The Steam Workshop uses the "publish-subscription" model where players subscribe to your mod and automatically get updates pushed and installed as the Mod Devs publish changes / fixes. I cannot even imagine trying to do that manually. There is also inter-mod (or intra? always get that confused...) dependencies built into the Steam Workshop. Not to mention, subscription stats, etc... <img src="https://cdn.stardock.us/forums/6/39/639228/8bb4f1e1-f157-4477
Mark Short
Just finished a GC4 Supernova game via Prestige victory. But game awarded the "wingame" cheat achievement as well. I do not even have cheats currently enabled.
The [BR] XML tag is used in your XML files to denote a carriage-return when formatting text strings for display within a tooltip. When using the [BR] XML tags in the LeaderTraitText.XML file, as in the following - "Is known to have escaped a high-security prison colony; why they were there is unknown.[BR][BR]+20% [HS=HS_Crime]Crime[/HS] when assigned as Governor." causes a noticable rendering pe
GC4 SuperNova v2.6 This is a new issue. Not sure if it is related to a recent update pushed via Steam or not. But all of the Altarian Beam Weapon Ship designs suddenly become unavailable after researching 'Space Weapons'. To my knowledge, I have not changed anything in the core game. Also verified installation this morning via Steam. Not sure how to recover from this.... <img src="https://cdn.stardock.us/forum
I am not accustomed to something as primitive. Even the basic features of the Steam Workshop is light-years beyond this. I do not see myself publishing another gc4 mod sans better mod management support and integration. I would encourage the devs to just flesh out the steam workshop integration rather than trying to roll your own. Because what you have now is very sad.
After publishing my first Mod, the current Mod integration within GC4 feels very weak. :( I do have some experience publishing around a dozen Mods for other games. There seems to be a lack of versioning control for published Mods. At least from the website. Are you expecting users to manually delete their existing Mod and then resubmit a new one when they want to update / publish a bug fix? If so, that is extremely primitive. (sorry guys, but it is...
However, my achievements are working.
Completely uninstalled Epic version. Deleted the "My Games\GalCiv4" directory. Completely uninstalled Steam version. Reinstalled Steam version. Still, Workshop button does nothing. :( Download Civ button does nothing as well. :(
Still not working for me. I had previously installed via Epic. Maybe something got hosed when I recently installed via Steam? About to uninstall completely and reinstall....
I have tried several times. Just tried again. Does not do anything on my end, still....
I don't have Steam Clould enabled either. hmm....
I have encountered it again, but the problem with sending you a save file is that the issue will not present itself when you load the save file. You have to be playing as the "new planet event" occurs.
[quote who="RammaStardock" reply="5" id="3932622"] I believe this is a bug, next time you see it could you send over a save? [/quote] Sure thing.
Sure, I will need to find one. This is 100% reproducable, so I doubt it is really needed.
The gist of the motivation for the Mod is that there are currently over 50 "fluff" traits that just get in the way of finding and using the core good traits. Then there are around 25 traits that did not provide full and accurate in-game tool tip descriptions, giving the misimpression they were "fluff" traits. For example, "Trait_LostFortune", did
This button doesn't seem to do anything on my end either. :(
On my end, it is not doing anything... :(
The Mod "Better Leader Traits" has been posted. The changes made by the Mod are detailed in the file "Better Leader Traits.md", which includes: <span style="
So it is a bug? Understand if it is lower priority as it is merely cosmetic.
At first I thought the same thing. But I have noticed it changes dramatically when you save and reload the game. A bunch now use the Gray/White backgrounds. [e digicons]:maybe:[/e] [e digicons]:maybe:[/e] [e digicons]:maybe:[/e]
After playtesting a bit I am to the point of releasing the Mod. In addition to using gray-scaled icons for trivial / fluff traits, I have also fixed 15-20 trait tooltips that were missing the details on what the trait was doing. Many I previously believed were fluff traits turned out to be actually impacting the planet they were assigned to. Following are some examples. The text circled in RED is new (from the Mod). <img src="https://cdn.stardock.us
Just because experienced players have figured out a way to work around a bug, doesn't diminish the bug. (i have to work around it as well...) It really should be fixed.
This is an ongoing issue where the map planet icon is not updating after a "new planet found" event. It still keeps the old icon until the game is saved and then reloaded. This makes it difficult to spot new planets.
What is the significance of this?
FYI - there are a good 15 or 20 traits I have identified so far that are missing their complete tooltip descriptions. For these, you never saw what they fully did, in-game, like the following. (I still have to fix a typo and not satisfied with the formatting just yet...)