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"Modstat" command works for the commands listed by the ...
"liststat" command. However, some effects will disappear at the end of your turn - i.e. movement points, shields, kinetic weapons ... etc. Planets appear to regenerate themselves after every turn so I've never been able to successfully mod any permanent planetary stats ...
"Finish" will complete all items in a planatary que - if the planet is selected - or in a shipyard que if the shipyard is selected.
"Finish next" will complete the next item in the que of the selected shipyard or planet. If the shipyard has a repeated contruction order one of that order will be produced. Planets with repeating construction orders - i.e. economic, moral, etc stimulus do nothing. (Why these types of orders are in the construction menu as opposed to the planetary management menu is a mystery of GalCiv3 ... :^) )
"god" will allow you to take control of AI planets and ships, or just to examine AI behavior - very useful, expecially if you are trying to mod AI behavior.
"colonize" allows you to colonize any colonizable planet provided you have a colony ship selected.
"colonize all" will colonize all the planets on the game map with your faction.
"convertdeadplanet" changes 1 random dead planet into a class 10 (default) colonizable world. Beware if you choose to colonize multiple planets. Last time I tried this was to give AI factions colonizable worlds to beef them up and it colonized multiple copies of the same worlds - they must then be individually deleted before selecting next turn or your game will crash.
There are a few others, - i.e. "spawn", "spawnbp <ship>blueprint" but this is off the top of my head ... I'm still trying to figuare out how tyo spawn player custom designed ships. There is a different set of commands I haven't figured out yet which must be used for modded ships (probably user designed) and those the player creates themselves (game generic).
All these console commands are essential for modderrs to build and test their factions, ships, and the map objects they create.
Not for the "colonize all" command. Just a single planet requires a colony ship. When GalCiv3 was updated I lost all my work on my custom factions (game kept crashing on boot and I had to purge) so I haven't used these commands in a while...
If you have a planet or ship selected, using modstat will modify the statistics on that object. If you want to add resources or modify another statistic for your civilization, you need to deselect everything else (that is, just click on empty space somehwere).
Also, I've used the modstat command for resources quite a bit. I've gotten to the point where I have the whole thing memorized (nearly, there always seems to be one I forget). My advice is to just cheat on the resources you need so you don't spend 10 minutes going through the whole list and looking up the spellings, etc. (there are no spaces in any of the resource names, btw).
Before you design your ship, toggle the shortshipnames (simply type shortshipnames in the console). Otherwise you have to append an ID to the blueprint name (which isn't shown in-game but can be found in the files where your custom design is saved). Be aware that if you enable shortshipnames, save a design called "frigate" (for example, case sensitive), you will overwrite any other design that is also named "frigate" (and was also created with shortshipnames on; it will not impact designs with shortshipnames off since they have an id).