Each of these folders corresponds to a folder in the game's file structure (steamapps common Galactic Civilizations III data or steamapps common Galactic Civilizations III DLC EXP2Crusade). Files that a mod replaces or that add content to a base file are placed in the folder with the same name as that file in the game's file structure. 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.
In order to either write cheats or use other console commands you first have to enable the debug console by adding the -cheatlaunch option to GalCiv's executable file.
Once done, open the console with the default tilde(~) key, the key can be changed in input options. If the console has opened, type help to see a full list of the commands. For information on specific commands type help <command>.
For example:help modcredits
- SYNOPSIS
- modcredits <amount>
- DESCRIPTION
- The modcredits command will modify the local player's credits by the value provided.
- PARAMETERS
- <amount> - numeric value to modify the credits by.
All commands[edit | edit source]
You can also view this list extracted from EXE file(v1.6.1.3):
- modcredits <1000000000>
- modpop <amount>
- modcult <amount>
- modstat <amount>
- liststat <amount>
- colonize <all>
- createtraderesource <internal name> <tilex> <tiley>
- finish <next>
- event <internalname>
- unlock <internal name>
- destroy <object ID>
- fow <player index>
- killplayer <player index>
- force desync error
- ai <hold>
- dipstate <state> <player index> <player index>
- addmod <internal name>
- setgov <internal name>
- localplayer <player index>
- savelog <file>
- help <command>
- objectgfxconfig <option> <source> <output>
- resetlighting <scenename>
- spawn <shipdesignname> <ownerplayerindex>
- battle <shipdesignname> <ownerplayerindex1> <ownerplayerindex1>
- spawn <blueprintname> <ownerplayerindex>
- battle <blueprintname> <ownerplayerindex1> <ownerplayerindex1>
- spawnfaction <factionname>
- run <textfilename>
- shortshipnames <scenename>
- allmercs <next>
- SYNOPSIS
- modcredits <amount>
- DESCRIPTION
- The modcredits command will modify the local player's credits by the value provided
- PARAMETERS
- <amount> - numeric value to modify the credits by
- SYNOPSIS
- modpop <amount>
- DESCRIPTION
- The modpop command will change the population of the colony on the currently selected planet
This works for any player's colony - PARAMETERS
- <amount> - numeric value to modify the population by
- SYNOPSIS
- modcult <amount>
- DESCRIPTION
- The modcult command will modify the local player's culture (ideology) points by the value provided
- PARAMETERS
- <amount> - numeric value to modify the culture (ideology) points by
- SYNOPSIS
- modstat <amount>
- DESCRIPTION
- The modstat command will set a specified stat value for the currently selected game object (or the local player, if none)
- PARAMETERS
- <statname> - Name of stat to change
Use liststat to see options - <amount> - Numeric value to set the stat to
- SYNOPSIS
- liststat <amount>
- DESCRIPTION
- The liststat command will list all stats that can be modified with modstat
- PARAMETERS
- None
- SYNOPSIS
- colonize <all>
- DESCRIPTION
- The colonize command will colonize the currently selected planet for the current local player
- PARAMETERS
- <all> - All uncolonized planets in the galaxy will become colonized
- SYNOPSIS
- createtraderesource <internal name> <tilex> <tiley>
- DESCRIPTION
- Creates the trade resource at tilex, tiley on currently selected planet
- PARAMETERS
- <resource> - The internal name of the resource to be created
- <tilex> - The x location on the planet
- <tiley> - The y location on the planet
- SYNOPSIS
- finish <next>
- DESCRIPTION
- The finish command can be used to complete production on items in the queue at the currently selected colony
If no parameters are given, all items in the queue are completed - PARAMETERS
- <next> - Specifying the optional paramater 'next' will cause only the next item in the queue to be completed
- SYNOPSIS
- event <internalname>
- DESCRIPTION
- Runs an arbitrary Galactic Event, or MegaEvent
- PARAMETERS
- <internalname> - The InternalName of the Event or MegaEvent
- SYNOPSIS
- unlock <internal name>
- DESCRIPTION
- The unlock command will unlock the specified tech for the local player
If no tech name is given, then all techs and culture traits will be unlocked - PARAMETERS
- <internal name> - An optional parameter to specify the internal name of the tech to unlock
- SYNOPSIS
- fastunlock
- DESCRIPTION
- A light weight unlock command that unlocks all the techs as quickly as possible
This does nothing else and takes no parameters - PARAMETERS
- None
- SYNOPSIS
- destroy <object ID>
- DESCRIPTION
- The destroy command will destroy the currently selected object if no object ID is provided
- PARAMETERS
- <object ID> - The ID of the object that should be destroyed
- SYNOPSIS
- fow <player index>
- DESCRIPTION
- The fow command will toggle the fog of war on and off
It can also select which player'sfog of war to show based on player index - PARAMETERS
- <player index> - The player index of whose fog of war should be displayed
- SYNOPSIS
- fowtrans
- DESCRIPTION
- The fowtrans command will toggle all objects on the map to be visible through the fog of war
- PARAMETERS
- None
- SYNOPSIS
- displayfow
- DESCRIPTION
- The displayfow command will print a ascii representation of the fog of war
- PARAMETERS
- None
- SYNOPSIS
- resources
- DESCRIPTION
- Toggles whether or not resources are required for building ships
It will also grant 1000 of every type of resource (to every player) It does this for up to ten turns, i.e. max 10,000, unless you toggle it off before ten turns - PARAMETERS
- None
- SYNOPSIS
- killplayer <player index>
- DESCRIPTION
- The killplayer command will kill a player based on player index
Omitting the
player index will kill the local player - PARAMETERS
- <player index> - The player index that should be killed
- SYNOPSIS
- force desync error
- DESCRIPTION
- This command induces a desync error and associated logging
- PARAMETERS
- None
- SYNOPSIS
- ai <hold>
- DESCRIPTION
- This will toggle the local play to be AI and back
The parameter 'hold' will allow the user to increment the next turn instead of the AI doing it automatically - PARAMETERS
- <hold> - Prevent the AI from automaticaly ending the turn
Let the user press the turn button
Civilization 4 Star Trek Mod
- SYNOPSIS
- displayinfluence
- DESCRIPTION
- The displayinfluence command will print a ascii representation of the influence map
- PARAMETERS
- None
- SYNOPSIS
- dipstate <state> <player index> <player index>
- DESCRIPTION
- Sets the diplomacy state between two players
The players must be identified by their index ID
The player indices can be omitted in which case the state will be assigned between all players - PARAMETERS
- <state> - The diplomatic state to set
(Friendly, Foreign, Enemy, Trading)
<player index> - The player index of the first player - <player index> - The player index of the second player
This must be given if the first player index is given
- SYNOPSIS
- addmod <internal name>
- DESCRIPTION
- For the currently selected starbase, the given module internal name will be added to the production queue for the starbase's associated colony
- PARAMETERS
- <internal name> - Internal name of the starbase module to add
- SYNOPSIS
- god
- DESCRIPTION
- Toggles the ability for the local player to control every player's empire
- PARAMETERS
- None
- SYNOPSIS
- fps
- DESCRIPTION
- Toggles the display framerate, draw call, and rendering info over the screen
- PARAMETERS
- None
- SYNOPSIS
- hideui
- DESCRIPTION
- The hideui command toggles UI visibility
- PARAMETERS
- None
- SYNOPSIS
- setgov <internal name>
- DESCRIPTION
- Sets the government def for the local player
Pass in an empty parameter to clear it - PARAMETERS
- <internal name> - Internal name of the government to assign to the player
- SYNOPSIS
- localplayer <player index>
- DESCRIPTION
- Changes the local player to be the specified player index
- PARAMETERS
- <player index> - The player index the local player will assume control of
- SYNOPSIS
- showmem
- DESCRIPTION
- The showmem command displays memory usage information
- PARAMETERS
- None
- SYNOPSIS
- assetreport
- DESCRIPTION
- The assetreport command creates an asset usage report in the directory %s
- PARAMETERS
- None
- SYNOPSIS
- savelog <file>
- DESCRIPTION
- The savelog command writes the current contents of the console log
If no file name is provided the contents will be written to %s by default - PARAMETERS
- <file> - Filename that the console log should be written to
The file is saved at %s
- SYNOPSIS
- turn
- DESCRIPTION
- Toggle if you are forced to deal with idle ships and colonies before ending the turn
- PARAMETERS
- None
Galactic Civ 3 Mods
- SYNOPSIS
- cam
- DESCRIPTION
- Prints position data for the camera
- PARAMETERS
- None
- SYNOPSIS
- gencompthumbs
- DESCRIPTION
- Generates thumbnails for ship components
- PARAMETERS
- None
- SYNOPSIS
- genconfigthumbs
- DESCRIPTION
- Generates thumbnails for all object gfx configs
- PARAMETERS
- <large> - An optional parameter to force generation of large thumbnails
- SYNOPSIS
- genleanmaps
- DESCRIPTION
- Generates lean maps for each texture set
- PARAMETERS
- None
- SYNOPSIS
- help <command>
- DESCRIPTION
- The help command shows a list of commands
- PARAMETERS
- <command> - Providing a command as a parameter shows additional information about that command
- SYNOPSIS
- clearlog
- DESCRIPTION
- The clearlog command clears the console log
- PARAMETERS
- None
- SYNOPSIS
- lighting
- DESCRIPTION
- Activates the lighting options in the main map screen
- PARAMETERS
- None
- SYNOPSIS
- range
- DESCRIPTION
- Toggles unlimited range for local player
- PARAMETERS
- None
- SYNOPSIS
- sectorlines
- DESCRIPTION
- The sectorlines command will toggle the rectangular sector lines on and off
NOTE: This is only available in DEBUG builds - PARAMETERS
- None
- SYNOPSIS
- showRallyPoints
- DESCRIPTION
- The showRallyPoints command will toggle the other player rally points on and off
NOTE: This is only available in DEBUG builds - PARAMETERS
- None
- SYNOPSIS
- cameralock
- DESCRIPTION
- Toggles the camera tilt lock on/off
- PARAMETERS
- None
- SYNOPSIS
- objectgfxconfig <option> <source> <output>
- DESCRIPTION
- Generates a objectgfxconfig binary file by placing the specified model at the origin
- PARAMETERS
- <option> - must be: dir
- <source> - source is the source directory where FBX files are located (do not include the final back-slash)
- <output> - output file name (only required if option is file)
- SYNOPSIS
- resetlighting <scenename>
- DESCRIPTION
- Resets specified scene to original lighting settings in xml
- PARAMETERS
- <scenename> - must be one of the following:
mainmap
- main map scene
- SYNOPSIS
- smoothinfluencelines
- DESCRIPTION
- Toggles whether the influence lines are smooth or curvy
- SYNOPSIS
- convertconfigs
- DESCRIPTION
- Saves loaded object gfx configs with the current version
- SYNOPSIS
- upprime
- DESCRIPTION
- Primes the United Planets, so you don't have to meet half of the other factions
- SYNOPSIS
- upmeeting
- DESCRIPTION
- Immediately opens a United Planets meeting once you close the debug console
- SYNOPSIS
- soak
- DESCRIPTION
- Calls several commands that are useful for soak testing
- SYNOPSIS
- spawn <shipdesignname> <ownerplayerindex>
- DESCRIPTION
- Creates several ships of specified type (and with specified owner) in the tiles around the selected ship
- PARAMETERS
- <shipdesignname> - Ship design name of the ship to spawn
- <ownerplayerindex> - The player index of the player who will own the new ships
- SYNOPSIS
- battle <shipdesignname> <ownerplayerindex1> <ownerplayerindex1>
- DESCRIPTION
- Creates several ships of specified type (and with specified owners) in the tiles around the selected ship
- PARAMETERS
- <shipdesignname> - Ship design name of the ship to spawn
- <ownerplayerindex1> - (optional) The player index of the player who will own half of the new ships (default = 0)
<ownerplayerindex2> - (optional) The player index of the player who will own the other half of the new ships (default = 1)
- SYNOPSIS
- spawn <blueprintname> <ownerplayerindex>
- DESCRIPTION
- Creates several ships of specified blueprint (and with specified owner) in the tiles around the selected ship
- PARAMETERS
- <blueprintname>
- Blueprint name of the ship to spawn - <ownerplayerindex> - The player index of the player who will own the new ships
- SYNOPSIS
- battle <blueprintname> <ownerplayerindex1> <ownerplayerindex1>
- DESCRIPTION
- Creates several ships of specified blueprint (and with specified owners) in the tiles around the selected ship
- PARAMETERS
- <blueprintname> - Blueprint name of the ship to spawn
- <ownerplayerindex1> - (optional) The player index of the player who will own half of the new ships (default = 0)
<ownerplayerindex2> - (optional) The player index of the player who will own the other half of the new ships (default = 1)
- SYNOPSIS
- spawnfaction <factionname>
- DESCRIPTION
- Creates a new faction
- PARAMETERS
- <factionname> - Name of faction
- <starting population> - Starting population of planet, if 0 then no planet
- <planet class> - Class of starting planet, if any
- <starting ship factor>- (Optional) Multiplier for starting ships/shipyard, multiplied by #habitable planets
- SYNOPSIS
- assassination
- DESCRIPTION
- Causes an assassination between player and faction with closest relation not on same team
- SYNOPSIS
- spawnartifact
- DESCRIPTION
- Creates a new artifact (and awards it to the weakest player)
- PARAMETERS
- SYNOPSIS
- spawnanoamly
- DESCRIPTION
- Creates a random new anomaly in a random location
- PARAMETERS
- <count> - Number to create, defaults to 1
- <name> - Specific anomaly (OR anomaly group) def to use, otherwise random
- SYNOPSIS
- convertdeadplanet
- DESCRIPTION
- Converts a random dead planet to be usable
- PARAMETERS
- <class> - Planet class to convert dead planet to, defaults to 10
- <count> - Number of planets to convert
- SYNOPSIS
- convertdeadplanettothulium
- DESCRIPTION
- Converts N random dead planet(s) into a Thulium resource(s)
<count> - Number to convert, defaults to 1
- SYNOPSIS
- convertasteroidstodurantium
- DESCRIPTION
- Converts N random asteroid(s) into a Durantium resource(s)
<count> - Number to convert, defaults to 1
- SYNOPSIS
- convertgasgianttopromethion
- DESCRIPTION
- Converts N random Gas Giant(s) into a Promethion resource(s)
<count> - Number to convert, defaults to 1
- SYNOPSIS
- spawnelerium
- DESCRIPTION
- Spawns an Elerium resource in a random empty location (in a nebula)
- PARAMETERS
- <count> - Number to create, defaults to 1
- SYNOPSIS
- spawnrelic
- DESCRIPTION
- Spawns a Relic resource in a random empty location
- PARAMETERS
- <count> - Number to create, defaults to 1
- SYNOPSIS
- spawnantimatter
- DESCRIPTION
- Spawns an Antimatter resource in a random empty location (around a black hole)
- PARAMETERS
- <count> - Number to create, defaults to 1
- SYNOPSIS
- grantrandomtechtoall
- DESCRIPTION
- Determines a random tech that all players don't have and gives it to them
- SYNOPSIS
- sounds
- DESCRIPTION
- Prints a list of all sound instances, as reported by Miles Sound System
- SYNOPSIS
- stopsounds
- DESCRIPTION
- Stops all sound instances in Miles Sound System
Use to kill leaked SFX loops
- SYNOPSIS
- hotkeys
- DESCRIPTION
- Toggles whether cheat hot keys are enabled
- SYNOPSIS
- battlesync
- DESCRIPTION
- Toggles whether battle viewer is in synch-mode
- SYNOPSIS
- battlepaths
- DESCRIPTION
- Toggles whether battle viewer displays the ship paths
- SYNOPSIS
- run <textfilename>
- DESCRIPTION
- Runs the commands specified in the file: textfilename
- SYNOPSIS
- info
- DESCRIPTION
- Prints debugging information about the selected target
- SYNOPSIS
- debugcinecam
- DESCRIPTION
- Toggles cinematic camera selector in battle viewer window
- SYNOPSIS
- shortshipnames <scenename>
- DESCRIPTION
- When on, saved ship designs do not append a unique ID onto their internal name
Be aware this means files can be overwritten
- SYNOPSIS
- enableheapasserts
- DESCRIPTION
- Disables asserts for the scene node pools when they run out of nodes and use the heap
- SYNOPSIS
- wingame
- DESCRIPTION
- Kills all players except for the local player
Game will end
- SYNOPSIS
- losegame
- DESCRIPTION
- Kills the local player
Game will end
- SYNOPSIS
- allmercs <next>
- DESCRIPTION
- Makes all mercenaries available for purchase
- SYNOPSIS
- resetmercs
- DESCRIPTION
- Any mercenaries that were purchased already will be purchasable again
- SYNOPSIS
- test
- DESCRIPTION
- Developer only command
Go away
A new game and so much more in this third edition of the Stardock Community Newsletter.
In this, the third edition of the community newsletter, we have highlights on a new release, game updates and a hot new mod.
As a reminder, if you have any comments or would like to see something included in a future edition you can leave it in the comments below or as a direct message on discord.
The Horizon
The Video Game Machine!
We have announced a new game: The Video Game Machine
What is The Video Game Machine (imagine an echo each time)? Well, simply put it is a game for making other games. Fun idea huh? Of course, there have been a few games like it before, but this one is a PC-first title and supports multiple different 8-bit inspired genres.
With The Video Game Machine you will be able to create your own levels, scenarios, add dialogue, create triggers, change the rules and even go a step further (for the really technical) and edit the XML files directly. You can then share your game with others who own The Video Game Machine and see who has the most diabolical mind amongst your friends.
In VGM you will be able to make a game, play that game and then share it with others! All without needing to know anything about programming, bitmaps, tilesets or driver incompatibilities.
The Founder Program is live now, you can sign up and expect to get your hands on the game as soon as the 29th of May. By doing so you will also be able to help us direct the development of the game, including what future genres we add and other features that we may or may not have thought of yet.
Ages of the Federation
The biggest piece of news coming from the community today is the release of Ages of the Federation. A total conversion mod for Sins of a Solar Empire: Rebellion.
This mod is from the same minds behind the very successful Armada 3 mod. Always the fans of Star Trek they have put everything they learned about Sins into creating some of the most impressive ships brought to life in the Iron Engine yet. In fact, you might need to wait a bit as the game pauses to load in textures when zooming all the way in on a single ship.
Not just a pretty face, the AOTF mod also includes a few twists in the gameplay removing it from stock Sins including:
- A new antimatter mechanic.
- Unique damage model.
- A focus on asymmetric faction progression.
Siege of Centauri Updates 5 & 6
Whilst we are gearing up for a big refresh of Siege of Centauri the team has been hard at work pushing out feature-filled updates for early access defenders in the Beta 1 phase. Our last two big updates have added exciting new features including:
- Chronoshift - A new bullet time like mechanic for slowing down the game during critical moments.
- Reworked progression system. Tower/orbital unlocks are no longer tied to score. Instead they are unlocked by completing missions.
- Releasing new missions including Dule, Ascent and Gaol.
- Outposts are now in the game, these are buildings with no military value, but they give a big score bonus if they survive the mission.
- New music and sound effects.
This is not counting loads of new balancing, UI improvements, bugfixes and more.
Galactic Civilizations III 3.7 Update
After almost two months of feedback and work, we are proud to have launched the big v3.7 update to Galactic Civilizations III.
This patch is now free to download for all owners. Don't own Galactic Civilizations III yet? You can buy it from Steam, GOG or direct.
_______________________________________________________
The Forge
HaomaiCL's Workshop
Today we are highlighting the work of HaomaiCL on the steam workshop for Star Control: Origins.
A couple of specific ships we would like to point out include the U.E.S. Alexander
Along with the more recent Provectus.
_______________________________________________________
The Uplink
Galactic Civilizations 3 Nexus
#3 - Stellar Parallax
In today's interview with spoke with some of the guys of the Stellar Parallax team, first is Hobbs with the text portion of the interview, second Max (GowronGaming) in the audio portion.
Q: Tell us a little about yourself and how you got into modding Sins of a Solar Empire?
H:
Hello I’m Hobbs and I’m a member of the Stellar Parallax band of modding misfits. I’m currently working on Ages of the Federation: The Four Years War and have also done some bits and bobs on the team’s other mod Star Trek Armada 3.
Back in college I studied a diploma in Video Game design and have always enjoyed the idea and process of making games. However, I was (and still am) pretty awful when it comes to getting my head around coding and all that stuff so I guess that’s how I ended up as a graphic designer.
As a massive science fiction fan and avid strategy gamer I’ve been enjoying playing Sins of a Solar Empire since the Entrenchment days. Some very long nights playing that with mates when I probably should have been studying I’ll tell you that much!
I joined Stellar Parallax just before the release of The Final Frontier where I add a few models here and there and working on some other projects the team had. I’ve also worked on some art for the Nemesis and Uprising versions too.
However, since joining the team I’ve been pretty much exclusively working on Ages of the Federation which I would consider my baby. I’m pretty much responsible for the 2D art side of things including designing the new menus and interfaces as well as iconography and other elements like that, which ironically has involved a lot of code! In terms of the 3D side a lot of the Romulan ships are my models as well as some of the neutrals too so that’s fun.
Q: What inspires/motivates you to create?
Galactic Civilizations 3 Cheat Mods
H:
I’m pretty unashamedly a perfectionist so I’m always pushing myself pretty hard to make sure everything I put out there is the best that I can do. After all, if I’m not happy with it chances are someone else will moan at me about it so it’s best to do it right the first time right?
Along with that I have a maaaasive passion for the source material which I’m modding and it’s nice to be around a group of people who share that insane level I guess fanaticism when it comes to Trek and science fiction in general.
But the most important thing when you’re doing something as a hobby is to just have fun with it. If modding felt like a job or a chore I would definitely not spend so much of my spare time tinkering away at making buttons or research icons or you name it!
Q: Which tools can you not do without?
H:
It might sound corny but nothing beats a great group of knowledgeable weirdos both within our team to have fun and collaborate with, but also in the community to chat to and bounce ideas off of. There’s also a great sense of friendship between modding teams within the Sins community so it’s always good to know whatever obstacle I’ve come across, there’s probably others who’re in the same boat who can offer some advice.
I have in the past worked on a mod where a lack of this collaborative and fun atmosphere really takes the fun out of what you’re trying to make. After all nobody wants their hobby to be full of confrontation and bickering all the time.
Q: Any special request for the future of modding in games? (Sins or otherwise)
H:
I think plenty of tools and support from the game developers and publishers is a must to get a game to really develop outside of the box. There’s plenty of games which have been released which have started out originally as modifications for existing titles and I think there’s a lot of creative individuals out there who like us like to find a creative outlet and make something fun and unexpected.
Civ 4 Star Trek Mod
I also think that a lack of support or even when companies go as far as shutting down mods or making their game in a certain way to make mods next to impossible to make are shooting themselves in the foot when it comes to creative a deep and long living community and fanbase.
Q: What challenges have you had to overcome, creatively, technically or otherwise?
H:
There are a lot of hard-coded components to the Sins engine which we don’t have access to be able to mod which is probably our most common stumbling block. Things like AI behaviours or ways in which menus work can be quite specifically set so you lean to be quite creative in new ways to trick the game into behaving how you’d like it to which makes for some really fun and interesting challenges.
A current example which springs to mind is that we wanted to try and move shipyards over to the Tactical structure menu instead of the Logistic structure menu. Unfortunately, due to some of the way the AI is coded to behave, we didn’t realise this ended up resulting in the AI never building shipyards. Ever.
Q: What is your all time favourite spaceship design and why?
H:
Wow that’s a tough one. Only one? Ugh there’s so many to choose from… I think I’m going to have to split this down into two choices or my head will explode.
My favourite non-Trek ship would have to be Starbug from Red Dwarf. Such a cool looking ship and I love the models shots of it landing on a planet or moon and the legs depressing and the dust being blown up from the landing rockets. Really cool colour too which makes it a bit more unique.
Galactic Civilizations 3 Strategy Guide
I guess Trek-wise it would be the Excelsior. Star Trek VI is one of my all-time favourite films and it features quite prominently in that one. I like the scale of it in that era and how it’s the pinnacle of Federation technology.
If you ask my tomorrow my choices will probably change again!
Q: Is there anything you would like to plug?
H:
I’d just love everyone who hasn’t had a chance to head over to ModDB and give the mod a download and let us know what you think on our Discord!
_______________________________________________________
Respawn
Enhanced 4X Mod Playthrough by Blaan Sarge
Ages of the Federation Post Release Shenanigans
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