Different weapons and hulls respond differently to miniaturization. It's not linear.
MabusAltarn
[quote who="Bamdorf" reply="1027" id="3515406"] The Mod Description apparently hasn't been updated. Cosmetic. [/quote] There's always something... I'll fix it. Thanks :)
Version 5.6.5. Link: https://www.dropbox.com/s/3saggog5m2wfvpn/Community%20Update%20V5.6.5.zip?dl=0 During testing the Drath, Korx and Korath (in that order) stood out as "weak". Weak is a relative term here. Mostly they neglected their essential research the most. Preview posts should be ignored. This is the definite change list. ============= V5.6.5 =====
@Maiden. Thank you, that was an interesting read. So in a way, the Altarians are the victim of the schoolyard bully and have to rely on their bigger friends to keep them safe until they grow into their own. I hadn't looked at them in that regard, most of my testing involved 1on1 matches for stability reasons which renders their SA useless. I'll roll back the changes on the Altarians race bonuses but I'm keeping in the weapon bonuses and I'm not going to change the X-Co
Veriosn 5.6.5 preview two. =Techs -AIValue Creep 3nd. I think I double checked most AIValues. -Life Support Unlocked from Advanced Hulls. -Alliances Moved to Diplomatic Relations -EnhancedAdaptation Moved to Planetary Improvements. -XenoGeology Moved to Planetary Improvements. For the Torians/Arceans EnhancedAdaptation/XenoGeology are an accident waiting to happen. If the AI researches these tec
[quote who="OShee" reply="1019" id="3515116"] Either bring back Terror Drones and Mechanized Warriors, [/quote] [quote who="leiavoia" reply="1020" id="3515119"] I'm also a robot sympathizer. And we likes our terror drones. [/quote] Alright, alright! :). I'll give the Yor back their Terror Drones I.T. I'll just bring it down a bit, same with the Thalan.
[quote who="SilasOfBorg" reply="1017" id="3515102"] Nice work on the AI values, Mabus -- seems you're becoming a bit of an expert on GC2 AI "thought processes". [e digicons]:)[/e] Liking the rest of the changes, and will hopefully have some time this week to give 5.6.5 a proper spin. [/quote] Thanks :)
Version 5.6.0 PREVIEW. NO LINK! I'm still testing but here's a preview. ============= V5.6.5 ============= =Techs -AIValue Creep 2nd pass. Focus on: Yor, Drengin, Korath, Iconians. Tested for several other civs. I removed all but 5 overriding AIValue from the race techtrees. None of the "fixes" made were really needed. This means the techtrees are much more interchangable for customrace creation! AIValues over 30 messes up AIP11 since it
[quote who="OShee" reply="1011" id="3514981"] Mabus, please rethink changing Drengin racial bonuses back to vanilla. They have less interesting tech tree and their racial bonuses are too similar to Korath. +1 speed would help them immensely with colonization, and it doesn't make Terran any less unique because of completely different tech trees. [/quote] I'll think about it. [quote who="OShee" reply="1011" id="3514981"] I'm going to miss both Mechaniz
Happy new year everyone. Version V.5.6.0. I had several test versions I did not publish. Link: https://www.dropbox.com/s/qpyfx2pkngg32gx/Community%20Update%20V5.6.0.zip?dl=0 This is a pretty heavy update so bare with it please. =Techs -AIValue Creep To get the AI to research things you tend to use higher and higher AIValues resulting in an AIVa
I think I'll move the Mind Control Center back to Concepts of Malice. There's no point in the Drengin getting it the way they do. It sends the wrong message.
[quote who="Maiden666" reply="1007" id="3514718"] but then the access to the Mind Control Center doesn't make much sense... [/quote] The Mind Control Center used to be unlocked by ethical tech if you picked Evil. Personally I think this building would be fantastic for the Krynn but they have influence coming out of their ears. [quote who="Maiden666" reply="1007" id="3514718"] There's one mechanic that does prevent the Drengin planets from flipping anyw
[quote who="OShee" reply="997" id="3514253"] Both Korath and Drengin build to many Morale Improvements (Counter Espionage and Arena/Slaughtertoriums) at the expense of Slave Canyons/Labs. This slows them down considerably, as their production is slower, and they are not able to keep up with Yor research. [/quote] Yes Gaunathor set it up that races build the Counter Espionage on all their planets once they get it. I'll lower the value for it, that will help. <p
[quote who="Maiden666" reply="998" id="3514267"] Mabus I've skipped v5.4.0 but in v5.4.1 the bug is still present: TerranRace_TechTree --> Terran_TechTree [/quote] Damn. Probably because I did a rollback after a failed experiment. I'll fix it immediately. [quote who="SilasOfBorg" reply="1000" id="3514297"] I can't test these as fast as they're coming out! [/quote] It'
Minor update. Version V5.4.1 Link: https://www.dropbox.com/s/nudx3pyy2dv0kao/Community%20Update%20V5.4.1.zip?dl=0 ============= V5.4.1 ============= Overview: Xeno Research was moved to Xeno Engineering. That way the AI grabs it sooner and progresses down it's labs faster. The Drengin and Korath get their own version of this tech. The Tori
[quote who="Bamdorf" reply="994" id="3514216"] OK, just to check. When you post an update to the CU, I suppose I go to my mods file in my games and delete the current community update directory, then unzip the new CU in the same place. Additionally, delete any race config files that are present in the My Games area. Delete or simply don't use any save games from the previous update. Check? [/quote] Yes. Also remove any
Before we get ahead of ourselves here's V5.4.0. Link: https://www.dropbox.com/s/x7r1rtzpcq77njk/Community%20Update%20V5.4.0.zip?dl=0 This update deals with History tech vanishing from sight when not selected while making a custom race. Simply put, all tech is visible and can be researched. =TechTree History techs set to None and are linked in a liniar t
I'm worked the histroy techs into each techtree. All will be available weather they're picked or not. Without this change custom races can be left completely crippled failing to research, manufacture, etc. I've also been looking at the posts so far. Here's what I'll do. Thalans: I'm combining OShea's and Maiden's suggestions for the Thalan. That is, their factories labs will get new output/maintenance and I'm reducin
[quote who="abelisari" reply="982" id="3514070"] Maiden666 and MabusAltarn, thanks a lot for your help. Deleting the raceconfigxml files did the job. I would ask you one more question; I want all races to be as balanced as possible, is it better to use or not use the 100 customization points for all playing races (player and AI)? If I can use them, is there any preferred setting? Ok, thanks in advance, and wish all of you a happy new year. Andrea [/q
[quote who="Maiden666" reply="978" id="3514057"] A solution could be to either integrate some of their penalties into their techtree, or vice cersa, to take some of their racial bonuses out of their tree and give it them directly. [/quote] I might have an idea for this.
I launched a Terran testgame and I tried building up my starbases. It worked. [quote who="abelisari" reply="975" id="3514020"] If Basic Space Construction is needed as a prerequisite as MabusAltarn says, then I can tell you I cannot see this tech among the ones available to the Terrans at the beginning, and it is not researchable, either. [/quote] If you don't have this technology than you need to remove the .RACECONFIGXML files in the following folder:<
[quote who="abelisari" reply="970" id="3513988"] Tried again as Terrans, and still same problem. I can check other races, but looks like you have disabled that module (at least) for Terrans. [/quote] Hello there. Thanks for trying again. If you made a custom race make sure you select Basic Space Construction as one of the techs to start out with. That's the technology that unlocks the first starbase modules and you need it to build more. If that doesn't solve
Version 5.3.4. Minor update Link: https://www.dropbox.com/s/dtvyehxgpu22qmv/Community%20Update%20V5.3.4.zip?dl=0 Added a Progressive Changelog to the main mod folder. =AbilityBonuses -Fixed Trade route cost/bonus. =PlanetaryImprovements Economic Direction Unit -Economy from 50 to 25. Thalan nerf as suggested by OShea. Empathi
@Marvin Marvin could you remove the download link to the latest version of the CU and replace it with a link to the file archive instead? I'm worried people are downloading 5.3.1. Also, could you post a link to this document so it's easy to find? It lists issues we cannot work around and will be a handy reference for Frogboy.
[quote who="abelisari" reply="966" id="3513965"] Hi, maybe it's my fault but I just started my first game with this mod and I cannot build production boosting modules on economy starbases. Even if I have researched the related tech, the only modules available are trade related. Any advise? [/quote] Make sure you remove all your race customizations prior to beginning a CU game. [quote who="abelisari" reply="966" id="3513965"] Oh, and ability bo