MarvinKosh's Space Weapons Fix Mod v5E

for Twilight of the Arnor

By on November 21, 2010 2:49:45 PM from GalCiv II Forums GalCiv II Forums External Link

MarvinKosh

Join Date 08/2005
+48

Some time ago the modding community started poking around in the TA tech trees to see why the AI was reluctant to develop certain techs.  We found that some weapons techs were categorised as PD, instead of Military, meaning that unless missile weapons were deployed, those techs would never be researched by the AI.  Obviously, an AI that can't fight back isn't much of a challenge.

The idea behind this mod was originally just to get the TA AI on the right track as far as weapons are concerned.  However as suggestions have been put forward by the community, more improvements have been made to the tech trees.  Some features have been driven by my own need to fix annoyances.

For example there is the AI's passion for spamming factories or labs onto every tile, crashing their early economy.  These basic improvements would get upgraded and then cost the AI even more in terms of miantenance and production cost, forcing the AI to run inefficiently with the production slider at far less than 100%.

All that's needed there is for the AI to be tweaked to skip building basic structures except on key planets where a boost is needed, and if it can be afforded.  Since nothing like that is forthcoming right now, the next best thing is to deprive human and AI alike of early structures that can cause economic meltdown, and in their place have Super Projects which allow for some single-planet focus.

N.B. Use the external link above or choose one of the versions below.  The successive versions are not patches, they contain  all the features of that version of the mod.  Extract the ZIP folder to your mods folder - if one doesn't already exist, create it.  If your mod select screen in-game is broken, see here to fix it.

Version History

v1: Re-categorises Space Weapons in the Weapons branch and as a Military category tech, for Altarians, Terrans, Drath, Korx, Thalan.

v2: Obsoletes Armor Plating, Chaff, and Superior Duranthium. Missile Defence Theory leads to Smart Chaff now.

The basic defence components yielded by early research into defences all start with a defence rating of 3.  However, they cost three times as much and are three times bigger than before.  Along the rest of the defence tech tree I have made the components take up more space and cost more but given them a proportionately better defence rating.  This includes any components that require Good alignment to unlock.

At various defence tech milestones however, you will get two components where you previously got one, the second component being a smaller (miniaturised) version of the first.  The list of these new components are:

  • Tritanium (5 Armour, requires Superior Tri-Strontium)
  • Duranvium (6 Armour, requires Kanvium III)
  • Zeronium (8 Armour, requires Zero-Point Armor)
  • Miniature Deflector (4 Shields, requires Barriers III)
  • Force Shields (7 Shields, requires Superior Force Fields)
  • Micro Barriers (9 Shields, requires Ultimate Invulnerability)
  • Micro ECM (6 Point Defence, requires PD Combo III)
  • Autodefence Turrets (9 Point Defence, requires Aereon Missile Defense)

 

What this new mod means is an end to all those AI ship designs (sometimes based around a small hull) which have a point or two of defence that doesn't do any good.  A ship will have a minimum of three points of defence if a defensive component is added.  By the time components that can give benefit to fighters are available, it's more likely for medium and large hulls to have been researched.

v3A: As Version 2, but with subtle changes to the Terran tech trees.  When playing against an AI using this tech trees, you may notice that they rotate their research projects more effectively.  Or not.  It's a beta, but I have seen it work really well so far.  In particular I have upped the value of a technology victory for the Yor tech tree, because they don't exactly have a lot of techs to help them do an Alliance or Culture victory.

As of version 3A the ultimate weapons are changed so that, as with the defences, they cost more, take up more space, and as compensation they do more damage.  You will still get a pretty mean weapon by doing the research, but you won't be able to fit so many on your ships.

Comparison of old and modded ultimate weapons
Weapon Old Damage New Damage Old Cost New Cost

Old Size

(small, large)

New Size

(small, large)

Doom Ray 22 48 150 330 11, 14 29, 39
Black Hole Gun 16 48 100 265 7, 10 33, 43
Nightmare Torpedo 25 50 160 280 12, 13 43, 48

 

v3B: Changes to the Terran, Yor, Altarian and Thalan tech trees. When playing against an AI using those tech trees, you may notice that they rotate their research projects more effectively.

Terran and Altarian tech trees have been altered a bit.  Instead of the single Planetary Improvements tech branching off from Artifical Gravity, you now have a group of four as follows -

  • Economic Improvements: opens up Xeno Economics
  • Research Improvements: opens up Xeno Research
  • Industrial Improvements: opens up Soil Enhacement, Extreme Colonisation, Xeno Farming, and Xeno Industrial Theory.
  • Starport Upgrades: opens up Interstellar Warfare, Interstellar Construction, Basic Logistics.

(Xeno Communications is unlocked by Xeno Research)

The technologies unlocked change in later versions of the mod.

The basic idea here was to make sure that the AI unlocks the technologies which would have been unlocked by researching Planetrary Improvements.

Improvement changes:
Research Labs, Traditional Factories and Market Centers have been chucked.  Instead you will get three new Super Projects.  The idea here was to not waste the opening of a game by building lots of rubbish improvements that will need to get upgraded anyway (wasting more time) and give both the player and AI some special improvements to use right away where they see fit.

Also in 3B are some new weapon sound effects.  Not strictly a fix as such, but it began to bug me in my last game that Quantum Drivers sounded really dorky.  Initially I changed them to use the newer sound that was shipped with Twilight of the Arnor, but it didn't quite jive with the animation so I ran some effects on it and eventually mixed in the crisp firing sound of mass drivers.  You may like it, or you may not.  You can always delete it.

Plasmas, Particle Beams and Lasers should also sound different.

 

v3C: Same as 3B but with fixes for Torian tech tree.  This adds a similar four-part structure for Planetary Improvements to try and stagger the development of economic improvements, research improvements, and everything else.  Schools are replaced by a Super Project, which helps to avoid an early-game choke.

Some Torian techs have been moved around and new ones have been added:

  • Advanced Space Liberation: Leads to Advanced Manufacturing, Planetary Bombardment, Planetary Defence, Advanced Logistics, More Space Weapons and Even More Space Weapons.
  • Advanced Manufacturing: Leads to Xeno Factory Construction, Fusion Power Plants.
  • Planetary Invasion : Leads to Advanced Troop Mod.  All the other invasion techs are part of the Advanced Space Liberation branch now.
  • Interstellar Construction: Is broken into parts I and II.

 

v4: Introduces Technology Progression research to the Terran tech tree.

These techs are fairly lengthy projects which serve to split the tech tree up a bit.  Because the TPs required for these have been borrowed from elsewhere in the tech tree, it doesn't slow you down by much, but it does encourage the AI (Terran AI at least) to develop its early technologies properly before moving on to the advanced stuff.

v4A: Adds Technology Progression research to Torian and Altarian tech trees.  I've limited the early choice of technologies in the Torian tech tree in an attempt to speed them through the early stuff faster.

Also in this version, defensive and offensive starbase modules require additional techs (from the weapon and defence trees) to unlock.  The Warp Disruption Field requires Warp Drive now, and the Yor get a module that reduces ship speed by 1, making it harder to travel through their territory.

The Torians and Altarians have new industrial improvements.  I've worked up some recoloured icons for them and the other improvements I've added.  Nothing fancy, just so you can tell them apart from other improvements.

v4B: Scales back the Torian mines to two-thirds what they pulled in 4A.  Adapted Factories lose a point of industry.  They still put a lot of colony ships out there, but the rush is not so overpowered now.

v4D: Fixes some of the mistakes I made when editing Starbase Modules.  Adds new starbase modules and makes the Stellar Fortification modules a bit less powerful (but they're still free, which is nice).  Version 4C was just an earlier version of this fix.

v4F: Scaled back the module requirements for the weapon and defence starbase modules. So for example, Laser Cannon now only requires Battlestations, before it required Battlestations II.  Also, fixed module requirements (they were broken, you could add modules without having pre-requisite modules).

v4G: Adds Technology Progression and Core Technologies to Yor tech tree.  Collectives are initially limited in number per planet, but gain small manufacturing bonuses.  Research Matrix gains a research bonus.  Terran tech tree is changed around slightly - New Propulsion Techniques isn't opened until Starport Upgrades.

v4H: Yor improvements toned back a bit, Collectives have an increased maintenance, but are still cheaper to build than they were.  Logistics, miniaturisation and manufacturing techs moved to later positions in the Yor tech tree.

Revised Yor/Iconian starting weaponry and research time.

Also, made Mass Drivers or Ion Cannons research a bit cheaper because it seemed totally overpriced in comparison to Yor or Iconian mass drivers research.  That basically affects anyone who is not Yor or Iconian.

Also adjusted cost of Technology Progression II in Terran tech tree to make it cheaper, redistributing TPs back to techs which come after it.

v4I: Dialed back the maintenance on Research Matrix a couple of bc, given that it's a one-per planet building.  More streamlining of the early tech tree for teh Yor and Terrans.  made Xeno Communications and Universal Translator part of Core Technologies II for Terrans.

Moved Xeno Communications and Universal Translator to later in the tech tree for the Yor because, basically, they do not need to be negotiating with other races in the early stages of the game.

Also, split up extreme planet terraforming technologies, the first stage can be researched fairly early on, the second comes a bit later with Advanced/Expert Colonisation.  Well, not for all races, because I haven't had nearly enough time to look at all of them, but the basic idea here was to stop the AI from burning lots of turns trying to make a few worlds 100% productive.

v4J: Overhauled the Drengin tech tree.  Obsoleted Basic Pits, Slaveling Imagination Lab, and Black Market, but added three Super Projects for the Drengin to build at the start.

v4K: Added a new firing sound for the Ion Cannon (Drengin).  Nerfed Torian Basic Mine and removed the Core Mine altogether (the Adapted Factory now upgrades the Basic Mine).  Limited the basic Particle Beam to just the Drengin, Korath, Arcean and Thalan racesm and added 5bc to its cost.  Reduced the cost of Ion Cannons.  Massively reduced the research time for Drengin to research Planetary Invasion and Ultimate Shock Troops.  However all but the first in the line of Planetary Defence techs is stripped from their tech tree.

v5: The last tier of weapons on the tech tree before Ultimate weapons take much longer to research.  This makes it worthwhile pursuing weapons research that takes less time.  Ultimate weapons research takes significantly longer than before.

The Nano Ripper (new name: Singularity Ripper) has been scaled up so that it is more of a capital ship weapon.

A number of starbase modules have been stripped along with their pre-requisite techs.  There are still defensive and ship assist modules available, but not as many.  Some production assist and culture modules have been removed.  All but one of the sensor modules have been removed.  Mining modules are basically untouched.

The reason for this is because as has been mentioned, the AI cannot read past a certain arbitrary limit.  Accordingly, the module list below has been shortened.

 
Module Properties Requires Tech Requires Module Cost (bc)
Laser Cannon +2 Beam Attack (Starbase) Laser V Battlestations 50
Kinectic Diffuser +2 Beam Attack (Starbase) Kinetic Streams III (Yor) BattleStations 50
Railgun Battery +2 MD Attack (Starbase) Mass Drivers III BattleStations 50
Pulveriser Cannon +2 MD Attack (Starbase) Scatter Blaster III (Yor) BattleStations 50
Stinger Missiles +2 Missile Attack (Starbase) Stinger IV BattleStations 50
Seeker Missiles +2 Missile Attack (Starbase) Seeker III (Yor) BattleStations 50
Nordstrom Shields +6 Beam Defence (Starbase) Shields Battlestations 200
Duranthium Plating +6 MD Defence (Starbase) Duranthium Battlestations 200
PD Batteries +6 Missile Defence (Starbase) Point Defence Battlestations 200
Plasma Diffuser +7 Beam Attack (Starbase) Plasma Weapons Battlestations 200
Graviton Mauler +7 MD Attack (Starbase) Graviton Driver Battlestations 200
Photonic Charges +7 Missile Attack (Starbase) Photonic Torpedo Battlestations 200
Nordstrom Force Fields +12 Beam Defence (Starbase) Force Fields Battlestations 400
Kanvium Plating +12 MD Defence (Starbase) Kanvium Battlestations 400
Drone Sentries +12 Missile Defence (Starbase) Droid Sentries Battlestations 400

v5A: Reworked the Terran and Drengin tech trees, just moving stuff around here and there.  Sensors techs are now spread out through the tech trees.  Techs which give access to a research facility cost 20% less.  Added Super Projects for Tech Progression research.  Added GC2Ships.xml which contains the nerfed Arnorian Ranger and Super Dominator Corvette designs.  Fixed up the Arceans to be more predatory with a +1 speed bonus instead of a speed nerf, but they take a -20 to Defence.  Various silliness fixes in Iconian tech tree.

The new Super Projects are:

  • Infinity Tech Labs: 18 tp, 14 bc maintenance.
  • Pear Shaped labs: 4 tp, +20 to Research ability, 8bc maintenance.
  • Nordstrom Technologies: +15 to Hitpoints ability, 2tp, no maintenance.

v5B:

  • Added Technology Progression and Core Technologies to Korx tech tree.
  • Added Technology Progression and Core Technologies to Arcean tech tree.
  • Restricted the number of money-sucking improvements the Thalans can build.
  • Added Universities to Core Technologies for Torians.
  • Reworked Korx tech tree slightly for visual consistency, altered pre-requisites for Cut-Throat Competition and Mercenaries.
  • Reworked Torian tech tree slightly for visual consistency.
  • Bugfixed Arcean tech tree and reworked for visual consistency.
  • Sparrow missile costs more but takes less space, though not as space-efficient as Stinger or Seeker I.
  • (Advanced) Navigation Centre takes less time to build, +5% HP bonus added.
  • Removed some extra files from the package that were in the wrong directory.

v5C:

  • Arcean tech tree fixes:
    • Moved Xeno Business (Xeno Anthropology) because early on in the tech tree it could be an unnecessary distraction for the AI.
    • Moved Interstellar Navigation in the tech tree to match the order it appears in its group.
    • Miniaturisation techs are split into three groupings.
    • Xeno Engineering is now Industry branch, Manufacturing category
  • Reduced the build cost of Invention Matrix and Discovery Sphere to be more in line with the cost of Research Academy.

  • Iconian tech tree now features Technology Strategy techs.  These are basically the same deal as the Technology Progression techs, but the Super Project list is different:

    Technology Strategy I - Centre for Intellect Studies, +20 to Research ability and +4tp

    Technology Strategy II - Precursor Weapons Lab, +20 to Weapons ability and +4tp

    Technology Strategy III - Galactic Technology Centre, +150% research on planet and +22tp

  • Four new Iconian improvements:

    Precursor Repository - upgrade for Precursor Library, +20% research on planet and +16tp (respectively, 10% and 4tp better)

    Precursor Matrix - upgrade for Precursor Archive, +40% economic bonus on planet +10% influence bonus and +12tp (respectively, 30% better on economic bonus and 2tp better on research)

    Enhanced Invention Matrix - 17tp, 3tp more than the standard Invention Matrix

    Enhanced Discovery Sphere - 21tp, 3tp more than the standard Discovery Sphere

  • Research Centre has a new look to set it apart from the Iconian refinery.
  • Unbuildable stock ships left over from DL and DA are now hidden so they don't show up in the tech tree.
  • Farms are now one per planet, and give a percentage boost of 25% or 50% rather than a straight +mt food increase.
  • An Improved Colony is now available for construction, technology needed varies depending on tech tree.
  • Thalan tech tree reworked using Technology Adaptation I through III as separators.  They now start with Planetary Adaptation instead of Interstellar Construction (you may need to press Clear on their race config screen first).
  • Devils' Forge upgrades to Slaveling Training Center.
  • Slaveling Training Center boosts production by 25% and adds 10 mp, and upgrades to Artificial Slave Pods.
  • Artificial Slave Pods boost production by 30% and adds 12 mp.

v5D:

  • Engines re-costed as follows:

    Speed 1

    • Hyperdrive, Hyperdrive Plus: 20
    • Ion drive, Stream Drive: 15

    Speed 2

    • Impulse Drive I - III: 30

    Speed 3

    • Warp Drive I - IV: 45

    Speed 4

    • Warp Drive V: 60
    • Hyperwarp I: 55
    • Hyperwarp II: 50

    Speed 5

    • Hyperwarp III: 75

    Speed 6

    • Stellar Folder: 120
 
  • New defences for Good-aligned civs: 
    • Duranthium Battle Armour, +9 Armour, cost 95
      Prerequisites for research: Duranthium III and Good alignment.
    • Psionic Defence, +16 PD, cost 140
      Prerequisites for research: PD Combo III and Good alignment.
  • Sensors and sensor array re-costed and re-sized, research cost for sensor array reduced by quite a bit
  • Re-costed the Yor Doom Ray research project.
  • Added a custom race as an opponent, with a close copy of the Yor tech tree and the Super Warrior ability.
  • Added the Omega Beam research project to the tech trees with Disruptors.  It replaces Doom Ray and makes it more worthwhile picking beam weapons in the end game with those races.
  • Omega Beam: Damage 66, Cost 405, uses the Disruptor II weapon model.  Custom sound effect based on the disruptor sound effects, but same Doom Ray animation.
  • Hopefully fixed Arceans getting stuck on Weather Control research.

v5E:

  • Trimmed Minor Tech Tree so that they have a headstart.
  • Minor XML tweaking in the main tech tree.

v5F (Unreleased):

  • Weather Control Zenith improves PQ by 4 instead of 3, has maintenance 2 and improves food production by 50%.
  • Farming techs removed from Arcean tech tree (otherwise they could have large unhappy populations!)
  • Arcean first-tier weapon tech costs reduced by 50%.
  • Arceans have earlier access to a low cost version of Advanced Logistics, but later logistics techs in their tech tree cost more.
  • Minor races did not have Hyperdrive defined as Propulsion category, fixed.
  • Made some consistency changes and fixes to Krynn tech tree.

 

Extra:

Patch to radically lower research output.  Extract to Mods\SWFix_ModV\Data and overwrite PlanetImprovements,xml if prompted.  You may want to backup that file first.

This will not only limit the output of research structures, it will also restrict how many of them you can place on one planet.  Some 1pp research boosters have been turned into Super Projects.

415 Replies
Search this post
Subscription Options


Reason for Karma (Optional)
Successfully updated karma reason!
March 22, 2012 1:31:25 PM from GalCiv II Forums GalCiv II Forums

Quoting MarvinKosh,
Oh, just caught this, don't build the Personalised Advertising trade good.  It will crash your game.

Figure this one out?  I didn't have trouble adding two trade goods, so curious what may be the issue.

I like your ideas for the Drengin/Korath improvements.  I may use something similar.  In fact, it's not such a bad idea to have all the +% improvements provide some base output to help offset the typically horrible AI placement.

Reason for Karma (Optional)
Successfully updated karma reason!
March 22, 2012 2:18:14 PM from GalCiv II Forums GalCiv II Forums

The presence of a +mp on it may help the AI to group it with similar improvements to specialise a planet as a ship-cranker.  If not, the two tiles that are saved may get devoted to +mp improvements anyway, so while it won't necessarily make a planet good for making ships quickly, the %mp may not be wasted so often.

The problem with trade goods is that the improvements editor doesn't save the ID that you input.  Easy fixed by editing the XML directly, now that I know that it's a problem.

Reason for Karma (Optional)
Successfully updated karma reason!
March 23, 2012 2:06:34 PM from GalCiv II Forums GalCiv II Forums

Question:

Will the AI personalities have to be set to a certian value for the mod to work?

Reason for Karma (Optional)
Successfully updated karma reason!
March 23, 2012 3:52:12 PM from GalCiv II Forums GalCiv II Forums

The latest version includes RaceConfig.xml in the mod, with AI personalities already set.  You may need to reset a race to get it to pull this information from the file in the mod.

I figured that since I had to include this anyway to put in the Arcean speed boost, I might as well set the personalities while I was there.

Reason for Karma (Optional)
Successfully updated karma reason!
April 1, 2012 7:51:27 PM from GalCiv II Forums GalCiv II Forums

Minor Arcean tech tree fixes

  • Moved Xeno Business (Xeno Anthropology) because early on in the tech tree it could be an unnecessary distraction for the AI.
  • Moved Interstellar Navigation in the tech tree to match the order it appears in its group.
  • Miniaturisation techs are split into three groupings.
  • Xeno Engineering is now Industry branch, Manufacturing category.

The new farm improvements seem to do the trick.  The basic ones don't multiply on bonus tiles and of course, they're 1 per planet.

Reason for Karma (Optional)
Successfully updated karma reason!
April 2, 2012 8:56:56 AM from GalCiv II Forums GalCiv II Forums

Need to think about unique research improvements for the Iconians.  As things stand, they have no upgrade path for the Precursor Library or Archive, and they have no inclination to build Research Centres or Research Academies with those in place.

Reason for Karma (Optional)
Successfully updated karma reason!
April 2, 2012 9:02:01 AM from GalCiv II Forums GalCiv II Forums

The AI still seems to think it's a great idea to use bonus tiles (like 300% bonus to research) for something else, like an economic structure.  It seems to lack the ability to hold off on using a tile until a better-matching improvement comes along.

Reason for Karma (Optional)
Successfully updated karma reason!
April 2, 2012 10:24:15 AM from GalCiv II Forums GalCiv II Forums

I've reduced the build cost of Invention Matrix and Discovery Sphere to be more in line with the cost of Research Academy.

I've also added the new Iconian research improvements, which will be more expensive to run and cost more to build but incredibly productive.

Reason for Karma (Optional)
Successfully updated karma reason!
April 2, 2012 11:50:46 AM from GalCiv II Forums GalCiv II Forums

Good grief, no wonder the Iconians have been so economically backward, their economic techs are wrongly categorised, and the Merchant Emporium doesn't upgrade the Barter Station.

Plus I need to do some serious retooling of their tech tree.

Reason for Karma (Optional)
Successfully updated karma reason!
April 2, 2012 2:22:57 PM from GalCiv II Forums GalCiv II Forums

Quoting MarvinKosh,
Good grief, no wonder the Iconians have been so economically backward, their economic techs are wrongly categorised, and the Merchant Emporium doesn't upgrade the Barter Station.

Plus I need to do some serious retooling of their tech tree.

Ouch. I vaguely recall those problems.  As I've been ironing out the kinks and trying to balance everything, I just started kicking around the idea of giving everyone the normal economic techs.  Not sure which way I want to go in the end, but I think it's a good thing that I've gotten to that point.

Reason for Karma (Optional)
Successfully updated karma reason!
April 2, 2012 3:09:07 PM from GalCiv II Forums GalCiv II Forums

Pretty sure I wouldn't touch the Iconian ones.  Granted, the Merchant Emporium is a little weedy, but the Merchant Trade Complex?  That's basically an economic capital per planet, if needed!

I've spent the evening working on the new Iconian tech tree, which features Technology Strategy techs.  These are basically the same deal as the Technology Progression techs, but the Super Project list is different:

Technology Strategy I - Centre for Intellect Studies, +20 to Research ability and +4tp

Technology Strategy II - Precursor Weapons Lab, +20 to Weapons ability and +4tp

Technology Strategy III - Galactic Technology Centre, +150% research on planet and +22tp

There's also four new Iconian improvements:

Precursor Repository - upgrade for Precursor Library, +15% research on planet and +20tp (respectively, 5% and 8tp better)

Precursor Matrix - upgrade for Precursor Archive, +20% economic bonus on planet +10% influence bonus and +14tp (respectively, 10% better on economic bonus and 4tp better on research)

Enhanced Invention Matrix - 50% more output than a regular invention matrix, but costs 50% more to build and maintain, too.

Enhanced Discovery Sphere - see above.

However, they lose Research Centre and Research Academy technologies, along with the improvements those grant.  The Iconians didn't have Advanced Computing in the first place.

I may have to dial some of these back a little, so that the Iconians don't go into a late-game economic meltdown.

Reason for Karma (Optional)
Successfully updated karma reason!
April 3, 2012 1:29:54 AM from GalCiv II Forums GalCiv II Forums

Quoting MarvinKosh,
I may have to dial some of these back a little, so that the Iconians don't go into a late-game economic meltdown.

I wouldn't worry too much about that, my experience playing as the Iconians tends to be that even without trading for/capturing Banking Centers or Stock Markets their economy is healthy in the late game, thanks to Merchant Trade Complexes. The early game is another matter, as they suffer from high maintenance on their structures and they do struggle a bit - in my Iconian games I have rushed the economy techs as a matter of survival. Once a few MTCs are built they start to do better and are soon very healthy indeed. In my last game against them I also gave them back the government techs under different names, which seemed to benefit them. Indeed, they like culture techs in general and I think they therefore benefit from influence/tourism a lot, though I haven't looked into this in any great detail.

I think the AI is pretty good about building Merchant Trade Complexes on all planets, except ones that it has already filled up! I would avoid putting the MTC too deep into the tech tree as they are pretty critical to keeping the Iconians alive.

Finally, I really like the idea of the library/archive upgrades, they make a lot of sense.

Reason for Karma (Optional)
Successfully updated karma reason!
April 3, 2012 6:03:14 PM from GalCiv II Forums GalCiv II Forums

I've been playing the Iconians in a Normal tech speed game, and I think I'm doing quite well.  I'm not sure how well the AI would do in my place, I guess I'll have to try a game with them as Iconians and see how they do.

Reason for Karma (Optional)
Successfully updated karma reason!
April 16, 2012 11:13:35 PM from GalCiv II Forums GalCiv II Forums

Well my Iconian game has been interesting to say the least.

The Enhanced Invention Matrix and the Precursor Repository are pure overkill.  Granted, maybe I'm just building too many of them at the current stage of the game, but I'm struggling to keep money rolling in as things stand.

The Robotic Farm (which has the same stats as the Advanced Farm in the mod) has not really worked out as well as I'd hoped.  When it goes on a bonus tile, the population cap goes up by quite a bit.  I'm thinking that I will give it the same stats as the mid-level farm, and ditch Advanced Farms entirely, instead per Sole Soul's suggestion granting an upgrade to the initial colony of +2mt food.  Since that isn't going to go on a bonus tile, I don't need to worry about the increase getting magnified.

The Iconians miss out on some cool stuff like Political Capital because they don't have interstellar Government techs.  Going to have to look into that.

A mod update will come, but not right away.

Reason for Karma (Optional)
Successfully updated karma reason!
April 21, 2012 12:57:29 PM from GalCiv II Forums GalCiv II Forums

I noticed that it's possible to hide the built-in ship designs that are left over from DL and DA, by using

        <Ignore>1</Ignore>

in GC2Ships.xml so I'll be including that in my next release.

I've also come up with a recolour of the Interstellar Refinery to use for the Research Centre, currently they both look the same.

Reason for Karma (Optional)
Successfully updated karma reason!
May 4, 2012 2:37:25 PM from GalCiv II Forums GalCiv II Forums

I installed Windows 7 on my desktop today so I'll be looking forward to seeing how the mod works in larger galaxies (in Windows XP, I had trouble sticking with Immense because of the memory limitations).

Reason for Karma (Optional)
Successfully updated karma reason!
May 8, 2012 7:50:47 PM from GalCiv II Forums GalCiv II Forums

Noticed that the Thalans aren't building any labs in my latest game.  Going to have to revisit their tech tree and make sure they do actually unlock the first level buildings.

Reason for Karma (Optional)
Successfully updated karma reason!
May 13, 2012 2:49:03 PM from GalCiv II Forums GalCiv II Forums

Funny thing, the Thalans actually already have a sort of tiered tech tree, so it's proving to be fairly easy to rearrange their technologies into an AI-optimal pattern.

Reason for Karma (Optional)
Successfully updated karma reason!
May 13, 2012 4:04:20 PM from GalCiv II Forums GalCiv II Forums

Okay, new version is up, see top post for download and details.

Reason for Karma (Optional)
Successfully updated karma reason!
May 17, 2012 5:32:37 PM from GalCiv II Forums GalCiv II Forums

For next version, I'm planning on adding a couple of new Good-aligned ship defences (and techs to go with them).  Because while there are two funky bonus shield modules, there's only one for armour or point defence which needless to say kind of sucks, especially when some of the races in the mod have their defence techs chopped into two halves.  I found myself today thinking "Right, I need to stop the Drengin, but I should really research my super special awesome Arnorian Battle Armour... wait, I have to research all the way past Technology Progression III?  Who's responsible for this??! Oh, right, that would be me..."

Ironically, now I need to stop the Thalans and Korx who are apparently going to become godlike a little bit at a time, but it would still help if being Good actually helped in the way it's supposed to.

Reason for Karma (Optional)
Successfully updated karma reason!
May 18, 2012 2:39:29 PM from GalCiv II Forums GalCiv II Forums

I'm also considering cutting the cost of engines.  My reasoning here is that they have become expensive AND bulky since DL, and the AI takes one look and says "I'm not fitting that."  Even I have a hard time justifying the cost, although I'm giving it a go in my current game because an Immense galaxy really does live up to the name.

Here's what I'm planning:

Speed 1

  • Hyperdrive, Hyperdrive Plus: 20
  • Ion drive, Stream Drive: 15

Speed 2

  • Impulse Drive I - III: 30

Speed 3

  • Warp Drive I - IV: 45

Speed 4

  • Warp Drive V: 60
  • Hyperwarp I: 55
  • Hyperwarp II: 50

Speed 5

  • Hyperwarp III: 75

Speed 6

  • Stellar Folder: 120
Reason for Karma (Optional)
Successfully updated karma reason!
May 19, 2012 1:42:46 PM from GalCiv II Forums GalCiv II Forums

Stats on the new defences:

  • Duranthium Battle Armour, +9 Armour, cost 95
    Prerequisites for research: Duranthium III and Good alignment.
  • Psionic Defence, +16 PD, cost 140
    Prerequisites for research: PD Combo III and Good alignment.
Reason for Karma (Optional)
Successfully updated karma reason!
May 22, 2012 4:16:25 PM from GalCiv II Forums GalCiv II Forums

Well I finally got far enough in my current game to compare Quantum Driver I to Quantum Driver II.  On a huge hull I got a massive reduction of 1 in space used, for the same firepower and cost.  Underwhelming much?  Granted, it's now 6 damage instead of 4, but I spent close to two years with the research slider maxed out just to get them.

Two thoughts occur to me.  First of all, it might not hurt to dial back the TP increase I gave these top tier weapons.  Second of all, if I don't do that, then I may want to look at some other kind of bonus to make it worthwhile to human and AI alike.  Off the top of my head, maybe a spin-off project like Quantum Rifles for a tidy soldiering bonus.

Reason for Karma (Optional)
Successfully updated karma reason!
May 22, 2012 11:35:41 PM from GalCiv II Forums GalCiv II Forums

I finally finished a game!  Woohoo!

Turns out, while the Thalans were a thorn in everyone's side what with starting wars, nobody could have guessed that the Altarians would almost win with a cheeky Technology Victory romp.  They even had time beforehand to research Ultimate Space Weapons, get their own Quantum Drivers, and start making a serious dent in the Thalan fleet.

Unfortunately for them, I noticed them as they were researching Beyond Mortality, immediately barreled down the Tech Vistory path, and won with a fifteen week lead.

It was a very interesting game with quite a few planet quality boost events, wars started by disgruntled workers, the Peacekeepers showed up, oh and Ultradrive was invented which meant that at the end of the game my standard military ships had 19 moves.  But no Dread Lords.

Reason for Karma (Optional)
Successfully updated karma reason!
May 23, 2012 5:02:49 PM from GalCiv II Forums GalCiv II Forums

Noticed in the Yor tech tree that Doom Ray hasn't been re-costed.  Oops.

Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108434  walnut1   Server Load Time: 00:00:00.0000797   Page Render Time: