Consider it wrapped up. V6.0 - Weapon Cycle included. Link: https://www.dropbox.com/s/kmfvtu281sak7zm/Community%20Update%20V6.0.0.zip?dl=0 I've updated the change logs from 572 to 600. I skipped over the scenario changes though to much of a bother (no really).
MabusAltarn
[quote who="SilasOfBorg" reply="1205" id="3520701"] Can you post this to the file archive please? I'd like to base any further changes off the latest deltas. [/quote] It is in the file archive or should be. Name: Community Update V5.7.2 WC1.0.2 Link: https://www.dropbox.com/s/mgph7ah7rq0rykg/Community%20Update%20V5.7.2%20WC1.0.2.zip?dl=
I've updated V5.7.2 WC1.0.2 with some spelling corrections.
[quote who="silents429" reply="1202" id="3520547"] Hey since this is a community patch that, If I remember correctly might end up being put out officially, can I make a non AI suggestion? When your typing text, and click the box the bar starts at the beginning instead of at the end, so you have to arrow key to the right and backspace to clear text to type in names. I don't know, just one of those little things. [/quote] I'm afraid we can't c
@Maiden Thanks. I'll fix up the descriptions.
[quote who="SilasOfBorg" reply="1195" id="3520156"] Speaking of which, whats our target date for having the Weapon Cycle mod tested/tweaked to our communal satisfaction? I think everyone's been pretty busy lately and I know *I* haven't done anywhere near enough testing yet to call it "ready". My target is at least a few different map sizes all the way to endgame, trying each branch out m
@ AdmiralWillyWillber The CU is feature frozen. If the Weapon Cycle mod is finished on time I will be integrated into the CU. The changes you suggested could be released in a separate mod. [quote who="OShee" reply="1183" id="3519878"] Mabus mentioned he is working on a new manual, so you can safely mention new weapon system there :> [/quote] I am and I haven't written anything about weapons yet. It depends on the completi
[quote who="SilasOfBorg" reply="1167" id="3519124"] And, I'm going to have to agree, DropBox is pretty slick and unobtrusive. [/quote] I saw a few pop-ups a while ago so I knew you'd gotten it to work. Glad to hear you're also enjoying it.
[quote who="leiavoia" reply="1165" id="3519066"] If we intend to have weapon tweaks (of whatever sort) in the final CU, i would like to propose that we label this as an official SVN 6.0.0 branch and keep development altogether. That way we are not overwriting files manually when testing changes. If weapon changes do not work out, we can always go back 5.7.2 as a clean slate. Non-weapon changes can be made to the 5.x branch (aka "trunk") and ported over to the 6.x branch. (Plus, you get t
I've added the Weapon Cycle to the File archive. I'll sync it with 5.7.2.
[quote who="MarvinKosh" reply="1154" id="3518635"] You can access the web interface without needing the app, but if I'm being honest, having Dropbox integrated as a folder you can drag files to is very convenient. [/quote] This. Much easier than setting up and maintaining an FTP site.
[quote who="SilasOfBorg" reply="1150" id="3518478"] ftp://guest:[email protected]:6666 [/quote] I'm afraid the link doesn't work. Please send me your dropbox name and I'll share the file archive folder. Let's keep our files in one place.
[quote who="SilasOfBorg" reply="1150" id="3518478"] Mabus, I apologize in advance for using 5.7.1 as a base. Hopefully it won't be very difficult to re-merge the changes from 5.7.2 if weapon cycling turns out to be more interesting and less unbalanced (fingers crossed!) [/quote] No problem at all. V5.7.2 was very, very minor. [quote who="SilasOfBorg" reply="1150" id="3518478"] * some attempt has been made to correct scenarios
[quote who="SilasOfBorg" reply="1142" id="3518178"] There must be some reason we reduced weapons AI values by 2 per tier. So in Tier 1-3, a "strong" tier will get 12-8-8 (most important to advance to the next tier, somewhat important to finish it to get the size reductions). For Tier 4-6, a "strong" tier will get 8-5-5. [/quote] I implementing thse AIValues to signal to the AI that the further it progressed into it's weapon tree the mo
Minor update. V5.7.2. Update StarbaseModules changelog. It was out of date. Moved Iconian production modules forward by one tech. None of these changes effect weapons.
[quote who="Maiden666" reply="1131" id="3517880"] In one I've encountered Torians researching "Mass Driver Theory" then "Missile Weapon Theory" then "Beam Weapon Theory" in a straight row (it took them 40 weeks at normal techspeed, low planet count). I think the reason for this is that the follow-up techs also have the same low of 10. [/quote] It's a problem with their AI. Normally the AI picks a weapon tech and stick to it like glue. They never researched two weapon
Hey guys, Yarlen and I had a brief exchange and due to circumstances there's a few weeks left to tinker with the CU. I proposed implementing weapon/defense changes you guys have been working on provided they are fleshed out and properly tested. We have a go. If it's unanimously agreed upon the update is finished I'll integrate it into CU V5.7.1 and update the change logs. If not, we'll ship CU 5.7.1 and the weapon/defense enhancement can be released as
[quote who="SilasOfBorg" reply="1112" id="3517523"] Drivers: cheap research, but defense is also cheap and good. best early tiers but peters out Beams: moderate research, expensive to build, most difficult/expensive to defend against, best midgame Missile: expensive to research, avg build cost, avg cost/ability to defend, poor at start but best later [/quote] Sound pretty good imo. Picking a weapons is pic
[quote who="Stee1dragon" reply="1102" id="3517254"] so where is this modified exe so I can play the CU? and yeah I'm very late to the party. [/quote] You can download it from the file archive. You can find the link in the original post.
[quote who="Frogboy" reply="1100" id="3517222"] Hi all. I'm currently in Maryland working on an unnannounced game so it'll be at least 2 weeks before I can look at GalCiv II again. [/quote] Hey Frogboy. Thanks for letting us know and good luck in Maryland. [quote who="Frogboy" reply="1100" id="3517222"] Bear in mind, we can always do more updates to GalCiv II. [/quote] Good to know :)
[quote who="MarvinKosh" reply="1095" id="3516763"] I have to agree with OShee. Weapons were a bit more exciting before the values returned to near-vanilla. Hells, over the years I've done a crapload of games with modded weapon values and the AI seemed to do fairly well. So, I smell a weapons mod reboot. [/quote] [quote who="leiavoia" reply="1097" id="3516805"] For what it's worth, I would still be interested in a weapons mod. Let's have it. [/quote]</p
Version 5.7.1 Link: https://www.dropbox.com/s/opys363hwuodpwh/Community%20Update%20V5.7.1.zip?dl=0 ============= V5.7.1 ============= THIS VERSION REQUIRES THE NEW TWILIGHT OF THE ARNOR EXECUTABLE! Thalans: Get Interstellar Construction. Technology Adaptation techs set to Computing. Fixed TechTree Branch irregularities. T
[quote who="Maiden666" reply="1092" id="3516735"] but we can still finetune the game and fix some stuff and release it as a mod afterwards. [/quote] Yeah that perfectly alright, go for it. But this is as far as we go.
[quote who="OShee" reply="1089" id="3516705"] If you are ok with those changes I'll edit the GC2Types.xml and start working on the defenses. [/quote] OShee, while I truly appreciate the time, effort and thought you've put into the weapons/defenses spreadsheet but tomorrow ends the CU development cycle. A change of this magnitude cannot be tested in time. If SD wants to take a crack at redoing the weapons/defenses they can and might. I'
I ran a quick test with multiple upgrade targets for the Thalan labs. It didn't work and I'm not risking breaking the CU the day before it gets shipped to SD. I guess this will be one of those things we'll have to live with unless the EXE is upgraded.