
- Spam
- - Stardock Programmer Cari