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.

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July 28, 2012 6:18:21 PM from GalCiv II Forums GalCiv II Forums

You get offensive/defensive modules for researching weapons and defences with this mod too.  There aren't a lot of them because, as I noticed in some of my games, a cunning human player can create very effective kill zones populated by just drones and military starbases.  So there are fewer ship assist modules in the mod now, which is just as well since I had to trim as many as possible to get most of the modules in before the 100 limit for the AI to use them.

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July 28, 2012 6:48:52 PM from GalCiv II Forums GalCiv II Forums

How do I choose more than one mod at a time in the mod folder? :/

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July 29, 2012 3:34:22 AM from GalCiv II Forums GalCiv II Forums

Can't do that.  Reason being, mods can override the same data files - tech trees, buildings, etc.  In order to use one mod with another you need to merge them together,  Using Windws Exlorer, take what's inside both folders and drag it over to a new mod folder.  For example, if I wanted to combine my mod with the High Resolution Graphics Mod, I'd make a folder called 'SWFM V HRG' and drag the contents of both mod folders to there.  Don't drag the actual mod folder over, else it won't combine them into one mod folder structure.

This assumes that one mod can work with another.  As I mentioned, some of them can override the same basic files.  So you can't get the features of both without opening up conflicting files in Notepad or some other editor and doing it manually.  So you have to know what you're doing with them, else you can crash your game with circular tech dependencies and stuff.

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July 30, 2012 6:41:07 PM from GalCiv II Forums GalCiv II Forums

I've once again come across odd or buggy AI-behavior in my current game.

And once again I don't know if the mod has anything to do with it or not.

Several of the opponent races (I have Spy-Level High in all their empires) have idle starports.

They allocate resources to it. They have the tech to design war-ships. Yet they simply waste resources to build absolutely nothing.

I think for some reason they just do not design ships sometimes.

 

Another thing about this mod: Due to the inavailability of research- and production-buildings the AI will turn their 1st planet into an eco-world. That is nice for games with a lot of colonizable wordls. But when everyone can only have 2 planets they fall behind in tech drastically but instead make way more cash than they could ever use.

And another thing. I think it's an issue in unmodded ToA as well as modded.

While a lot of buildings can only be built/kept by their specific race there seems to be a bunch that can be traded. Unfortunately it is not possible to upgrade them into your own type of buildings and thus the AI will neither upgrade it nor replace it.

Really, the longer you dig into all that stuff the more inadequate logics you can discover.

The whole racial stuff looks unfinished. And considering the complexity and sheer amount of workload there, it is hard to expect any modder to fix it all.

This industry is driving me nuts... They keep making new games but don't "finish" the old ones. In my book Civ 3 had the most potential to be the best 4x game. Unmodded it's actually quite terrible.

If you know the right tricks you can improve the AI a lot by modding.

But they put some idiotic unmoddable flaws in it. For example that every transport-vessel will be protected by up to 3 naval-units. Which is a complete waste of potentially dominating the seas.

I think with enough effort GC2 can be modded to be outstandingly good. Unfortunately the effort i'm talking about probably is in the range of months for a single person.

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July 30, 2012 10:55:32 PM from GalCiv II Forums GalCiv II Forums

The biggest time suck is not the modding though, it's testing out the mod through normal play.

Even then, there are limits to what can be done by modding.  Unless I created a whole new version of the mod designed around low-habitability galaxies, there's no way to prevent the AI from spamming the wrong kind of buildings.  All I've done is stave off economic meltdown in the early game, by depriving AI and human player alike of money-sucking buildings.  It's up to Stardock to come up with a smarter AI that can use buildings more effectively in the first place, demolish buildings that it no longer needs, and use bonus tiles to maximum potential, without making the early game even more painful for the AI that it already is.

What you have to appreciate is that designing an AI that can strategise and build a thriving economy like a human player is no small task.  Some of the concepts we take for granted (like holding onto the initial treasury and running at a loss to use full production) fly in the face of what a simple query tells the AI about its situation.

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August 15, 2012 1:34:49 PM from GalCiv II Forums GalCiv II Forums

So I completed my latest test game.  No issues at this time.  Well apart from the fact that the Altarians, Yor and Iconians dominated the galaxy under a banner of evil, stealing the Drengin thunder.  I've got to take my game to a new level, invest more heavily in research, get a military up and running sooner, and start picking on the unfortunates.

So I've decided my next game I'm going to be evil.  Really evil.  I want to try out those psyonic weapons and watch my enemies flee in terror. Hehehehee.

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August 15, 2012 5:00:46 PM from GalCiv II Forums GalCiv II Forums

A new thing that I finally decided irks me.

Sensors.

The first tech is sort of useful because it gets you the survey module and a bonus to your Sensors ability, but the Sensors Mk I module itself is worthless due to the space it takes up.

So I've made a slight adjustment to the space used by Sensors Mk I and II and slightly decreased the cost on the Mk II.

I've also decreased the cost for the Sensor Array while increasing the space usage, making it less expensive to use early on but not so competitive that you never want to use Sensors Mk III.  I will be adjusting the research cost on that as well, since it's basically a bonus tech for picking Terrans.

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September 22, 2012 2:23:35 PM from GalCiv II Forums GalCiv II Forums

It's been nice to play without starting over from scratch.  I've got far enough into the weapon tree as an Evil race that I can see how useful (if somewhat costly) the alignment-specific weapons are.

I've also noticed that the Iconians are struggling again, despite having researched their economic structures they don't seem to want to build them anywhere.  I'll need to check it out in cheat mode, see if the Emporiums, Barter Stations are actually available.

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September 22, 2012 3:30:39 PM from GalCiv II Forums GalCiv II Forums

Yep, the Iconian buildings are available, it's just the AI doesn't want to build them.  Probably because it got itself set on personality 10.  No idea how that happened.  Nothing for you guys to worry about though, the mod's raceconfig has the Iconians set to personality 8 instead.

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September 22, 2012 5:03:21 PM from GalCiv II Forums GalCiv II Forums

There is a bit of a snag with the Improved Colony.  When it becomes available, it can be built on a world that has a Civ capital.  The AI seems to fill up their homeworld too quickly for this to be an issue for them, but a human player might build one by mistake on an empty tile and then, once it's there, it's impossible to get rid of it.

It's not a huge problem, but I thought I should mention it anyway.

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September 24, 2012 11:49:27 AM from GalCiv II Forums GalCiv II Forums

So I've had a look again at the beam weapons.  There's not much of a gap between Disruptor IV and the Doom Ray in terms of cost to damage ratio or damage to size ratio.  However if I make Doom Ray better, it's almost worthless to play a race that gets Disruptor on their tech tree.

So I've created a new end-game beam weapon for races that have Disruptors instead of Phasors.

Omega Beam
This new ultimate beam weapon is a disruptor weapon of colossal power which actually unravels the space and time that the target is occupying.  Because this breakdown is temporary, it does not harm our universe, but it is very harmful to the target.

 

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September 27, 2012 12:49:57 PM from GalCiv II Forums GalCiv II Forums

Noticed that the Arceans seem to be getting stuck on Weather Control.  I've recategorised it as Terraforming instead of Colonisation, hopefully they'll be more inclined to go for it next game.

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September 30, 2012 3:58:35 PM from GalCiv II Forums GalCiv II Forums

Posted a new version today with the changes to engines, sensors, sensor array and the new Omega Beam, and the fix for Arceans getting stuck.  I've also included a new evil custom race for you to try out, they have the Super Warrior ability and are focused on industry.

There might be some issues with getting the race to display their logo, you may have to go into their config file in CustomRaces and edit the path to logo.  Or it may work fine.

By default you will not be able to select them to use as your race, you'll need to drag them from the mod folder, change the file extension so it reads raceconfigxml, and maybe a couple of other things.  They're meant to be used as an opponent race.

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September 30, 2012 8:29:06 PM from GalCiv II Forums GalCiv II Forums

Actually, I didn't pack an updated TechTree.xml so that's probably the problem.  All fixed now, so if you already downloaded from the link one post up from this one, re-download it.

I just noticed actually that the previous version of the mod was posted in May, and so there are a couple of other things I forgot to mention.  I've pulled together the change log, which I didn't think I was going to have time to do until Tuesday, but there was some kind of alarm keeping me awake all night so, made the most of it.

Sorry it's been a while since I updated the mod.  I've been busy hunting for work, which surprisingly tends to mean posting letters and CVs in envelopes like a caveman.  Maybe I should sign off my letters with Yours sincerely destroying the planet one letter at a time.

Anyway, I will keep going with it and try to get in a few more updates before GalCiv III finally breaks its time lock and gets released... and then I have to start all over again.  Well, we'll see what happens, anyway.

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November 9, 2012 10:36:24 PM from GalCiv II Forums GalCiv II Forums

So I haven't had much of a chance to play GC2 what with XCOM Enemy Unknown and Fallen Enchantress hogging my time.

But guess what?  GalCiv III isn't here yet, and neither is a patch for GC2, so it seems I'm not done yet.  I'm not sure when I will update next, it really depends on what there is left that I can fix or improve.

What I would like is for someone to post an AAR of a game using the latest version of the mod, or even a review of the mod gameplay if that's more your thing.  I had one going for a while there but doing that and working on the mod at the same time was just killing me.

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November 10, 2012 9:56:38 AM from GalCiv II Forums GalCiv II Forums

MarvinKosh, If you can, can you include MORE military-assist modules in the tech tree.

 

It is ridiculous that you beefed up the other two categories of starbases but completely neglected the military starbase which in the right situations, are the most powerful of all starbases.

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November 10, 2012 1:06:19 PM from GalCiv II Forums GalCiv II Forums

I left the mining modules alone for the most part and stripped some modules from economic/culture.  That's what I wrote in the changelog.  If there are more manufacturing assist modules than there were before, it's because I added racial-specific manufacturing techs.

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November 11, 2012 9:35:52 PM from GalCiv II Forums GalCiv II Forums

This is really good work.  I'm actually looking forward to playing ToA now (I liked ToA more, but for playability had to stick with DA instead)

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November 26, 2012 1:57:38 AM from GalCiv II Forums GalCiv II Forums

Hi people

Well, if i want to play vanilla Gal Civ 2 , i don´t want to use mods that change too much of the game.

But yes, i can remember that some races built ship hulls without any weapons. And i want to fix this.

Do i simply have to remove the <Category>PD</Category> in <Weapons ID="Space Weapons">for all affected tech trees ?

 

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November 26, 2012 6:27:07 AM from GalCiv II Forums GalCiv II Forums

Nope.  You need to change it to <Category>Military</Category> like in the first version of the mod.

To be honest though, I think you're wasting your time playing vanilla GalCiv 2.  Where I've made changes, it's usually been driven by some kind of annoyance or lack of balance.  There hasn't been a major patch for three years.  Besides, you lose nothing by playing a modded game for a few hours to see if I'm telling you the truth.

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November 26, 2012 8:49:21 AM from GalCiv II Forums GalCiv II Forums

Please forgive my confusion.  I once downloaded and installed the Tolmekkian Tech Mod.  Do I have to uninstall that before installing the 5D version I just downloaded from here?

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November 26, 2012 11:00:46 AM from GalCiv II Forums GalCiv II Forums

If you put each mod in a different folder in the mods folder you can switch between them if you like.  But you can't use them at the same time, nope.  If you check the top post you'll see I've also included directions to fix your mod folder selector not working, if that's not working either.

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December 23, 2012 3:10:31 PM from GalCiv II Forums GalCiv II Forums

Current state of the mod: Still playing my Altarian test game.  It's going really well actually, someone picked a fight with me and immediately three other races declared war on them.  I haven't lost any planets to invasion yet, but I need better ships and more of them if I'm going to fight back.

Although the Altarians initially start out with a penalty to their Weapons ability, between a starbase built on red anomaly and beelining to Dark Energy Research I've got about +26% in it now.

Overall  I like what I've done with the Altarian improvements.  Their factories have a small but cumulative bonus to manufacturing.  Of course, the Altarians do not get power plants in the mod, but they don't need it in order to compete in manufacturing, as previous games have shown.

It's going to take a while to get used to the fact that I don't have any cool ship templates handy.  I would really have loved it if someone had come up with some naval-style ship templates but in the Altarian style.

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December 24, 2012 10:06:41 AM from GalCiv II Forums GalCiv II Forums

I'm going to be posting a few screenshots from my latest test game on Twitter.  You can follow the action as it happens, so to speak.

If you want to offer some pointers, or some comments, feel free to post here or send a message @marvinkosh.

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December 24, 2012 5:57:21 PM from GalCiv II Forums GalCiv II Forums

If you caught the running commentary on my latest game you might remember that I said the Arceans were struggling.  I haven't revealed the map to find out whether that's because they started in a bad place or whether they've been marginalised by the other nearby races.  They are at war with the Yor, who seem to be gobbling up other empires at a frightening pace, so the latter theory may fit better.

Hopefully I will get a chance to see if they're able to progress through their tech tree like the other races without getting stuck again.  I'm not too hopeful because they're only just researching Laser III, but I guess we'll see what happens.

Anyway, until I have something more, there's not much in the way of changes to be made.  I may have another look at the weapons balance, in particular Laser V vs Particle Beam I.  Okay, fair enough the particle beams are fairly cheap to research, but unless you research Miniaturisation it is often necessary to keep going until you hit Particle Beams II.

Others have made the argument (and I agree) that having five grades of laser weapons is quite obnoxious.  The basic weapons techs are not something that either the human or AI player should be spending lots of research time on.

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