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MarvinKosh's Space Weapons Fix Mod v6B (updated 31/08/2014)

MarvinKosh's Space Weapons Fix Mod v6B (updated 31/08/2014)

for Twilight of the Arnor (Ultimate Edition on Steam)

http://marvinkosh.omniloth.net/wp-content/uploads/2014/08/SWFix_ModVI_beta3.zip

[Disclaimer: Stardock does not endorse or support this mod. This thread has merely been stickied so users can more easily direct comments or questions to the authors of this popular modification.]

Some time ago the modding community started poking around in the TA tech trees to see why the AI was reluctant to develop certain techs.  We found that some weapons techs were categorised as PD, instead of Military, meaning that unless missile weapons were deployed, those techs would never be researched by the AI.  Obviously, an AI that can't fight back isn't much of a challenge.

The idea behind this mod was originally just to get the TA AI on the right track as far as weapons are concerned.  However as suggestions have been put forward by the community, more improvements have been made to the tech trees.  Some features have been driven by my own need to fix annoyances.

For example there is the AI's passion for spamming factories or labs onto every tile, crashing their early economy.  These basic improvements would get upgraded and then cost the AI even more in terms of miantenance and production cost, forcing the AI to run inefficiently with the production slider at far less than 100%.

So my approach has been to deprive human and AI alike of early structures that can cause economic meltdown, and in their place have Super Projects which allow for some single-planet focus.

N.B. Use the external link above or choose one of the versions below.  The successive versions are not patches, they contain  all the features of that version of the mod.  Extract the ZIP folder to your mods folder - if one doesn't already exist, create it.  If your mod select screen in-game is broken, see here to fix it.

For a video overview of mod installation, see here.

For gameplay examples, check the new YouTube channel here.

 

Recent versions

v5G:

  • Krynn tech tree bug fixed (thanks to Guanathor for spotting it) - they should now research weapons and not get stuck.
  • Arceans have a Fusion Beam weapon which replaces Lasers.
  • Fixed bad tags in GC2Types.xml which led to wonky weapon animations.
  • Added PlanetImprovements.xml that should have been added in 5F.

v6:

  • Beam weapons balance tweaked - beams are fairly expensive per unit of firepower but scale damage to size well.
  • Missile weapons balance tweaked - missiles are much cheaper per unit of firepower but do not scale damage to size well.
  • Mass driver weapons tweaked - mass drivers are the cheapest per unit of firepower, and are average at scaling size to damage.
  • Krynn buildings - Consulate changed to Super Project, gives +20 bonus to influence ability.  Cost increased to 125, no maintenance.
  • Krynn tech tree - Various changes.  They lose Industrial Revolution, so no Entertainment Centre, but gain A History of Co-operation which nets them a free +10 to Culture.
  • Thalan buildings - removed limtations on matrices.  Reduced output of matrices but set maintenance to 1.  Fusion Transformer is now available with Technology Adaptation II, adds 8mp and 8 tp, magnifies mp and tp by 75%, cost 500, maintenance 10bc.
  • Altarian buildings - Regional Matric no longer upgrades from Manufacturing Matrix.
  • Altarian tech tree changes.
    • Core Technologies I: Economic Improvements, Xeno Economics
      • Also unlocks Xeno Communications.
    • Core Technologies II: Research Improvements, Xeno Research, Xeno Biology
    • Core Technologies III: Productivity Improvements, Industrial Construction, Temples.
      • Also unlocks Xeno Farm Construction.
    • Core Technologies IV: Soil Enhancement, Xeno Trade Centres.
      • Also unlocks Diplomatic Relations.
    • Core Technologies V: Military Improvements, Interstellar Warfare, Space Militarization, Space Weaponisation
    • Core Technologies VI: Starport Upgrades, Interstellar Construction, Advanced Hulls
    • Core Technologies VII (after Technology Progression I): Space Weapons (new), Research Academies.
    • Core Technologies VIII (after Technology Progression II): Invention Matrix, Medium Scale Building, Starship Defences, Advanced Space Weapons.
  • Yor buildings - removed limitations on collectives.  Reduced output of collectives but added a % bonus to manufacturing.  Brought collective cost to build more in line with other factories.  Research Matrix is now Cybernetic Matrix, increases mp and tp by 12, with a 25% bonus on top, increased cost to 90 and maintenance to 7.
  • General buildings - Industrial Sector cost reduced to 180, maintenance reduced to 7bc.  Omega Research Centre now adds 20tp and boosts research by 65%.
  • Torian buildings - Reduced cost of University to 80.  Reduced cost of City of Learning to 100 and maintenance to 6.  Technology commune now adds 10tp and only costs 350, maintenance reduced to 7.
  • Default ships: Altered GC2Ships.xml to remove the obligatory Hyperdrive and extra crap from some of the starting designs, increased Support modules in a few cases.
  • Iconian buildings: Precursor Archive maintenance reduced to 4.  Precursor Library maintenance reduced to 4.  Precursor Matrix is now a Super Project which adds 12tp and improves civ's Economics ability by 40.  Precursor Repository is now a Super Project which adds 16tp and improves civ's Research ability by 20.
  • Power Plant buildings scrapped.  There are now three new Trade Goods, Fusion Power generators, Anti-matter Power generators, and Quantum Power generators which increase social or military production abilities.
  • Known issue: Arcean 'Space Weapons' (new) tech is not properly costed, should be 180 not 600.


v6A:

  • Arcean tech tree streamlining - some techs are now optional rather than core.
  • Fixed Space Weapons costing in Arcean tech tree.  It is no longer core, because Arceans have access to Fusion Beams earlier on, but it does give access to Missile Weapon Theory and Mass Driver Theory in case the player wants Stinger or Railguns.
  • Added 'Support' hull class - category Small, available with Interstellar Construction.
  • Known issue: AI builds Support class but names it 'Heavy Fighter.'
  • Known issue: The Drengin Experimentation Centre can be upgraded - this is fixed in version 6B.
  • Increased colony module cost from 50 to 100.  Together with the cost of a cargo hull, this is about a 50% increase in cost.
  • Basic Life Support module is no longer available.  Life support modules are smaller but offer less range, starting at General Life Support tech.
  • Altered GC2Ships.cfg again, removing old Life Support modules from ship designs.  Starting ships are affected.
  • Yor and Zylon tech trees - Biological Studies is now categorised as Terraforming, not Colonisation.  Neutrality Learning Centre removed.
  • Yor and Zylon buildings - cybernetic versions of the Research Centre, Research Academy, Invention Matrix and Discovery Sphere.  These are all half the usual maintenance cost.  However there is no cybernetic version of the Research Co-ordination Centre or Neutrality Learning Centre.  Manufacturing Vortex now a Super Project granting +30 to Social Production as opposed to +15% manufacturing per planet.
  • Krynn tech tree - changed Xeno Industrial Theory to Manufacturing category, increased priority for Research techs.
  • Arcean buildings - Advanced Navigation Centre is now a Super Project, does not upgrade the basic Navigation Centre and provides a civ-wide increase in speed of +1.
  • Arcean Fusion Beam - the required sound file for this weapon is now included.
  • Yor and Zylon tech trees - debugged and rearranged for visual consistency.

v6B:

  • Krynn tech tree fixes: corrected category for Missile Defence Theory, Mass Driver Theory.
  • Drengin Experimentation Centre is no longer an upgrade target for the Improved Slaveling Lab.
  • Hull capacities, hitpoints and logistics have been rebalanced.
  • Armour and point defence modules have been rebalanced.
  • Logistics ability gains from technology have been doubled to compensate.

For obvious reasons, updates to the mod are on hiatus until the community update is completed. :)

For a full version history of the mod, see here.

For download links of older versions, see here.

1,001,648 views 507 replies | Pinned
Reply #476 Top

One thing I can do for the Yor/Zylons is give them a unique line of research buildings.

They get the Research Co-ordination Centre from Research Academies, which unfortunately is a much less efficient use of a tile than their Cybernetic Matrix.

Yes, it does give an extra boost to their research, but they're already having problems with tile usage since I allowed them to use as many Collectives as they like.  I want them to be more efficient. :)

Reply #477 Top

The Drengin sure do slow down the end game with their military.  In my test game they have 3248 attack ships, and they're paying out 18882bc per turn in ship maintenance.

In contrast, I'm fielding just 404 attack ships and paying out 2252bc per turn to keep them.

Reply #478 Top

Just based on the numbers, it looks like the Drengin should be crushing.

Do you have sufficient tech superiority to offset their advantage in hulls?

 

Reply #479 Top

I suppose I do, actually.  I have Psyonic Missiles and Shredders.  The Drengin?  They're working on Particle Beams II. :D

Fortunately I don't have to worry about going to war with the Drengin, because they're my allies!  Well for now anyway.

Reply #480 Top

I was going to get someone to test out the mod but I guess I'll just throw it out there and see if you can break it, as usual. :)

Reply #481 Top

I've just started playing the game, so I doubt I could give you meaningful feedback.

Reply #482 Top

Quoting FitzGC, reply 481

I've just started playing the game, so I doubt I could give you meaningful feedback.

Fair enough. :)

 

Reply #483 Top

The test game has been interesting tonight.  First of all, the economic boom (which seems to have been going on for years) finally ended, which left the Drengin at a whopping -9000bc per turn deficit.  They had to scrap a third of their ships to get out of the red.

I also finished absorbing the Altarian Resistance with my influence, and I've now got some serious firepower to go after the remaining empires with.

Reply #484 Top

I've tested version 6A to check that the Zylon and Yor tech trees are okay, and I've posted the new version at the top. :)

Reply #485 Top

Just so you know, running a test game with 6A and wow, things are very different.

For example, I'm joint lead with the Krynn on colonies at 31.  These are the guys that remember, last game, didn't do much of anything except fill entire worlds with factories.

The Torians are far behind with just 13 colonies, and the Arceans (who I'm not playing this time around) have just 6 to their name.

Basically empires are a lot more contiguous now, because range is, to begin with, quite limited.  This means that instead of trailing all the way across the map in one of those stupenously long-range colony ships, the AI has to hop from world to world extending range as it goes.

Of course, one way around this is to build starbases to extend range and gain access to more planets.  I think that the AI does make use of starbases this way, but perhaps it does not plan ahead like the human player.

Anyway, it should be an interesting game to play out.  If lack of early game range proves to be a game killer for some races, well I can get them earlier access to life support if need be.

I won't really know until I've played a few different maps... so if someone could play a game with 6A and report back on just how the different races are faring with expansion in the early game, that would be great!

Reply #486 Top

Your removal of the Basic Life Support module reminds me of an idea I had a while ago.

I wanted to change the Yor so that the range of their ships entirely relies on bonuses to their Range ability, while the ships of the other races completely depend on Life Support modules (with the exception of the bonuses from the Hyperion Re-Supply Center and the Aquatic Transport Station).

However, I wasn't quite sure about this idea, so I didn't follow up on it. Mainly because I wasn't certain, if it would add anything to the game. Not to mention, if the AI could cope with the changes.

Maybe I should give it a try after all? <_<

Reply #487 Top

It's worth a try.

I certainly found that on an Immense galaxy with scattered stars, even with stars set to Uncommon I could still make good expansion progress with no life support modules on my ships at all.  I think that it may lead to games which are more affected by starting position i.e. luck with having habitable planets nearby.

Reply #488 Top

Hey guys.

Sorry to say but I think this may be the end of the line.  Even though I've been taking anti-depressants, my depression has found a way to surface with a vengeance.  I don't want to play anything any more, and I certainly don't feel like doing any modding.

Thanks for the support over the years.

Bye.

Reply #489 Top

I'm sorry to hear that.

Depression can be a real bitch. I've been fighting it myself for almost two decades now. Anti-depressants never worked for me. A few months ago, I began a new therapy, which seems to have helped so far. Especially compared to the last one I had, which made matters only worse.

Well, I hope you get better soon.

Take care.

Reply #490 Top

Thanks.  I appreciate the support.

Things have been looking up a little bit.  I'm starting to feel normal again, although I haven't picked up my game of GalCiv for some time now.

On the other hand there's a fresh new hell waiting for me in the new year so, I doubt I'm going to have time or the inclination to keep updating the mod.

After two years on the work programme with not even a sniff of a job, the latest fad at the jobcentres is getting jobseekers to spend 35 hours a week on jobsearch-related activities and training.

Looking through the obligatory photocopied documentation, it's pretty obvious that this is a rehash of exactly what the work programme providers were doing.  In other words, the Jobcentre has no originality. :P

Sorry for the off-topic rant.  It's just frustrating having skills and not having anyone willing to take me on.  I might as well apply to be a headstone carver, this is such a dead-end country for anyone who doesn't have money to burn on private education.

Reply #491 Top

Oh hey there.  I recorded a mod installation video, uploaded and linked to it on the top post.  Sorry about the little hesitations here and there, I had to do it three times before I got it right, and by the end my throat was getting a bit dry! :)

Reply #492 Top

So I decided that to have a little bit of fun I'm going to do a few Let's Play videos with the mod as time permits.  Not so much an AAR as an over-the-shoulder look at me playing GC2 and screwing up hilariously somehow.  The first episode, which runs at over an hour long, has been uploaded but it is still awaiting processing (grr).

Feel free to leave some informal comments here or there. :)

Also, humble thanks for the sticky, whoever that was. :)

Reply #493 Top

Congratulations on the sticky! It was about time really. :thumbsup:

Although, it may not be so good a thing after all, because stickies usually have the strange habit of turning "invisible" for most forum-goers. <_<

Reply #494 Top

That is true, however I would guess that many people who visit the modding section of the forum are looking for a particular mod anyway, so this way they don't have to scroll down at all. :D

Edit: So yesterday I did three episodes of The Rise of the Zylons.  I will try and do another few today.

Reply #495 Top

As it turned out I only managed a half-hour episode but I will pick it up today in a bit. :)

Also thinking of a few little mod changes.  For example, Neutrality Learning Centres.  I'm going to shift them along the tech tree so that they become available after Discovery Spheres and upgrade those - which was already suggested, but I couldn't be sure if the AI would upgrade without having all the in-between buildings.  Besides that, it is a major leap in research capability from the Research Academy, as well as maintenance.

Reply #496 Top

Sorry for not posting a follow-up to the first five episodes.  One of the off-putting things about them is that they go on for an hour or more, usually with me doing planet maintenance, setting ship building orders, and so on.

I'm not sure what players get out of me saying 'nope, let's leave those tiles empty for now,' choosing from lots of ship designs, and the endless fleeting of transports with escorts.

So I think that the next episode I'm going to edit out or just not record the normal turn-to-turn tediousness.  What do you guys think?

Reply #497 Top

Also, I caught a couple of bugs in the Krynn tech tree.  I think.  Strangely wrong categories for things.

Reply #498 Top

I did the first half of Episode 6 tonight.  Instead of recording one long playthrough, I started and stopped when I felt there was something worth commenting on or looking at.  I'm using Lightworks to bring all the video together, and with all the edits so far I've only got ten minutes of episode.  But hey, I did complain that it was dragging a bit. :)

I'll do the second half of the episode this afternoon (right now it's early morning) and hopefully it won't go on for more than twenty minutes, while keeping much of the important gameplay.

Reply #499 Top

There's another thing I want to try, based on my attempt at creating a new ship class (Support).  I think that I will replace Small with the Support stats and stagger the cost, size, capacity, hitpoints and logistics requirement of the larger ships a bit more.  This is what I have in mind:

Hull Cost Capacity Hitpoints Logistics
Tiny 25 16 5 2
Small 63 38 14 4
Medium 165 90 48 7
Large 410 214 126 12
Huge 1050 508 330 22

What this does is increase the maintenance on those larger ships, especially once they're filled out with weapons and defence modules, but makes them a bit tougher to kill.

When those ships roll off the production line they will increase military rating by a lot more, hopefully enough that the AI can focus on something apart from building lots of ships to keep up with the Joneses.  It will take longer for each ship to be made, and each additional one will affect the maintenance bill a lot more.  So perhaps it will tune the military feedback loop a bit better. :)

This does change the game balance quite a bit, and I will need to tweak the research costs to be fair.  Large and Huge hulls will probably be branch techs rather than core afterwards, because a substantial tech cost increase could create a roadblock on the tech tree.

Logistics bonuses from tech will be improved.  The Hyperion Logistics Centre though, that's going to be turned into a Galactic Achievement because otherwise there will be even more temptation to farm them for extra logistics ability points.

Reply #500 Top

So, I've recorded 46 more minutes of Episode 6 (some of it will be cut, obviously).  It does go quite well for the Zylons but I'm not giving away any spoilers.  I wish all my games went like this one does!