AI is building "invalid" colonization ships equiped with 6 dead colony modules and no ordinary colony module, wich ships are just dangle across the map. Also, those "invalid" ships named smth. like "Backbone" can be founded through anomaly exploration. As for the module itself, it works just fine in cooperation with standart colony module.
i just tested this mod. to bring it to work your colony ship needs the deadworldmodule AND a normal colonymodule to be able to colonize dead worlds. you can see it on of the attached screenshots of the modauthor that there are two sets of colonymodules on the ship.
works nice. should be a ingame feature from the start!
Must have the Mercenaries DLC installed.I added a buildable version of the Tier 3 mercenary tech that allows for colonizing a dead planet with a class 16 rating. Module info in ShipComponentDefs.xml, to be installed in the C:\Users\xxxxxxxx\Documents\My Games\GalCiv3\Mods\"modname"\Game directory and text description in ShipComponentText.xml, to be installed in the C:\Users\xxxxxxxx\Documents\My Games\GalCiv3\Mods\"modname"\Text directory. Current prerequisite is the Atmospheric Cleansing tech. Modify as you see fit.
Does the mod name have to be correct for the mod to work?
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i just tested this mod. to bring it to work your colony ship needs the deadworldmodule AND a normal colonymodule to be able to colonize dead worlds. you can see it on of the attached screenshots of the modauthor that there are two sets of colonymodules on the ship.
works nice. should be a ingame feature from the start!
Have all DLC's
Does the mod name have to be correct for the mod to work?