I've been keeping an eye on this thread, and almost thought that the work of all the people here would not see the light of day. Good job guys, and good job Stardock. Great to see CU getting integrated in the official game. It's been a pleasure to play GC2 after such a long time, and help here and there with some feedback as well :)
OShee
I'm afraid changes to how AI perceives a planet are not possible through modding. It could be done by changes to scripts, or rewriting the AI. Not that any of us can/is allowed to do it tho. Changing planet value based on safety, profitability, number of planets in the galaxy and all other possibilities... that's some serious math involved and a lot of room for mistakes. Maybe that's why people in Stardock set planetary income as main affix by which to determine plan
Page 10, Extreme Planets: Barren is written in upper case, rest use lower case letters. Page 33, "cost 1000 of not several 1000 credits" Page 77, not sure if my English is bad or it's a typo, but I don't get Super Organizer description, "Note that this SA only worlds war is declared on the Super Organizer." Page 80, Terran Alliance, "Research (dis)advantage: 10% Pr
AdmiralWillyWillber, we appreciate suggestions, but have you actually played the CU mod? :) I don't think replacing whole diplomacy tree for Korath/Drengin/Yor is a good idea, as this would require all diplomacy techs to be made untradeable, and I think most of us would not want to reduce tech trading anymore. Only thing that could be changed is the name and descriptions for them (Basic Diplomacy and Alliances could be redone, I think rest of the techs should stay a
Finally my moaning about weapons payed off [e digicons]\o/[/e] But seriously now, any system that you guys come up with will be an improvement over current CU weapon progression, where unfortunately, beams are just... well... broken. If there's more people working on it, there is bigger chance of getting it right. My concept was to stay as true with vanilla as possible, meaning that: - missiles shining on large/huge hulls, otherwise slightly lagging behi
Seeing how a lot of things with AIPs have been resolved, I want to discuss weapons/defenses one last time. This is why I think weapons are imbalanced, it's a long post, so bare with me :) All weapon tiers in CU except 1&2: Cost - 1,0 : ~1,25 : ~1,45 ratio (Mass Driver, Missile, Beam) Maximum possible damage - all are equal, with only Missiles being more effective on larger hulls (10-15% more damage on average). Research costs: negligible difference (28k
Iconian, Krynn, Torian: Cheap techs don't usually follow after an expensive tech, so it is odd that you research Enhanced Adaptation/Interstellar Expansion for 10 or so turns, just to research Xeno Biology in 1-2. Pop Growth is very important and should not be delayed by an expensive tech like EA/IE. I would be best to reduce cost of these techs back to vanilla. So: Enhanced Adaptation/Interstellar Expansion cost from 600 to 150, back to vanilla value. Bon
Back with the Invasions [e digicons]:|[/e] Back in vanilla, strongest "clean" invasion tactic with +attackers advantage was Mini-Soldiers, 500bc for +40-70%, unlocked by Space Marines. The newly introduced Space Marines tactic is 500, for +70-100%, and both Korath and Drengin now have early access to "old" mini-soldiers with new skin (description) and lower price (300). Altarian, Arcean, Drath, Drengin, Korath, Korx, Krynn, Terran, Torian, so everyone else (with
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. I'm going to miss both Mechanized Warriors and Terror Drones, I think just lowering values would be enough and wouldn't hurt. Other then that, great update, you must ha
[quote] These may already be fixed, but please check: 1) Yor did not have access to the telepathy center / insta-flip building. Is this supposed to be this way? I really like having that.[/quote]It is supposed to be like that. Yor have access to No Mercy Invasion Center, Drengin to Mind Control, Korath and Drengin to Artificial Slave Center. Overall Evil is not as strong as it was. Maybe even is weak :) Generic Good civs have more extra techs if they stay Good after picking Xe
Thalan/Terran/Torian/Yor/Iconian group https://www.dropbox.com/s/to6yrea55tf2p6i/Thalan%20group.zip?dl=0 AIP7 group https://www.dropbox.com/s/w24xwtsf7xcyp57/AIP7%20group.zip?dl=0 Krynn/Korx/Arcean/Altarian/Drath group <a href="https://www.dropbox.com/s/ibjtombi2vtjllh/Drath%20Korx%20Krynn%
Proposed balance tweaks and changes (mostly reverting things back to original values and bringing charm back from vanilla): Yor; - Research Matrix: TP down to 10 from 12. All other labs got reduced, this one was missed. AI cannot improve this once they get Discovery Sphere, but same happens to Torians and their Central Mine once they get Industrial Sector. Alternatively, increase the maintenance cost to 5. - Maintenance Grid: Morale down from 25 to 20.
https://www.dropbox.com/s/r1rmkack6w9abib/Thalan%20Medium.zip?dl=0 I went with your suggestion and tested same civs on Medium map, normal speed, abundant habitable, common planets. One thing for sure, Thalan were not as strong as on Large maps with all abundant, but still were strongest overall. They lead in research/economy in 4 out of 5 games, and their economy was really bad in game #2. So you were rig
[quote] They are now, unless a player manually choose to change that.[/quote]What I meant is, whether you want to play Thalan or Thalan mimic, you still choose your party anyway. But nevermind. [quote]The problem with this approach is that these techs then should be made untradeable, otherwise you can trade these techs onto your enemies and thereby weaken them.[/quote]Noted, I always forget about this one ^^ [quote]Tier 3: 12 prod @ 2 maint[/quote]This will o
Just make custom races worth 100 points, down from 150. Same issue happens with Torian - you can mimick all their stats with 15 extra Luck and still have 90 points left for spending, Problem solved :> Don't forget parties are not set in stone and for example, if you spend their points, they can get: -30 pop 73 SP 63 MP 30 Research +1 sensor 40 Loyalty -30 Diplomacy or -30 pop 93 SP
1. Frictionless Clothing and Ultra Spices are both unlocked by Xeno Cultural Trends. Ultra Spices used to be unlocked by Extreme Entertainment. It should be moved back where it belongs or at least moved somewhere else, 2 TG unlocked by same tech and giving almost same bonus is looking bad. 2. Hyperion Shipyard - briefdescription says it increases military production, but description mentions only quality. 3. Fertility Acceleration unlocks Aphrodisiac - which doesn't make m
[quote]It's +1 HP, which, if you have no racial repair, equals to around 20% or maybe more.[/quote]Oh, I though it is 1% and just a typo, thanks for clearing this up. I still would not use this module, for it's price, but it may have it's uses in certain circumstances. Forget about this one then :> [quote]I've seen and have captured antimatter PPs in the wild. Built by thalans IIRC.[/quote]They don't have access to this tech normally, it
Couple more things I forgot to write down: I haven't checked in games 1-2, but on 3rd game no one had Power Plants. I don't remember anyone form AIP8 got them in those 3 games, I wasn't paying too much attention to that. Could be just on this occasion. Still, it's a minor tech, as AI don't really utilize PPs that well. Military Starbase path could use lower TP cost, lower AI Value, or a bit of both. Most of the time AIs get only as far as Starbase Militariz
AIP8 Game 1 Krynn - 18 colonies (2 extreme), 1350 income, Republic, Manufacturing Center, Research Center, economy 3, morale 3, pop 2, Bombardment, weapon tier 2 lvl 1, no x-col. Quite a bad spawn but did great. Thalan - 36 colonies (8), 2400 income, Democracy, Industrial Adapt. 2, Tech Adapt. 2, economy 4, weapon tier 3 lvl 2, Advanced Troop Mod, all x-col. Nice 300% research tile with Hyperion Matrix on it. Drath - 23 (0), 1200 income +850 war profit., Republic, Manu
Game 1 - all evil races declared war :X Yor - 22 colonies (1), 2300 income, no Xeno Communications, Medium, Collective IV + DEM, Creative Insight, efficiency 5, stalks 2, pop 3, weapon tier 5 lvl 2, Terror Drones 1, barren 2, toxic 1, radioactive 1, 337 tp. Lucky 700 research tile on their HW :) No logistics or yellow techs unfortunately Drengin - 27 (1), 1700 income, Republic, Large, Slave Canyon, Imaginative Research, economy 0, morale 2, pop 1, weapon tier 3 lvl
[quote]Mfr II and Distributed Energy Matrix(!)[/quote]yeah, they tend to pick manufacturing II quite early in my games on previous patches, as well as DEM. I'm gonna run 3 games to see how they fare overall. [quote]really impressed with Torian, Drath, and Korx play lately. The Drath and Korx seem to be more aggressive on the research/factory tech in order to take advantage of the piles of trade/war cash, and the Torians
Game 1 - to speed this up, all abundant, extreme uncommon, very fast research Arcean - 22 colonies (6 extreme), 1400 tourism and taxes, Republic, Factory, Research Center, economy 3, morale 1, pop growth 1, weapon tier 1 lvl 3, PI, all x-col except Radioactive, 182 total research spending. Torian - 32 colonies (6 ex), 2400 toursm/taxes, no gov tech, Medium hulls, Factory, Technology Communes (job well done Mabus!), economy 3, morale 2, pop growth 2, weapon tier 1 lvl 3,
[quote]I think you slipped a digit somewhere.[/quote]I included Impulse Drive III and tier 4 of weapons there. [quote]We can agree to disagree as long as you get the maths right. [e digicons];)[/e] [/quote]It's 3 to 1 so I'll just shut up about it ^^ [quote]Here's V5.3.2.[/quote]In my couple of past games they (Torian) where doing disastrous decisions, I'll see how they do now.
If you have a choice between 5 Medium ships with 15 missile attack each, 6 Medium ships with 15 mass driver attack each, or 4.3 Medium ships with 16 beam attack each, which one will you choose? And why would you ever choose to go beam over mass driver, if research cost is higher and you get less ships? Also, why would you choose missile, if you are getting same attack value on ships, getting better weapons faster when researching mass drivers, and getting more of them on top of it? Wo
[quote]So sometimes Yor/Iconian will be strong initially picking MD branch, sometimes be weak by picking other weapons.[/quote]I do not think this is actually a good design. Yes, KS fleet emerged victorious, but let's take into the account the costs of each fleet as well. 3 KS ships (I take KS III) cost you 720 manufacturing. You can get 12 ships with Scatter Blasters III with that. Let's take into the account loss of some of the production - so say 9