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!
May 23, 2012 8:06:54 PM from GalCiv II Forums GalCiv II Forums

I'm also going to look at adding some custom races that anyone can use either to play or play against.  Already started having a look at it in the FlavorText file.  It's a pretty cool thing actually, being able to have all the in-game text reflect on that race in a not-generic way.  It's also a bit time-consuming!

Especially when I try and get them to actually show up and be selectable.

Reason for Karma (Optional)
Successfully updated karma reason!
July 2, 2012 6:56:17 AM from GalCiv II Forums GalCiv II Forums

Hey, just so you know, my site is temporarily unavailable!  No technical issues, I've just been so busy that I forgot to renew it, and I almost never check the e-mail that my hosters send to.

I called them and they said they could get it reactivated by the end of the week.

So if you're looking for the mod, I've temporarily uploaded it here.

Reason for Karma (Optional)
Successfully updated karma reason!
July 2, 2012 2:11:25 PM from GalCiv II Forums GalCiv II Forums

can you post a link to this site of yours

 

Reason for Karma (Optional)
Successfully updated karma reason!
July 2, 2012 3:16:51 PM from GalCiv II Forums GalCiv II Forums

It's the same site that the top post links to.  It wouldn't be much use me linking it while it's down.

Reason for Karma (Optional)
Successfully updated karma reason!
July 9, 2012 8:37:37 AM from GalCiv II Forums GalCiv II Forums

Hi,

Just got back into the game and decided to get the latest version of your mod and give it a go. So far so good, but I have noticed two small potential issues:

1. With the long research times for some of the core technologies in your tech tree (70+ turns), I've noticed taking the creativity (+25%) trait (I believe) really helps to the point that I rarely finish one of those techs without it finishing early. Seems like creativity really helps to the point that it is overpowered. I've never taken that trait before so I could be wrong!

2. I have found it easy to tech trade with minor races to get space militarisation so I can start researching further up the tech tree and potentially get weapon techs before anyone else. I might be wrong as I haven't investigated much due to time, but this could be overpowered again.

I would like your opinion on these potential issues, even if I am completely wrong!

 

On a slightly unrelated note, is the AI meant to expand as quickly as it does? It seems to be extreme compared to the original game! Either that or I am remembering things incorrectly! I seem to have to produce colony ships at a very high rate, to the point that I do no social improvements and very little research until all class 7 or above planets are taken without going deep into the other race's areas. This also causes issues for a good few turns after all those planets have gone as I need to let the new planets grow enough to make money. Now I look forward to any anomaly with extra credits!

Thanks 

Reason for Karma (Optional)
Successfully updated karma reason!
July 9, 2012 9:25:34 AM from GalCiv II Forums GalCiv II Forums

Well yes the Creativity can be a bit overpowered in some places but remember - the AI can do this too.  If you're playing with the Creative ability pick or a tech tree that gives away bonus Creative points, then it's only fair to play against an AI with similar abilities.  This is true whether you're playing modded or unmodded.

I haven't really finished up working on minors, so their tech tree may have easy access to Space Militarisation.  I really don't play with tech trading on anyway as it's too easy to abuse.

Reason for Karma (Optional)
Successfully updated karma reason!
July 9, 2012 10:24:06 AM from GalCiv II Forums GalCiv II Forums

Thanks for the reply, that makes sense.

I think I will turn of tech trading because, as you mentioned, it is a really easy way to abuse and catch up in a neglected area of the tech tree!

I have been reading your 'If anything can go wrong, it will go wrong' AAR and have noticed that some of the races were getting military ships within the first year. In my couple of test games, no one got any military stuff, but admittedly those games never made it to the end of year two. Is this normal?

 

Thanks again

Reason for Karma (Optional)
Successfully updated karma reason!
July 9, 2012 12:39:48 PM from GalCiv II Forums GalCiv II Forums

Yeah it's normal.  Since I did the AAR I've tinkered with the tech trees some more so that military comes later in the game.  It's not because I thought that the early game wars were a bad thing, but not having the economy to sustain them meant that the AI's initial military advantage just disintegrated because it was forced to reduce spending.

Reason for Karma (Optional)
Successfully updated karma reason!
July 13, 2012 4:47:35 AM from GalCiv II Forums GalCiv II Forums

Hi again!

I've played a couple of games now just to get used to the mechanics of the new tech tree and all has been going well but I have noticed a few things that seem a little strange which I don't know if they are related directly to your mod, or whether the AI is just good at its job now with your changes. FYI, all the AI's are set to tough, and all these happen before the 2 year mark.

  1. The AI seems to get more colony ships out, even though I have my capital churning them out every 4 turns with me purchasing some too at the beginning. How do they do it?!
  2. I always seem to be last in economy with the highest AI being double my rating. In fact one AI colonised my 'Mars' planet and it flipped within 2 turns and they already had a starport and two economy buildings, obviously bought, but that would be costing them much more than it was making, so how come their economy is still so much better? They only had about 5 more planets than me!

Thanks

Reason for Karma (Optional)
Successfully updated karma reason!
July 13, 2012 6:28:22 AM from GalCiv II Forums GalCiv II Forums

I'm looking for an all-in-one mod. Which should I use, Tol's or this mod and why? Also, I can't seem to select a mod folder for some reason in-game.

Reason for Karma (Optional)
Successfully updated karma reason!
July 13, 2012 8:07:12 AM from GalCiv II Forums GalCiv II Forums

Quoting Xela Namyt,
Hi again!

I've played a couple of games now just to get used to the mechanics of the new tech tree and all has been going well but I have noticed a few things that seem a little strange which I don't know if they are related directly to your mod, or whether the AI is just good at its job now with your changes. FYI, all the AI's are set to tough, and all these happen before the 2 year mark.


The AI seems to get more colony ships out, even though I have my capital churning them out every 4 turns with me purchasing some too at the beginning. How do they do it?!
I always seem to be last in economy with the highest AI being double my rating. In fact one AI colonised my 'Mars' planet and it flipped within 2 turns and they already had a starport and two economy buildings, obviously bought, but that would be costing them much more than it was making, so how come their economy is still so much better? They only had about 5 more planets than me!

Well the thing is, with a lack of early industrial and research structures, the AI has a better economy.  The nerf on initial colony means that less research is done by everyone, which again means less progress but less economic meltdown as planets are gained.  Of course their economies will suffer eventually if they colonise too fast.

It's difficult to compete with the AI for planets and I tend to find that I trail behind them a bit, even with the speed advantage that the Terrans have.  I've found that I need to devote a lot of funding to Military in order to crank the colony ships out fast enough.  It is actually very useful to have a military production ability pick or Industrialist party in the early game now.

Basically, I found that in many ways I was holding back because my expectations of the AI weren't all that high.  Now that I'm no longer expecting a pushover, I find my style of gameplay to be a bit more ruthless.

Reason for Karma (Optional)
Successfully updated karma reason!
July 13, 2012 8:28:29 AM from GalCiv II Forums GalCiv II Forums

Quoting RKade8583,
I'm looking for an all-in-one mod. Which should I use, Tol's or this mod and why? Also, I can't seem to select a mod folder for some reason in-game.

Well Tolmekian's mod has some features that mine doesn't have (such as better minors).  I have focused more on the tech tree and weapons but as I note above I have also touched on important early-game economy issues.

It bugged me that right after you research a tech there may be a new tech available right away that makes it worthless.  I didn't like that, and I didn't like that the AI was willing to spend so much time obsoleting its recently-discovered technology, so I aimed to rearrange the tech trees into branching tiers so that the AI doesn't miss anything too important as it advances, but it gets some use out of what it has researched.  There is more time for it to breathe in between auto-upgrades.

I rebalanced a lot of the weapons, in terms of damage, size and cost, and most recently research time.  Defence modules are now mostly useful on capital ships, although later in the defence tech trees there are miniaturised versions that can be used either on fighters or to provide a small boost on larger ships.

I also shook up starbase modules a bit, removing some in order for the AI to use them in the game, and changing the pre-requisites for weapons and defence modules so that Starbase Fortification techs are basically obsolete.

Try them both and see.  You may need to reset races in between because, for example, I turn the Arcean's speed penalty into an increase and give them a malus to Defence.

As for the mod screen problem, there's a fix for it here.  

Reason for Karma (Optional)
Successfully updated karma reason!
July 13, 2012 10:23:35 AM from GalCiv II Forums GalCiv II Forums

Thanks for the info and the fix. I think I'd prefer yours to his as I... don't really care about minors that much. I don't even use them.

Reason for Karma (Optional)
Successfully updated karma reason!
July 13, 2012 11:13:29 AM from GalCiv II Forums GalCiv II Forums

Quoting MarvinKosh,

Well the thing is, with a lack of early industrial and research structures, the AI has a better economy.  The nerf on initial colony means that less research is done by everyone, which again means less progress but less economic meltdown as planets are gained.  Of course their economies will suffer eventually if they colonise too fast.

It's difficult to compete with the AI for planets and I tend to find that I trail behind them a bit, even with the speed advantage that the Terrans have.  I've found that I need to devote a lot of funding to Military in order to crank the colony ships out fast enough.  It is actually very useful to have a military production ability pick or Industrialist party in the early game now.

Basically, I found that in many ways I was holding back because my expectations of the AI weren't all that high.  Now that I'm no longer expecting a pushover, I find my style of gameplay to be a bit more ruthless.

 

Ah, so it's not just me who is having issues with the greatly improved AI then! I always went a little slower than I could, but now with your mod I really need to move fast!

How do you expand? Colonise as you find planets, or go as far as you can until you can't go any further due to range or borders and then settle the furthest colony first? 

I used to colonise the better planets as I go and let the AI colonise the sub class 7 planets in my territory as they would flip soon enough, but they don't as much with your mod, probably down to lesser influence maybe?

 

Thanks

Reason for Karma (Optional)
Successfully updated karma reason!
July 14, 2012 12:02:28 AM from GalCiv II Forums GalCiv II Forums

Quoting Xela Namyt,
Ah, so it's not just me who is having issues with the greatly improved AI then! I always went a little slower than I could, but now with your mod I really need to move fast!

How do you expand? Colonise as you find planets, or go as far as you can until you can't go any further due to range or borders and then settle the furthest colony first? 

I used to colonise the better planets as I go and let the AI colonise the sub class 7 planets in my territory as they would flip soon enough, but they don't as much with your mod, probably down to lesser influence maybe?

 

Thanks

Well as the Terrans I tend to build the Innovation Centre on Earth and get it to crank very basic colony ships - no engines, just a colony module and some life support.   Though, I may want to revise this strategy now because I altered the cost of engines.

I tend to look not just for planet quality but access to asteroids, because this can be useful for creating a secondary colony ship cranker.

The advantage of having many cheap colony ships flying around is that I can afford to land some on worlds I already own to boost the population, launch with just 1M colonists, return to Earth to refill and then fly to an unclaimed world.  This helps my economy and it also helps with colonial expansion (because the colony ships being cranked at a secondary site need to get colonists from somewhere).

I avoid the temptation of just settling anywhere and prefer to keep my empire as contiguous as possible even if I get a smaller grab, but if I spy a high-quality world far away I will at least try and snag it.  The way I see it, just because another empire claims a planet now, doesn't mean they're going to hang onto it.  Above all, when the economy starts to overheat from having so many colonies, I cut back on the number of colonies making ships and building improvements.  Better to only have one colony making ships at 100% production slider than a lot of them but only running at 33%.

Reason for Karma (Optional)
Successfully updated karma reason!
July 14, 2012 6:05:24 AM from GalCiv II Forums GalCiv II Forums

Two questions (one's a stupid newbie question, I know)

How close is this project to completion or is it one of those ones that is complete until you find a way to make it better?

How do starbases work? Am I supposed to fill my territory with them? I come from Civ4 and I have everything else understood except for those starbases.

Reason for Karma (Optional)
Successfully updated karma reason!
July 14, 2012 10:57:06 AM from GalCiv II Forums GalCiv II Forums

Quoting RKade8583,
Two questions (one's a stupid newbie question, I know)

How close is this project to completion or is it one of those ones that is complete until you find a way to make it better?

How do starbases work? Am I supposed to fill my territory with them? I come from Civ4 and I have everything else understood except for those starbases.

Well as things stand, the mod does what it was supposed to do.  But as I play games with the mod or as I hear feedback I find there are ways it can be improved further.  It's actually been a couple of months since I fired up GC2 because I've been playing Star Trek Online, even I need a break from TBS now and then.

Starbases are multi-purpose space forts, in a nutshell.  You can only have four of them in a given sector, so you need to choose carefully which (if any) you will build in a given sector.

Economic starbases magnify industrial and research capacity on planets within the circular range, or can be used to improve income from trade routes (best used in a sector far from your planets, where many of your trade routes pass through).

Military starbases can increase the attack and defence of your ships with assist modules, slow down enemy ships with warp interdictors, or speed up your ships with stellar wakes.

Influence starbases can magnify your influence on another civ's planet or mining bases (but minor civs are unaffected) and can also counteract another civ's influence if your planets are being swayed by their culture.

These affects can stack.

Mining starbases are built only on a resource.  They exert influence over the space that they're in like the above three starbases, but only influence starbases can ramp the influence up to frightening levels.  Mining starbases extract that resource, which improves a particular ability of your civ.  They have no other effect.

All of these starbases can be equipped with defensive and offensive modules in case they are attacked, but in the later game these are inadequate and you will need to either intercept fleets before they can attack and destroy your starbase (which eliminates the improvement to your civ's ability) or station a fleet or three in the same square as your starbase.

Then there are Terror Stars.  Unlike the other starbases, these can move, at the blistering speed of 1 square per turn.  Their sole purpose is to destroy stars, and therefore anything in the star system at the time.  They are not used up in the process but since they have no conventional defences, you will need to protect them with a fleet to get them into position.

Reason for Karma (Optional)
Successfully updated karma reason!
July 14, 2012 11:10:48 AM from GalCiv II Forums GalCiv II Forums

Cool. Thanks for the analogy. Now I have an idea of what to do with them.

Reason for Karma (Optional)
Successfully updated karma reason!
July 18, 2012 3:44:27 PM from GalCiv II Forums GalCiv II Forums

I only recently picked this game back up after playing for a while years ago, and what an awesome job you've done with this mod.

 

I'm wondering after my current game if there's some problem with loyalty?  I have really high influence and I happen to be situated between the Korx and the Yor.  The Yor planets have been flipping over to me like crazy, but each Korx world has taken a long, long time.  Isn't it supposed to be just the opposite--the Korx are easy to flip because they're mercenary and the Yor are hard because they're robots?  Currently, the Korx have a -16% loyalty modifier while the Yor are at 102%.   Could just be weird luck, but it's happened with several planets on each side; I get the Yor planets shortly after my influence gets to 4.0 over them, but I've been at 10+ with some Korx planets for a while with no results so far.  Or it could be a known issue I'm not aware of, or maybe I'm misunderstanding loyalty.  But if it's a problem, could it be fixed by changing all loyalty bonuses to penalties and vice-versa?  I know it's not one of the more important attributes, but something seems fishy.

Reason for Karma (Optional)
Successfully updated karma reason!
July 19, 2012 1:35:42 AM from GalCiv II Forums GalCiv II Forums

Yeah, it does seem to be rather easy to subvert Yor worlds, although I've never compared the Yor and Kor in terms of how easy it is to get their planets to flip.  I would bet on some kind of wraparound bug in calculation.  Nothing I can do about that though, except maybe to nerf the Yor loyalty down and see if that makes them more loyal.  

So long as the influence ratio is 4.0 or greater then a revolt is on the cards, but the chance of it happening is fixed (and decided randomly).

Reason for Karma (Optional)
Successfully updated karma reason!
July 25, 2012 11:58:29 PM from GalCiv II Forums GalCiv II Forums

OK, so coming in through the steam sale.  how necessary is this mod?  will i notice functional differences on the vanilla version or is it better to experience the vanilla and then the cream?  Love the game btw.

Reason for Karma (Optional)
Successfully updated karma reason!
July 27, 2012 12:52:38 AM from GalCiv II Forums GalCiv II Forums

If you want the AI to challenge you, then the modded game is the way to go.  I've gone from always dominating the galactic map to having to claw my way onto it.  The wars will tend not to be as one-sided as they used to be.  For example the Arceans, with their speed buff (as opposed to penalty in vanilla) are not a bunch of warriors you want to annoy.

Reason for Karma (Optional)
Successfully updated karma reason!
July 28, 2012 9:28:03 AM from GalCiv II Forums GalCiv II Forums

The game just crashed on me with this mod when the Iconians built the Restaurant of Eternity-Wonder.

I will try if I can play on from the autosave or if it will crash again.

Did not happen again and most likely was caused by something else, not the Mod.

 

To the mod: The start feels pretty slow so far but on the other hand there is no way to rush the AI nor is there any possibility that the AI researches relatively useless techs instead of important ones. Simply because it is not possible.

I will see how it plays out in the end but seems more challenging in any case.

Reason for Karma (Optional)
Successfully updated karma reason!
July 28, 2012 12:25:07 PM from GalCiv II Forums GalCiv II Forums

How do I install this mod?  No readme or instructions. Do you just replace folders?  Are all versions building upon the others or do I have to DL each one?

Reason for Karma (Optional)
Successfully updated karma reason!
July 28, 2012 4:51:14 PM from GalCiv II Forums GalCiv II Forums

Download only the last Version.

It is a Zip containing a Folder called "SWFix_ModV".

Extract that folder into the Path_of_your_GCII_Installation(Default for Steam would be Program Files/steam/steam apps/common/galciv II ultimate)/Twilight/mods folder. (Create the mods folder if not existant).

Then ingame you should be able to select the Mod under Options Mods. After restarting the game the Mod is active for all newly started games.

I also had to download and install http://www.i-mod-productions.com/downloads.php?do=file&id=135 in order to be able to select a mod via options. Obviously there is some bug with the mod-selection-screen that does affect some but not all people and this fixes it.

Note that this mod changes the game quite a lot in order to prevent the AI from mistakes it otherwise could make.

One might also argue it dumbs the game down a little because not only the AI but the player itself will be harshly limited in his choices when it comes to choosing techs and buildings. (A new player is just as or even more likely to make the same mistakes the AI does but this mod prevents him from doing those aswell)

The main purpose really is to make it more challenging whithout just increasing the Boni for the AI as upping the difficulty-level would.

So I would recommend it once you can constantly beat "Tough"-Difficulty and want the game to be harder without having the AI to cheat.

Edit: btw. I really liked one special thing about Tolmekians mod. And that was how starbase-upgrades were for and came automatically when you researched weapon- and defenseive-techs. Having the best ideas from both mods merged could be pretty neat.

Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108434  walnut1   Server Load Time: 00:00:00.0001266   Page Render Time: