It's nice to drop back in and see things still going on here. Thanks to everyone who's taken the time to read this and give my mod a try. I'm happy to report that v3.5 is ready to go. Well, I need to package it up and upload it, but it's as done as I'm going to get it with the time I have.
Still loving this mod. Shouldnt discount the possibility that Marvin or Tolmekain are Stardock employees righting a wrong in cotgnito.
I've noticed there are a few building that seem overpowered. The area of agony and healing pools are so affordable, so powerful and come so early that they outstrip all other moral buildings. Might consider raising the maint costs on these or adding lesser versions early on so they arnt must haves.
If only I could get paid for the work I put into this. v3.5 completes my overhaul of the improvements, more or less standardizing the maintenance to cost to benefit structure. Should handle that problem.
I've run into some weirdness with your mod v3 Tolmekian (using smart minors). The major AI's make some constructor ships but only use them to make influence star bases. None of the 9 major AI's in the game have set down on a special resource anywhere in the galaxy mid way through year three which was enough time for me to take all resources in the largest galaxy starting from deep in a corner so they've had lots of time. The AI's are set to "tough" level so they aren't at a disadvantage.
I don't remember having this issue with other starts using the same mod and version. The majors were always good about grabbing at least certain types of special resources when they found them. What's going on? Btw a couple minors set down on their nearby special resources. It's just the majors that don't seem to know the special resources exist. While it's the only flaw I've seen in the AI's it's fairly significant. Has anyone else run into this weirdness or did I somehow get a broken fluke?
Edit: After reading this thread it seems likely that the AI's didn't grab any special resources because they were still in colonization mode. I started deep in a corner with four other major races packed in so tight locking me in that five of us were in one sixteenth of the map. That left the other five with more open space than they could grab quickly and some long travels for all to a few areas. The result was a much longer than normal colonization phase only just ending half way through the third year. At least that's my guess.
You pretty much answered your own question, but I think I have a little to add. Totally ignoring resources is typical of AIP 11, while AIP 8 goes out of its way to claim them. Try setting just one race to AIP 8 and watch them gobble up resources. Of course, AIP 8 detests extreme colonization tech - any tech with Catergory Colonization, actually - so I guess the balance is that the 8's get all the resources and the 11's get all the planets. The 7's and 10's get to share all the suck between them.
It's not too late to start a dialogue considering there are still some active modders. I know this game is way on the back burner but a handful of you guys have a pretty good track record in these forums in terms of showing cooperation as compared to just being ranters. A company and modders working together is the best possible chance to make a game really sing. It's a win/win.
I'm pretty sure they won't be coming back to GalCiv2. Brad used to come out every now and again and claim to be working on an update, but nothing ever materialized. I'm sure his heart is there, but the time and energy just isn't. I'm not surprised, given how things are. I am a bit surprised that he hasn't issued some kind of mea culpa regarding the condition of Twilight, or at least acknowledged the problem. They screwed it up pretty hard and pretty much act like everything is fine. I admit that I could easily have missed such an announcement, but to my knowledge none exists. I'd be lying if I said it didn't hurt my faith in the brand, but it's a pretty big bygone at this point. I just have trouble reconciling it with his otherwise very open and honest dialogue and the fact that he's obviously very concerned about the quality of their products. The fact that Fallen Enchantress seems to be going so well does help, so I'm willing to simply take it as it is and hope that someday GalCiv3 will make it all right.
In any case, I guess I got my money's worth out of Twilight. I've immensely enjoyed the many hours spent digging through the files and running test games.
PS - Actually, I remember now that we did have some speculation about how things stayed broken so long. I don't think Brad even realized what the problem was. There were complaints of the AI not building warships and other issues. Brad tried to tackle it by tweaking the AI, not realizing that whoever was responsible for the individual tech trees did a terrible job of it. I think it's the reason that AIP 8 is so hyper-militant. He weighted it heavily toward weapons techs and shipbuilding to compensate for the broken techtrees. By the time we started dealing with the real problem, it was too late.
Anyway, hopefully I can get v3.5 up this weekend.