Galactic Civilizations 3 Star Trek Mod

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
Retrieved from 'https://galciv3.gamepedia.com/Console_commands?oldid=11172'

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?

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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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