[MOD] Propaganda Center Mod now available on the Nexus

http://www.nexusmods.com/galacticcivilizations3/mods/14/?

The Propaganda Center mod version 1.2 Now available on the Nexus.
The purpose of this mod is simply to provide those persons who dislike the Large Empire Penalty system a simple, game version
and mod agnostic method of disabling it in any game at any time they like.
The Propaganda Center is a simple improvement which adds the Patriotic Tag to any race which builds it. It is a cheap
improvement which is available at the start of the game and need only ever be built once.

This mod is agnostic to game version and does not interfere with any other mod and so should continue to work without
issue or upset. If something does go wrong with it feel free to message me and I will look into it promptly.


Installation: Simply unzip the file into your “//MyDocuments/My Games/GalCiv3/Mods” directory, it will create a new

directory there. Then login to the game, go to Options, select the Gameplay Tab and check the box for Enable Mods.
Next, Exit the game and when you relaunch it the mod will be active.


 -=ChangeLog=-

 


Begin V1.2
(Fix) Removed the IsIndestructible tag so the propaganda center can be demolished.
End V1.2

Begin V1.1
Changed the <Prerequ>ColonizationTech</Prerequ> to use TechTree instead so Drengin and Yor will use the Propaganda Center.
Credit goes to BuckGodot for catching that one!
End V1.1

 


 

In case you missed the link above here it is.

P.S. Check out my other mods

http://www.nexusmods.com/galacticcivilizations3/mods/11/?

23,577 views 21 replies
Reply #1 Top

Have you noticed if the AI will build it? I'd love to try it if the opponents will benefit as well. Thanks

Reply #2 Top

I have no idea offhand, its quite possible they will it is set as an approval building and is very cheap so I think they should.

Reply #3 Top

The mod is tested and working as of Game version 1.1 release.

Reply #4 Top

Great work as always. The ability to append improvements (so they can be version agnostic) has given me an idea of my own to work on, so if/when I ever get around to releasing it, I'll make sure to credit you. :)

One thing about this mod, however.  Neither the Drengin nor the Yor can build the Propaganda Center, due to the fact that they get different starting colonization techs.  Thankfully the fix is very simple to make. 


Simply replace this:

<!-- Prerequisites -->

<Prerequ>
<Techs>
<Option>ColonizationTech</Option>
</Techs>
</Prerequ>

 

with this:

<!-- Prerequisites -->

<Prerequ>
<Techs>
<Option>ColonizationTech</Option>
<Option>ImperialismTech</Option>
<Option>PropagationTech</Option>
</Techs>
</Prerequ>

 

And, volia! All major factions can use it.  This does mean that this mod might not be entirely version agnostic if/when new factions are released that have an entirely new starting branch for their expansion/colonization (all of the other factions currently have ColonizationTech as a starting branch even if they do call it something else).  But I figure a note in the mod README should be sufficient to handle any future proofing along those lines.  

Reply #5 Top

Thank you very much for the info, since this is intended to be used by all races I will simply switch it to TechTree.  Probably shoulda done that in the first place but I was not aware that not all races called it CoilonizationTech.

This also solves a problem I was running into with my Planetary Diversity mod where a couple of races were inexplicably avoiding my extreme flagged worlds, I will pass this info along to Hereward who has the same issue going on in his mod as well.

Thanks again BuckGodot!

Reply #6 Top

Quoting Deathwynd, reply 5

Thank you very much for the info, since this is intended to be used by all races I will simply switch it to TechTree.  Probably shoulda done that in the first place but I was not aware that not all races called it CoilonizationTech.

This also solves a problem I was running into with my Planetary Diversity mod where a couple of races were inexplicably avoiding my extreme flagged worlds, I will pass this info along to Hereward who has the same issue going on in his mod as well.

Thanks again BuckGodot!
End of Deathwynd's quote

Glad to be of help! :)

It's funny (and now I'm side tracking here).  While working on a small home project I found out that not only can one append improvements to the game by putting them in their own xml file, as seen in this mod, I found out that one can append techs as well to a faction's tech tree.  

This might have already been known by the modding community (as I said elsewhere, I've only been keeping the most cursory of eyes on it), but figuring that out for myself opened up all sorts of possibilities.

 

 

Turns out though, after a bit of a think on how I want to do this, I might not even need to make custom techs after all. :p   But having the option to make custom techs appendable is all sorts of great news, IMO.

Reply #7 Top

Yep you can append most stuff unless it modifies the original data in some way.  Would really like to see them implement diff style mod patch system where the game could be selectively altered at a more granular level.  Overall though with the exception of issues with schema's its pretty flexible.

As far as tech's go the vast majority of them only exist to unlock improvements or ship components and the like, only a handful actually make direct changes to the game.

Thankfully the tech tree cascades upwards only, so you only need to tell a tech what its prereq is, rather than setting up both what it leads to and what it depends on, that was the problem in endless space and it was a bit of a nightmare.

Thanks again for the help!

Reply #8 Top

Version 1.1 is Uploaded

-=ChangeLog=-
Begin V1.1
Changed the <Prerequ>ColonizationTech</Prerequ> to use TechTree instead so Drengin and Yor will use the Propaganda Center.
Credit goes to BuckGodot for catching that one!
End V1.1

Reply #9 Top

I like your mod. Saves me a trait point. I have noticed that after building the center, it still appears in the queue for other colonies.

 

Never mind. It seems to be working fine now.

Reply #11 Top

Yep havent seen any issues with it why is something not working correctly?

Reply #12 Top

For some reason none of the mods I have installed are working even though I have allowed mods and have restarted Galactic Civilizations. Have you or anyone experienced this? I am running the 1.2 patch.

Reply #13 Top

Seems buggy in 1.3 opt in. Minor races have been found to be building two of these somehow, and the structures cannot be destroyed/removed.

Reply #14 Top

Quoting FieldMarshallRommel, reply 12

For some reason none of the mods I have installed are working even though I have allowed mods and have restarted Galactic Civilizations. Have you or anyone experienced this? I am running the 1.2 patch.
End of FieldMarshallRommel's quote

What mods are you using? I have had certain mods stop working but they were shown as culprits when the game starts and you can remove them or fix them. Usually fixing is not hard. You just copy the new xml file from the Steam game files and paste into your mod file. Then you have to reenter the alterations in the mod file.

If you list your mods you will get the specific help you need.

Reply #15 Top

I have no idea why or how they would be building multiples, the structure is set up like every other limited construction building in the game and it should be impossible to build more than one. It uses the standard IsPlayerWonder tag and when built immediately disappears from the build queue.

The problem lies in Stardocks buggy code.

Reply #16 Top

they had the opposite problem in GC2, which never got fixed^^

Reply #17 Top

I can deal with the bug of the AI building 2 of the structures if I could destroy them. Can we make them destroyable?

Reply #18 Top

Annekynn, until it is addressed, I have an 'exploit' you can try. Use the cheat code "createtraderesource' on the grid in question. The resource should replace the building. Then, simply destroy the resource and you have a clear tile. I posted this a few months back, the grids read 0,0 to 9,0, left to right on the bottom row. Next row is 0,1 to 10, 1...and it continues like this until the top row, which is 0,5 to 10,5.  Let me know if it worked. 

Reply #19 Top

Quoting Annekynn, reply 17

I can deal with the bug of the AI building 2 of the structures if I could destroy them. Can we make them destroyable?
End of Annekynn's quote
Quoting wpkelley41, reply 18

Annekynn, until it is addressed, I have an 'exploit' you can try. Use the cheat code "createtraderesource' on the grid in question. The resource should replace the building. Then, simply destroy the resource and you have a clear tile. I posted this a few months back, the grids read 0,0 to 9,0, left to right on the bottom row. Next row is 0,1 to 10, 1...and it continues like this until the top row, which is 0,5 to 10,5.  Let me know if it worked. 
End of wpkelley41's quote

You can also just go into the mod itself and delete the following line: 

<IsIndestructible>true</IsIndestructible>

that is in the file

Mod\PropagandaCenter\Game\PC_ImprovementDefs

Then if you ever get more than one of them you can get rid of them. :)

Reply #20 Top

Yeah I can release a version without the IsIndestructible, I made them indestructible originally out of concern over what the game would do with the Patriotic setting if the building were removed. But it seems to be a non issue so I can certainly remove it.

Reply #21 Top

Updated to 1.2

-=ChangeLog=-
Begin V1.2
(Fix) Removed the IsIndestructible tag so the propaganda center can be demolished.
End V1.2