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C:\user\username\own documents\mygames\galciv3\mods\yourmodname
in the mods folder is an example mod.
dislike it too.
prefered to make a backup and then mod the main files,
but that is the way it works now...
The way STEAM workshop is setup you can only "mod" the game with content created in game; maps, ships, factions. You can't upload xml files to the workshop for this game. That combined with the fact Stardock has no documentation for modding the xml files and modding the xml files does not work leads me to believe Stardock has killed xml modding for this game.
Debug Message: Game XML has been changed: Yes
My files are in the right place in the documents folder but Stardock has chosen to no longer support xml modding.
Also I found the following line repeated multiple times interesting:
api.epicgames.dev port 443: Bad access
I bought GalCiv3 from STEAM not epic games. Why is GalCiv3 trying to connect to epic games during play? I see there is an optin to connect an epic account but it is off and I have never messed with that option.
Modding has not been disabled. I just tested it by changing FactionDefs.xml so the Terrans have Militant instead of Likeable.
https://steamcommunity.com/sharedfiles/filedetails/?id=2679717186
I'm not wanting to modify or create a race. If I wanted to do that I wouldn't do it through xml I would do it through in game race creation.
I want to change game data not cosmetics.
XML modding is working as in the example above I changed one of the traits of a default civilization.
For example my modified FactionDefs.xml has to be in \Documents\My Games\GC3Crusade\Mods\ExampleMod\Game
Or any other folder name in place of ExampleMod.
It seems Stardock is only allowing xml editing IF the same editing could be achieved through in game modding options; race/ship creation.
I'm not wanting to change cosmetics, how things look, I'm wanting to edit game data.
The xml files I've edited are not in a sub folder of the game folder. They are in the Game folder. So in the mod folder I put the edited xml files in the Game subfolder.
And modifying the trait of a civilization is not a cosmetic thing.
You can modify a trait of a civ without editing xml using in game modding options through race/faction creation. My point is it seems Stardock won't accept xml changes if they are outside the scope of changes they let players do with in game modding options.
Here is another example with an improvement modified.
Default version
https://steamcommunity.com/sharedfiles/filedetails/?id=2679795608
Modified
https://steamcommunity.com/sharedfiles/filedetails/?id=2679796006
And you are staring a new game after modifying the files? Because the values are stored in the save file.
I changed planetary buildings, space station parts, ship components, planets, starting systems and much more. It is working for me.
My guess would be that you used a wrong editor.
I use notepad++. It is a free tool.
If you used the normal windows editors, it often breaks the filecode. You do not see that, the file looks the same, but it is now in an other code and no longer readable for the game.
When I used winpad in the past that happened to me ( was an other game, many years ago ).
Notepad++ is much saver, it keeps the filecode.
Zombieland is an old movie but I like it.