Tolmekian Tolmekian

Twilight: Tolmekian's TechTree Fix v3.51 Release 05-10-13

Twilight: Tolmekian's TechTree Fix v3.51 Release 05-10-13

Purpose of the mod:

 This mod addresses widespread errors in the TotA TechTree.xml files.  These errors pretty much broke many of the unique TechTrees, causing the AI to pursue a deeply flawed research strategy and outright preventing the research of many techs.  Part of the fix included rearranging a number of the TechTrees to fix the seemingly random arrangement of some techs and reduce the number of branches for the AI to get sidetracked on.  Along the way, I ended up fixing many UP issues, planetary improvements, starbase modules, and did some general improvement and balancing on individual techs.

This mod is a direct result of MarvinKosh's Space Weapons Fix Mod, which provided the inspiration.  A lot of my development commentary and good input from other modders working on their own fixes is in that topic.  Thanks MarvinKosh, Quaternus, deweyjohn, TOV, foxthree, qrtxian and all others for input and support.

 


05-10-13: v3.51 release

Update to fix some errors in v3.5. 

  • Because I forgot to mention for the 3.5 release: The Hyperion improvements (shipyard, shrinker, logistics, resupply) are now all Galactic Achievements instead of Super Projects.  No more collecting shrinkers :o, it really matters who builds these things.
  • I would also like to add a special thanks to Gaunathor for extensive proofreading, playtesting, and feedback.  His contributions have played a big part in me continuing the work, fixing/improving even more than I originally intended, and finally putting out a (more or less) finished product after all this time.  It's fair to say that without him, this mod wouldn't be nearly what it is.  Thanks.

04-28-13: v3.5 release

 

Here it is, the more or less finished product after all this time.  It's been about a year since I put this project down, so I'm a bit fuzzy on what exactly I did before coming back to finish it up.  I'm pretty sure I've got the major things nailed down, though.  Let's see:

 

  • Fixed those minor but embarrassing typos that made it into v3.0
  • Standardized the cost vs maintenance vs output ratios for the various improvement.  Now every race can be content with their own improvements and not shop around for the obvious best.  You can now upgrade to Industrial Sectors without fretting about the inefficiencies.
    • In general, costs went down, sometimes a lot.  Maintenance costs were also reduced or eliminated on many improvements.  No more taking years upon years to develop a planet only to have the game end immediately thereafter.

 

  • Made starting techs that allow a bottom-tier improvement for many of the improvement lines.  The idea being to allow the AI access to each type of improvement and allow balanced planet development - no filling up planets before researching basic improvements.
    • eg. Races that use the "normal" economic structures (banks, stock markets, etc) now start with Market Economics, which allows construction of the Market Center.
    • If you make a custom tech tree, this allows you to select the base techs for your tree without needing conflicting "history" techs to unlock basic improvements.
  • Rounded out the Temple morale improvements, so Altarians and Drath have a progression of decent improvements unlocked by various techs, starting with Spiritual Happiness.
  • Did away entirely with farms, charging stalks, etc.  Replaced them with a universal, one-per-planet improvement that gives a bonus to pop growth and %food.
  • Did away with Advanced Extreme Colonization techs.  Now only one tech is required for each type of extreme planets.
  • Now every tech tree includes the Government techs and Planetary Defense Techs.  No good reason for some races to go without.
  • Omega Research Center: Now with more awesome.  No longer just a watered down tech capital, the Omega Research Center is a Galactic Achievement worthy of the title.
    • Speaking of watered down Tech Capital . . . I watered down the Tech Capital.  Kind of.  Bonus from 100% to 50%, but it now generates 14tp on its own.  Which leads to the next point . . .
  • All improvements that give a bonus to manufacturing or research now also generate their own mp or tp proportional to the bonus.  This is to counteract the sometimes painful misplacement of these improvements by the AI.
  • The evil races (Drengin, Korath, Yor) got a lot of attention during 3.5 development due to general lack of competitiveness.
    • Now have access to all 4 types of capitals (economic, technological, political, manufacturing) or an equivalent structure.
    • Drengin got a couple new unique techs - Superior Warships and Fleet Domination - which boost stats and unlock Galactic Achievements to speed their conquest of the galaxy.
    • Korath have a new Galactic Achievement - the Aul Incinerator.  Out with the one-per-planet suckfest and in with something that you'll actually want.
    • Don't think the Yor got any new stuff, but some stuff is easier to get and the Manufacturing Vortex and Distributed Energy Matrix got pretty big buffs.
  • Sprinkled a couple speed bonuses in the basic techs to speed things up a bit.  Basically, the AI never designs ships with engines and ends up late game with ships that move 3 or 4 per turn.  Now we're looking at 6 or 7.
  •  Uuuuuh . . . I think that's the major stuff.
  • Enjoy!

TechTree Fix v3.51 with Dumb Old Minors: I did nothing to the minor races here.  If you want the same dumb minors you've always known and loved, this is the mod for you.

TechTree Fix v3.51 with Smart Old Minors: Same old minors that still won't colonize, but I added code to make them play to the best of the  AI's ability.  I gave them respectable descriptions, modest bonuses, and changed out the silly race images to reflect their upgrade.  Since they can't colonize, they'll send out a bunch of freighters and actually send constructors to grab up a lot of the resources while the majors are still colonizing.  They still get slaughtered when it comes down to it, but I've had fun watching them.  It's also interesting to see the majors make a ton of regular starbases since there are fewer resources to grab.

TechTree Fix v3.51 with MoOII MinorsThe MoOII minors in this mod will colonize and behave pretty much like weak majors.  Much larger than the other mods due to the RaceImage and RaceLogo files. If you try this mod, remember to use the "quick save fix".  That is, the minors won't start behaving like majors until you save and reload.  So, start your game, quicksave, reload, and enjoy.

TechTree Fix v3.51 with MoOII and Smart Old Minors: Why not?  If you want a little variety, I packaged up both versions of the minors in one mod.  Your minors could be one, the other, or a mix of both.  Still be sure to use the quick-save fix, or your MoOII minors won't play nice.  I haven't tested this arrangement, but I can't see why it won't work.  (famous last words.)


03-04-12: v3.0 Release

v3.0 continues the work, this time focusing on starbase modules and planetary improvements, particularly Galactic Achievements, Super Projects, and Trade Goods.  Also included is a wonderful conversation mod, kindly contributed by qrtxian.  His mod fixes the errors in the GC2_Conversations.xml, so now you can enjoy all the unique dialogue as intended.

Highlights

  • All fleet modules that were removed in v2.0 are restored.  That's the fleet attack/defense and fleet warp bubbles, etc.
  • Entire Starbase Fortification branch removed.  The attack, defense, and assist modules were spread uniformly among the appropriate weapons and defense techs.
  • Enhanced Battle Stations starbase modules and added equivalent Starbase Defenses modules.
  • No more easy pickings, expect to see some well armed starbases.
  • Addressed a limitation where the AI will only use the first 100 starbase modules in the xml file.  Rearranged, removed, and edited starbase modules to ensure the most basic and useful modules are AI accessible.
  • Evil weapons and good defenses are now available at every weapon/defense level, instead of only at the end.
  • Extensive changes to Galactic Achievements, Super Projects, and Trade Goods.  I went after them with the idea that every one should be a "must have".  Costs reduced and AI values increased to ensure the AIs actually have a chance to build them, given their inability to plan planetary improvements.
  • Edit to add - All the trade goods now have a unique icon rather than a stack of boxes.  Except the Xinathium Hull Plating.  I figured that would still come in boxes.    I chose from among the unused icons that come with the game, so they may not be perfect.  They are, in my opinion, better than the boxes.
  • Two previously unused Galactic Achievements brought into play: the Life Force Extractor and Historical Preserve.  Two new GAs introduced: the Benevolent Research Center and Trade Nexus.  All four new GAs are unlocked by ethics techs.
  • Introduced new ethics techs to split up the multiple GAs and SPs unlocked by them.  Ethics techs now also provide a small bonus, so those who don't get the GAs don't waste their research.
  • Further optimizing and balancing.  My last playtests were some of the most balanced I've ever seen.  Sure, sometimes there are runaway monsters and pitiful also-rans, but overall it's pretty good.
  • All races are still set to AIPersonality 11, or Generic.  The Altarians, Arceans, and Korx default to their unique AIP when set to 11.  You can still use AIP 8 (Thalan, Human, Drath, Krynn) and 7 (Drengin, Korath, and Yor) if you want to mix things up, but there are special considerations.  First, AIP 7 is flawed in that it won't colonize outside of its influence sphere.  In order to stand a chance, you need to use Abundant Planets, Abundant Habitables, Abundant or Common Stars, and Tight of Loose Clusters.  Then, you need to Ctrl-n until you get a galaxy where the AIP 7s have enough stars within their influence.  Other than that, AIP 7 and 8 will perform pretty well.  Their research is somewhat flawed (no Xeno Ethics, for example) and they're hyper militant, but they seem to compete well.
  • Edit to add - While trying to improve the Arceans, I tested their TechTree with regular engines instead of their unique navigation techs.  I kept the navigation techs in the standard Arcean TechTree, but also left the Arcean-Eng tree in.

I think that's most of it.  Without further ado, here it is:

TechTree Fix v3.0 with Dumb Old Minors: I did nothing to the minor races here.  If you want the same dumb minors you've always known and loved, this is the mod for you.

TechTree Fix v3.0 with Smart Old Minors: Same old minors that still won't colonize, but I added code to make them play to the best of the  AI's ability.  I gave them respectable descriptions, modest bonuses, and changed out the silly race images to reflect their upgrade.  Since they can't colonize, they'll send out a bunch of freighters and actually send constructors to grab up a lot of the resources while the majors are still colonizing.  They still get slaughtered when it comes down to it, but I've had fun watching them.  It's also interesting to see the majors make a ton of regular starbases since there are fewer resources to grab.

TechTree Fix v3.0 with MoOII MinorsThe MoOII minors in this mod will colonize and behave pretty much like weak majors.  Much larger than the other mods due to the RaceImage and RaceLogo files. If you try this mod, remember to use the "quick save fix".  That is, the minors won't start behaving like majors until you save and reload.  So, start your game, quicksave, reload, and enjoy.

TechTree Fix v3.0 with MoOII and Smart Old Minors: Why not?  If you want a little variety, I packaged up both versions of the minors in one mod.  Your minors could be one, the other, or a mix of both.  Still be sure to use the quick-save fix, or your MoOII minors won't play nice.  I haven't tested this arrangement, but I can't see why it won't work.  (famous last words.)


Update 01-07-12: v2 Release

After nearly a year, here it finally is.  Details can be found in this post.

v1.1 Notes:

  • Extract the zipped folders into: C:\Program Files\Stardock Games\GalCiv2\Twilight\mods  This is the pathway for my Impule-downloaded version.  In any case, put it into the mods folder in the Twilight folder.
  • The TechTree Fix is optimized for AIPersonality 11 (Altarian, Arcean, Korx, and Generic).  AIPs 7 and 10 are pretty much broken, and AIP 8 has certain issues that require me to do another round of optimization and testing for any race that I want to set as 8.  I set all races to AIP 11 in the mod.  You can change the setting, but it will change the way the AI pursues research.
  • My detailed change log is included in the folder.  I'd include it here for everyone to see, but it's a 15 page Word file.  It lists all the changes that I made to the techs, improvements, modules and issues.  It also includes every iteration of AIValue for each tech, so you can see just how many times I had to tweak some of them.
  • Additonal Highlights:
    • Fixes broken UP Issue "Add two trade routes".  It proposed 2 trade routes, then called for a vote on 0,1,2,3, or 4.  That vote was broken and didn't work.  It's now yes/no for 2 trade routes.
    • Restores 3 Galactic Achievements by fixing Tech Requirements: The Galactic Stock Exchange, Galactic Monument, and Hyper-Distribution Center are once again available with the proper techs.
    • Fixes error in some starbase modules that caused attack bonus to be misstated in the starbase summary.
    • Fixes Temple of Neutrality, which was a cut-and-paste of Temple of Righteousness.  That means the tourism penalty affected good races.  Now it affects neutral civs and not good ones.
    • Fixes Planetary Defense improvement so it now actually gives +25% Planetary Defense.
    • Fixes a number of errors in descriptions of techs and improvements.  Unfortunately, I didn't fix the error in the Temple of Righteousness/Neutrality/Evil descriptions.  They don't affect trade income, only tourism.
    • Fixes a number of errors in the TechTree xml that prevented the entire TechTree from being displayed in the xml viewer.
    • There's a few more in there.

 

1,778,587 views 722 replies +1 Loading…
Reply #276 Top

Quoting Wetballs, reply 274
Actually I just now noticed that there is no "Sensors IV" module, even though there's a Sensor's IV tech. Has it always been this way, and I just never noticed it? I just usually build Sensor Array's anyway - maybe that's why I never noticed.
End of Wetballs's quote

There was a Sensors Mk IV module in DL and DA, but it has been curiously dropped in TotA.

Quoting Tolmekian, reply 275
I was looking right at the modding guide and everything, noting the difference.
End of Tolmekian's quote

Not everything in the modding guide is correct anymore, because it was made for DL.

I've been looking into the AltCost and AltCostPrereq fields now, and they work only with GAs, but not TGs like the guide said. Should have tested that right away, instead of assuming the guide is still right about it. They also only work for sensor modules. There goes my idea of letting the No Mercy Invasion Center drop the cost for troop modules.

Reply #277 Top

Just had a curious one in a game playing V2 with the MOOII minors.

I received a message saying that Mars had left the Terran Alliance to join the I-League, but scrolling over to it saw that it was flying the Sakkra flag. And sure enough, when I opened a dialogue with the Sakkra they had Mars (and were willing to sell it to me, which I'm debating). The I-League haven't appeared either, only the three surviving regular minors are listed.

Has this happened to anyone else?

EDIT: Just to clarify, I like it that this happened - much more interesting than the regular I-League, who just show up and tend not to do all that much.

Reply #278 Top

I vaguely recall something similar, but couldn't provide any details.  Very interesting though.  I love when odd hijinks happen in games.  Unfortunately, they don't seem to happen a lot in my games.

Reply #279 Top

Quoting Gaunathor, reply 276
Quoting Tolmekian, reply 275I was looking right at the modding guide and everything, noting the difference.
Not everything in the modding guide is correct anymore, because it was made for DL.
End of Gaunathor's quote

I know.  The I-Mod guide and xml reference is a great companion to CariElf's guide.

In mod news, it's looking like v2.1 is just about ready to roll.  I guess you could say it's in closed beta while I do a couple playtests and make some final tweaks.

While working through the improvements, I decided to tackle Soil Enhancement, etc with the goal of ending the problem where the AI that has researched, say, Soil Enhancement and Habitat Improvement can get stuck having their planets tied up for 12-24 turns while upgrading tiles.  I decided that the ideal would be to do away with build times altogether - free terraforming for all.  A loss for neutrality and the Orbital Terraformer, but a win for gameplay and AI competitiveness.

  1. First attempt - Set the improvement cost to 0.  Instant build?  No, just 0 week completion time (actually takes 1 week).  The old costs were 50-30-50, so a new colony could get stuck spending 4-8 weeks per tile depending on how the sliders are set.  Not the ideal, but a huge improvement if all else fails.
  2. Second Attempt - How is neutral instant terraforming coded?  No clue.  How about the Orbital Terraformer?  Looks hard coded to the improvement ID.  I was thinking to transfer that ability to the Civ Capital or something, but no dice.  Next best thought was to make the OT a Super Project and make it available through some earlier tech that everyone has.  Make it dirt cheap with a high AI and everyone will build one before researching Soil Enhancement.  The approach would work, but isn't terribly elegant.  Well, no such tech volunteered itself (remember elegance, I didn't want to explain tacking the OT onto Hyperdrive).  Not wanting to invest major effort into a kludge, I gave up on this line.
  3. The Orbital Terraformer - Settling on the 0 cost solution, I went after the OT as part of both my GA/SP/TG and terraforming goals.  I decided no more instant-terraforming improvement.  Now it's an exclusively neutral bonus.  Deciding to leave the OT as a GA unlocked by Terraforming, I needed to put the super into the Super Project, so to speak.  Now, the Orbital Terraformer greatly improves the planet it orbits, improving planet quality by 3 (originally 5), along with granting 25% morale, population growth, and food production bonuses.  It directs weather and moisture, atmospheric composition, solar radiation incidence - pretty much everything that gets considered in the context of terraforming.  Simply put, it can turn a hunk of rock into one of the nicest places in the galaxy.

That's the sneak peek for today.  Any ideas for solving the SE/HI/TF issue? 

Also, just for funsies, I'll take suggestions for an additional Good alignment Super Project or Galactic Achievement.  I improved the Empathic Tactical Center and Hall of Empathy, but Evil got the Life force Extractor and Neutral got the Historical Preserve, so Good could use something of their own.  We're down to original ideas only; everything in the PlanetaryImprovements.xml has been addressed as far as I know.

Reply #280 Top

Quoting Tolmekian, reply 279
Any ideas for solving the SE/HI/TF issue?
End of Tolmekian's quote

Setting their value to 1 or 0 would lead to the AI disregarding them until more "valuable" improvements have been build. But this is more of a crutch than a true solution. :\

Quoting Tolmekian, reply 279
Also, just for funsies, I'll take suggestions for an additional Good alignment Super Project or Galactic Achievement. I improved the Empathic Tactical Center and Hall of Empathy, but Evil got the Life force Extractor and Neutral got the Historical Preserve, so Good could use something of their own. We're down to original ideas only; everything in the PlanetaryImprovements.xml has been addressed as far as I know.
End of Tolmekian's quote

How about a Hospital SP? Increasing the pop growth civ-wide, by curing the sick and fighting disease outbreaks, plus providing a small morale and economic boost to the planet, because of the "donations" of the cured and "happy" patients. O:)


PS: Did you change the Galactic Guide Book back to a GA? I'm not sure if I was clear enough, but the cost reducing effect of the Guide only works if it is a GA.

Reply #281 Top

Quoting MisterAedan, reply 277
Just had a curious one in a game playing V2 with the MOOII minors.

I received a message saying that Mars had left the Terran Alliance to join the I-League, but scrolling over to it saw that it was flying the Sakkra flag. And sure enough, when I opened a dialogue with the Sakkra they had Mars (and were willing to sell it to me, which I'm debating). The I-League haven't appeared either, only the three surviving regular minors are listed.

Has this happened to anyone else?

EDIT: Just to clarify, I like it that this happened - much more interesting than the regular I-League, who just show up and tend not to do all that much.
End of MisterAedan's quote

I've seen planets defect to the regular I-League once or twice, but I've never seen this before.

Reply #282 Top

Quoting Gaunathor, reply 280

Quoting Tolmekian, reply 279Any ideas for solving the SE/HI/TF issue?
Setting their value to 1 or 0 would lead to the AI disregarding them until more "valuable" improvements have been build. But this is more of a crutch than a true solution.
End of Gaunathor's quote

I did set AI to 1, maybe I'll go back and do 0.


How about a Hospital SP? Increasing the pop growth civ-wide, by curing the sick and fighting disease outbreaks, plus providing a small morale and economic boost to the planet, because of the "donations" of the cured and "happy" patients.

PS: Did you change the Galactic Guide Book back to a GA? I'm not sure if I was clear enough, but the cost reducing effect of the Guide only works if it is a GA.
End of quote

I like the hospital suggestion.  I'll think about how to make it work.  I do have the Hall of Empathy giving a 25% civ-wide population growth bonus, and I don't want to overdo it.

I didn't get the hint about the GGB.  Not sure how I'll go.  Does anyone really care whether survey modules are free?  Hmmm . . .

 

And finally, for another peek, here's something I just found:

  A nice improvement unlocked by the Drengin/Korath Xeno Brain Washing.  It was unavailable due to a simple typo in the TechRequirement - XenoBrainwashing instead of XenoBrainWashing.

It's funny, I previously changed the Icon and Query for it, but didn't notice that it wasn't available.  Sigh.

+1 Loading…
Reply #283 Top

Quoting Tolmekian, reply 282
And finally, for another peek, here's something I just found:

  A nice improvement unlocked by the Drengin/Korath Xeno Brain Washing.  It was unavailable due to a simple typo in the TechRequirement - XenoBrainwashing instead of XenoBrainWashing.

It's funny, I previously changed the Icon and Query for it, but didn't notice that it wasn't available.  Sigh.
End of Tolmekian's quote

*facepalm*

Capitalization: The difference between "I helped my uncle Jack off a horse" and "I helped my uncle jack off a horse."

Good eye.

Reply #284 Top

Whatever caused it, it saved the Sakkra from extinction - only a few turns later both their other planets were conquered by the Yor. And curiously, the Terrans left them alone despite having conquered all their neighboring minors.

I've played a couple of games with V2 now and love it, eagerly awaiting V2.1. The AI races are playing much more competently than before and researching more widely in the tech tree. The Yor have been the smartest about this, building strong ships, invasion forces and the Evil improvements, the Iconians have also shown their competence, and the Terrans too (although they're still very slow to research weapons and build warships, once they get going they can be pretty lethal - which I've come to consider part of their personality). Even the Drath are performing adequately.

The Drengin and Korath refused to research any invasion techs at all in the last game, but otherwise were quite dangerous - the Drengin completely wrecked my empire early on and the Korath were at war with the Terrans and Altarians practically the entire game and winning almost every engagement.

And the MOOII minors are fun. Early on I fought wars with the Bulrathi and the Klackons that weren't entirely one-sided and in the late game the Tolmekian Federation actually declared war on the Terrans (my allies) and produced a sizable fleet of frigates to fight me - I had sold them a lot of the techs over the course of the game, but they still did pretty well considering that if they had ever had any colonies at all, these had been taken by the Iconians or Yor by the time I met them.

Reply #285 Top

Quoting Tolmekian, reply 282
I like the hospital suggestion. I'll think about how to make it work. I do have the Hall of Empathy giving a 25% civ-wide population growth bonus, and I don't want to overdo it.
End of Tolmekian's quote

Glad you like it. I'm sure you come up with something useful to replace the pop growth bonus.

Quoting Tolmekian, reply 282
I didn't get the hint about the GGB. Not sure how I'll go. Does anyone really care whether survey modules are free? Hmmm . . .
End of Tolmekian's quote

Not really. By the time you get the GGB, free survey modules aren't much of a bonus anyhow.

Quoting Tolmekian, reply 282
A nice improvement unlocked by the Drengin/Korath Xeno Brain Washing. It was unavailable due to a simple typo in the TechRequirement - XenoBrainwashing instead of XenoBrainWashing.
End of Tolmekian's quote

Actually, that's a Thalan building. XenoBrainwashing is the ID tag of one of their Evil-only techs.

Reply #286 Top

Quoting Gaunathor, reply 285

Quoting Tolmekian, reply 282I like the hospital suggestion. I'll think about how to make it work. I do have the Hall of Empathy giving a 25% civ-wide population growth bonus, and I don't want to overdo it.
Glad you like it. I'm sure you come up with something useful to replace the pop growth bonus.
End of Gaunathor's quote

I may just keep it in the end, as it makes a bunch of sense.  I did have an idea, though.  I was thinking about a research hospital or medical research complex.  The idea of a civ-wide research bonus or simply some massive research production is floating around somewhere.  Maybe a planetary pop growth bonus to represent the medical aspect.


Quoting Tolmekian, reply 282 A nice improvement unlocked by the Drengin/Korath Xeno Brain Washing. It was unavailable due to a simple typo in the TechRequirement - XenoBrainwashing instead of XenoBrainWashing.
Actually, that's a Thalan building. XenoBrainwashing is the ID tag of one of their Evil-only techs.
End of quote

Thank you, sir.  I had forgotten about that one.  Good thing I've had more time to post my progress.  Looks like no hasty v2.11 will be necessary, at least for this reason!

Reply #287 Top

Quoting MisterAedan, reply 284
. . . I've played a couple of games with V2 now and love it, eagerly awaiting V2.1. . . .
End of MisterAedan's quote

Thanks for the feedback.  It's posts like yours that make it worthwhile.

v2.1 is, in my opinion, a significant improvement over v2.0.  I'd go so far as to say it's at least as big a difference as between v1.1 and v2.0.  There will always be room for improvement, but it's actually getting to the point where I'd be comfortable saying I was done.  Not really done, but I wouldn't have been comfortable at all calling v1.1 or v2.0 a finished work.  Hmmm.  Saying it like that makes me think that I do need to increase the version number.  We may actually be looking at v3.0 here.

Reply #288 Top

Duplicate post.  Boo.

Reply #289 Top

Quoting Tolmekian, reply 286
I may just keep it in the end, as it makes a bunch of sense. I did have an idea, though. I was thinking about a research hospital or medical research complex. The idea of a civ-wide research bonus or simply some massive research production is floating around somewhere. Maybe a planetary pop growth bonus to represent the medical aspect.
End of Tolmekian's quote

Sounds appropriate. Plus, this reminds me of the Omega Research Center. It is still pretty weak compared to the Tech Capital. I already changed the research bonus to a civ-wide 25%, but it still seems off somehow.

Quoting Tolmekian, reply 286
Thank you, sir. I had forgotten about that one. Good thing I've had more time to post my progress. Looks like no hasty v2.11 will be necessary, at least for this reason!
End of Tolmekian's quote

Looks like my year-long study of the PlanetaryImprovement.xml had some use after all.

Reply #290 Top

[quote who="Gaunathor" reply="285" id="3090702"

Quoting Tolmekian, reply 282 A nice improvement unlocked by the Drengin/Korath Xeno Brain Washing. It was unavailable due to a simple typo in the TechRequirement - XenoBrainwashing instead of XenoBrainWashing.
Actually, that's a Thalan building. XenoBrainwashing is the ID tag of one of their Evil-only techs.
End of quote

Heh, I got all excited about that and made that one change myself, before starting a game as evil Thalans and realising a ) that it was missing and b ) that Thalans don't get the regular ethics techs. So one of my evil allies is going to get a nice bonus at my expense...

Speaking of which, I swapped the Korath to AI7 and went for all abundant/tight clusters and they're performing amazingly well - only the Altarians out-colonised them and they've been starting & winning wars with great enthusiasm (I also upped their aggression and cut their diplomacy, since it always struck me as odd that the guys kicked out of the Drengin Empire for being too evil were represented in game as more reasonable). However they have still been reluctant to research invasion techs or spore ships - I ended up trading them invasions (partly because I needed a trade, partly out of curiosity as to what they would do with it). I'll be watching to see if they continue to do well - they have built a good research and manufacturing base, and economic buildings. The Drengin on AI8 are military top dogs but haven't expanded so well and are suffering from a poor economy, I conquered the Drath early, and everyone else seems to be doing fine so far, with Korx and Altarians the other major powers.

Reply #291 Top

Quoting MisterAedan, reply 290
that Thalans don't get the regular ethics techs
End of MisterAedan's quote

Yeah, that is something I never really understood, so I changed it in my own mod. My guess is, that it was made for balancing reasons or to make them more unique. But at least the Thalans are better off than the Altarians. If you go Good with the Altarians, it's great. You get lots of powerful and useful stuff. If you go Neutral, you only get Neutral Shipping and the Neutrality Learning Center. And if you go Evil, you only get Psionic Beam and Psionic Missile. In other words: you get screwed over, if you don't go Good. >:(

Quoting MisterAedan, reply 290
Speaking of which, I swapped the Korath to AI7 and went for all abundant/tight clusters and they're performing amazingly well
End of MisterAedan's quote

That is the best setting for AIP 7. The more planets it has within its starting influence the better.

Quoting MisterAedan, reply 290
(I also upped their aggression and cut their diplomacy, since it always struck me as odd that the guys kicked out of the Drengin Empire for being too evil were represented in game as more reasonable)
End of MisterAedan's quote

I noticed that too. Now the Korath are just as bad at diplomacy, in my mod, as the Drengin.

Quoting MisterAedan, reply 290
However they have still been reluctant to research invasion techs or spore ships - I ended up trading them invasions
End of MisterAedan's quote

The Korath AI hates invasion techs. And when I say hate I mean HATE. The Korath will never touch those techs and will never build troop transports, if you give them the techs. My guess is, that the Korath were so fed up with being used as shock troops by the Drengin, that they vowed "Never again!" after the defection.

The "not researching spore weapons" part is easily solvable. Just change the ID of the tech Spore Weapons from Biology to Weapons and reduce the AIValue to 10 or 8. Otherwise, this will be the first tech the Korath research.

Or you could just wait until Tolmekian releases v3.0. I'm certain he fixed that problem in his new version.

Reply #292 Top

In my current game under 2.0 version of mod I see Korath building many transports and actually conquering planets using them very sucessfuly (just wanted to mention). 

Reply #293 Top

Quoting Gaunathor, reply 291


The "not researching spore weapons" part is easily solvable. Just change the ID of the tech Spore Weapons from Biology to Weapons and reduce the AIValue to 10 or 8. Otherwise, this will be the first tech the Korath research.

Or you could just wait until Tolmekian releases v3.0. I'm certain he fixed that problem in his new version.
End of Gaunathor's quote

Ah, I think I misread the earlier discussion on this and changed the wrong value - the category instead of the ID, or something. I'll go back and try again - I feel bad for abandoning an otherwise good game, but if I've rigged it that one of the two most powerful factions can't actually win it's not really a fair fight...

If I gave the Altarians and Thalans back the regular ethics techs alongside their own would that risk making them overpowered, do you think? They're already both quite strong races.

Evilroc - yes, I think the problem was of my own making!

Reply #294 Top

Quoting evilroc, reply 292
In my current game under 2.0 version of mod I see Korath building many transports and actually conquering planets using them very sucessfuly (just wanted to mention).
End of evilroc's quote

The Korath in v2.0 use AIP 11 instead of AIP 7, so they behave differently than intended.

Quoting MisterAedan, reply 293
Ah, I think I misread the earlier discussion on this and changed the wrong value - the category instead of the ID, or something. I'll go back and try again - I feel bad for abandoning an otherwise good game, but if I've rigged it that one of the two most powerful factions can't actually win it's not really a fair fight...
End of MisterAedan's quote

It's a shame. It really sounded like a good game. But you're right. What's the point, if the enemy can't fight back?

Quoting MisterAedan, reply 293
If I gave the Altarians and Thalans back the regular ethics techs alongside their own would that risk making them overpowered, do you think? They're already both quite strong races.
End of MisterAedan's quote

The Altarians and Thalans are supposed to be quite powerful, especially the Thalans. But then, the GAs and SPs, the ethic techs unlock, are quite weak in the standard game, with the exception of the MCC. Tolmekian is currently rebalancing those, to make them more useful all around, so I would suggest for you, to take a look at those changes and decide afterwards, if they are too powerful for you. He showed some of those in a preview, some posts ago.

I had another look at Tolmekian's files and noticed, that he already gave the Altarians access to all ethic techs. Between his mod, my own and the standard game, I'm slightly losing sight of who made what changes and what is standard. My insomnia isn't helping the case, either. Sorry for any confusion. :S

Reply #295 Top

Too much to quote, but I'll comment a bit before giving my news.

I did fix Spore Weapons for v3.0 (yup, it's official.)  I set the AIV to 10 and it works perfectly.

I also confirm giving the Altarians the normal ethics techs.  Throughout my playtesting I've never had cause to second-guess it.  The Thalans on the other hand, don't need them at all.  They get a slew of special techs no matter which alignment they choose and they are monsters besides.  It's only in my final round of testing that any of the other races can really keep up with them, which happens to be the subject of my post.

In my final tests I've been bothered by gross under-performaning by the Arceans and Iconians.  The Iconians can sometimes do pretty well if left alone long enough, but develop way too slow and usually get steamrolled before they can recover.  The Arceans, on the other hand, are perpetually pitiful, miserable, pathetic, etc.  I've been trying to fix them by tweaking things here and there, but finally decided that drastic action was necessary.

I've learned that there are a few major things to look for when optimizing a race.  First and foremost is simply making sure they research in a halfway decent manner.  After that it gets considerably more subtle.  The Iconians and Arceans make nice examples.

With the Iconians, I put a lot of work into getting them to research their unique techs, but they never manage to balance their research and especially lag on weapons.  The problem is that their TechTree branches way too early.  They start the game with access to their major culture, manufacturing, and research branches along with their unique miniaturization and hull techs.  Their economic techs are also in a wonky place, after Universal Translator.  After resisting the whole way, I finally had to make their TechTree look more like the others.  Culture techs after Universal Translator, miniaturization and hulls after Interstellar Construction.  I gave them Planetary Improvements like most of the other races and had the manufacturing, research, and economic techs follow that.

Playtest 1 - Bam.  From terminally slow off the blocks to solid performer.  Too many choices too early is simply too hard to balance.  A few major lines of research ensures that all the basics get hit before going off on a tangent.

The Arceans are another problem.  They lag terribly in economy, military, and every other aspect.  I've always been leery of their Navigation techs, but that's just part of the problem.  Their major problem is having too many must-build improvements.  They have Navigation Centers, Weather Control Zeniths, and Space Cannons.  The problem is two fold: they're not researching basic techs well enough and they're having trouble building up their planets.

Two problems, two solutions.

For the techs, I first reduced the Cost and AIValue of Navigation Centers and Subspace Drive.  I always thought getting those two early would be a plus, but the cost is just too high.  Next, I changed Xeno Engineering from Logistics ID to Industry ID.  Don't know why it was like that in their TechTree, but it throws off their research.  Finally, I moved Planetary Fortification and Cathedral of Valor into the Planetary Invasion branch.  Too many branches . . .

Simply fixes for a simple problem.  Next problem.

To deal with their must-build improvements, I took a three step approach.  Space Cannons I left as is, thinking that moving Planetary Fortification would help.  For Weather Control, I just reduced the improvement cost a bit.  For the Navigation Centers, I took drastic action.  I really wanted to see how much of a drag they were, and boy did I.  I attacked the issue two ways.  My first idea was to create a new Arcean TechTree, identical except that the navigation techs were replaced with standard engine techs copied from the Altarians.  While doing this, I thought I'd try something else.  I made the Navigation Center and Adv. Nav. Center into Super Projects that increase overall speed by 1.  Same dynamics without the need to build one on every planet.

Playtest 1 - I set up my Tolmekians with the Arcean-Engines TechTree and my Bulrathi with the standard Arcean TechTree, having changed the Nav centers.  Wow.  Both of them had smashing performances.  The Bulrathi are the top dogs, having fended off a challenge from the powerful Torians, who were #1 when they attacked.  From miserable dog to champion breed just like that.

I'm actually a bit proud of myself.  I sure spent enough time watching the Arceans and Iconians suck, but one shot and now both are contenders.  Actually, pretty much everyone is a contender at this point.  My last playtest is the most balanced and exciting one I've ever seen.  I really wanted to post about the playtest and not just these fixes, but I guess one wall of text at a time is enough.

For those troopers who made it this far, I'll toss out one gem: I'm setting next weekend as a hard date for release.  I'm thrilled with the way v3.0 has turned out and I'm ready to share it.  One last round of minor tweaks and polishing and it's ready to go.

Reply #296 Top

Quoting Tolmekian, reply 295
Playtest 1 - I set up my Tolmekians with the Arcean-Engines TechTree and my Bulrathi with the standard Arcean TechTree, having changed the Nav centers. Wow. Both of them had smashing performances. The Bulrathi are the top dogs, having fended off a challenge from the powerful Torians, who were #1 when they attacked. From miserable dog to champion breed just like that.
End of Tolmekian's quote

So which one are you planning on going with for the Arceans?

Reply #297 Top

Quoting Tolmekian, reply 295


I'm actually a bit proud of myself.  I sure spent enough time watching the Arceans and Iconians suck, but one shot and now both are contenders.  Actually, pretty much everyone is a contender at this point.  My last playtest is the most balanced and exciting one I've ever seen.  I really wanted to post about the playtest and not just these fixes, but I guess one wall of text at a time is enough.

For those troopers who made it this far, I'll toss out one gem: I'm setting next weekend as a hard date for release.  I'm thrilled with the way v3.0 has turned out and I'm ready to share it.  One last round of minor tweaks and polishing and it's ready to go.
End of Tolmekian's quote

Excellent news! Especially about the Arceans, as they are so consistently mediocre - great ships, great planetary defences, actually quite good military planning sometimes (I have seen them camp all of my starbases, waiting for the inevitable betrayal) but a total failure to expand or research properly, even when I remove their speed penalty.

Tangentially, in my last game as the Arceans I traded their unique PD techs to my struggling allies the Drath, whose last three planets then hung on for the entire game against successive waves of Yor invasions. Drath soldiering + Arcean defences = invulnerability.

 

V3.0 looks amazing and I'm psyched for next weekend - I have a huge load of work on and this will make a nice reward :D

Two things I noticed under the category of tweaking and polishing - two of the Korath research techs have the same name (Imaginative research, I think) and one of the Altarian? Weapon? techs had TODO as its name. Sorry for the vagueness, I deleted the saved game without remembering to write these down.

Reply #298 Top

Quoting Tolmekian, reply 295
In my final tests I've been bothered by gross under-performaning by the Arceans and Iconians.  The Iconians can sometimes do pretty well if left alone long enough, but develop way too slow and usually get steamrolled before they can recover.  The Arceans, on the other hand, are perpetually pitiful, miserable, pathetic, etc.  I've been trying to fix them by tweaking things here and there, but finally decided that drastic action was necessary.



I'm actually a bit proud of myself.  I sure spent enough time watching the Arceans and Iconians suck, but one shot and now both are contenders.  Actually, pretty much everyone is a contender at this point.  My last playtest is the most balanced and exciting one I've ever seen.  I really wanted to post about the playtest and not just these fixes, but I guess one wall of text at a time is enough.

For those troopers who made it this far, I'll toss out one gem: I'm setting next weekend as a hard date for release.  I'm thrilled with the way v3.0 has turned out and I'm ready to share it.  One last round of minor tweaks and polishing and it's ready to go.
End of Tolmekian's quote

 

Woohoo!  Can't wait for v3.0, although I wish I'd taken vacation NEXT week instead of LAST week (pretty sure that's your fault somehow).  Anyway, it's good to hear that the Arceans are getting their balls back.  Those guys always pissed me off because they were supposed to be these honorable warrior types, but they always sucked.  I sorta thought of them like Klingons (only without all the crud), and so would find myself rooting for them just because they're a "non-evil" warrior race. 

Reply #299 Top

Quoting MisterAedan, reply 297


Two things I noticed under the category of tweaking and polishing - two of the Korath research techs have the same name (Imaginative research, I think) and one of the Altarian? Weapon? techs had TODO as its name. Sorry for the vagueness, I deleted the saved game without remembering to write these down.

End of MisterAedan's quote

 

I think I saw this as well while trading with the Korath, and even mentioned it in this very thread.  In time, Imaginative Research will destroy us all.

Reply #300 Top

Quoting Tolmekian, reply 295
Confirmed changes.
End of Tolmekian's quote

Good to hear an official word on this. I was beginning to think I was imagining things.

Quoting Tolmekian, reply 295
My first idea was to create a new Arcean TechTree, identical except that the navigation techs were replaced with standard engine techs copied from the Altarians. While doing this, I thought I'd try something else. I made the Navigation Center and Adv. Nav. Center into Super Projects that increase overall speed by 1. Same dynamics without the need to build one on every planet.
End of Tolmekian's quote

So, which approach are you taking now?

Quoting MisterAedan, reply 297
Two things I noticed under the category of tweaking and polishing - two of the Korath research techs have the same name (Imaginative research, I think) and one of the Altarian? Weapon? techs had TODO as its name. Sorry for the vagueness, I deleted the saved game without remembering to write these down.
End of MisterAedan's quote

I can confirm the first one. Imaginative Research and Ultimate Diabolical Research have both the same DisplayName.

Edit: 

Quoting Wetballs, reply 299
In time, Imaginative Research will destroy us all.
End of Wetballs's quote

Not if Un-Imaginative Research does it first.