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.

 

1,775,536 views 722 replies
Reply #701 Top

I started out being impressed with this mob until I noticed the lack of farms.  I played a couple hundred turns figuring I just needed to research the right tech. When I finally realized no farms were forthcoming, I quit the game and headed here to verify my suspicions.

Nice mod but the lack of farms is a show stopper for me.  I want more control over the population of a planet than the one-size-fits-all solution you provided.  It seems silly that I can build multiple labs or factories but not multiple farms.

I'm not trying rude but I did want to give you some feedback.  From my brief scanning of this thread, it sounds like this might be the most unpopular design decision you made.  Any chance you'll reconsider it?  If you do, I'm pretty sure I'll install this mod again.

Reply #702 Top

There are reasons why farms and charging stalks are cut back to a single common improvement.

If the AI builds multiple farms on a planet, or acquires a planet with multiple farms, it reacts to the unhappiness created by overpopulation by cutting taxes across the board, rather than de-populating the planet and then demolishing the extra farm (or alternatively just building more morale improvements) like the human player would.

If Stardock were still updating the game then we might have seen some improvements in how the AI handles this sort of thing, better clean-up of improvements destroyed during invasion, and so on.  But they're not, so if a mod works around an issue that's a positive thing in my opinion, and if it forces me to change my play style then maybe I will be a better player for accepting that change and running with it.

Reply #703 Top

Quoting Aerion, reply 701

I started out being impressed with this mob until I noticed the lack of farms.  I played a couple hundred turns figuring I just needed to research the right tech. When I finally realized no farms were forthcoming, I quit the game and headed here to verify my suspicions.

Nice mod but the lack of farms is a show stopper for me.  I want more control over the population of a planet than the one-size-fits-all solution you provided.  It seems silly that I can build multiple labs or factories but not multiple farms.

I'm not trying rude but I did want to give you some feedback.  From my brief scanning of this thread, it sounds like this might be the most unpopular design decision you made.  Any chance you'll reconsider it?  If you do, I'm pretty sure I'll install this mod again.

 

{INSERTRACE}TechTree.XMl

Code: xml
  1.    <Biology ID="Xeno Farm Construction">
  2.       <DisplayName>Xeno Farm Construction</DisplayName>
  3.       <Cost>100</Cost>
  4.       <Description>Allows us to build farms on alien worlds.</Description>
  5.       <Details>Old McDonald had a farm...Eyey Eyey O...And on his farm he had a Khzithak...Eyey Eyey O...With a ARHHFAHHAAAAAAAAARRRGIIIAAA HELP AAAUUU HELP! IT'S GNAWING OFF MY...</Details>
  6.       <Requires>PlanetaryImprovements</Requires>
  7.       <Category>Farming</Category>
  8.       <Model>event80</Model>
  9.       <AIValue>20</AIValue>
  10.       <Group>Xeno Farm Construction</Group>
  11.    </Biology>
  12.    <Biology ID="Xeno Farm Construction II">
  13.       <DisplayName>Xeno Farm Construction II</DisplayName>
  14.       <Cost>1000</Cost>
  15.       <Description>Allows us to build more advanced farms on alien worlds.</Description>
  16.       <Details>More food means more people, which means more people to tax.</Details>
  17.       <Requires>Xeno Farm Construction</Requires>
  18.       <Category>Farming</Category>
  19.       <Model>event50</Model>
  20.       <AIValue>15</AIValue>
  21.       <Group>Xeno Farm Construction</Group>
  22.    </Biology>
  23.    <Biology ID="Xeno Farm Construction III">
  24.       <DisplayName>Xeno Farm Construction III</DisplayName>
  25.       <Cost>4000</Cost>
  26.       <Description>Allows us to build even more advanced farms on alien worlds.</Description>
  27.       <Details>High quality, plentiful food equals more people and a broader tax base, plus higher morale.</Details>
  28.       <Requires>Xeno Farm Construction II</Requires>
  29.       <Category>Farming</Category>
  30.       <Model>event50</Model>
  31.       <AIValue>5</AIValue>
  32.       <Group>Xeno Farm Construction</Group>
  33.    </Biology>

PlanetImprovments.XML

 

Code: xml
  1.     <Improvement>
  2.         <S_InternalName>BasicFarming</S_InternalName>
  3.         <S_Name>Xeno Farm</S_Name>
  4.         <AI>10</AI>
  5.         <S_Type>Normal</S_Type>
  6.         <Maintenance>1</Maintenance>
  7.         <Cost>40</Cost>
  8.         <S_BriefDescription>Increases population cap, happiness, and growth.</S_BriefDescription>
  9.         <S_Description>More food equals more people, higher morale, and faster growth.</S_Description>
  10.         <S_IconName>IntensiveFarming.png</S_IconName>
  11.         <S_QueryGraphicName>Terrain_IntensiveFarming.png</S_QueryGraphicName>
  12.         <CanHaveAgents>1</CanHaveAgents>
  13.         <S_TechRequirement>Xeno Farm Construction</S_TechRequirement>
  14.         <Food>2</Food>
  15.         <PopulationGrowthBonus>5</PopulationGrowthBonus>
  16.         <MoraleBonus>5</MoraleBonus>
  17.     </Improvement>
  18.     <Improvement>
  19.         <S_InternalName>XenoFarming</S_InternalName>
  20.         <S_Name>Enhanced Xeno Farm</S_Name>
  21.         <AI>10</AI>
  22.         <S_UpgradeTarget>BasicFarming</S_UpgradeTarget>
  23.         <S_Type>Normal</S_Type>
  24.         <Maintenance>2</Maintenance>
  25.         <Cost>70</Cost>
  26.         <S_BriefDescription>Increases population cap, happiness, and growth.</S_BriefDescription>
  27.         <S_Description>More food equals more people, higher morale, and faster growth.</S_Description>
  28.         <S_IconName>Paradise_Farming.png</S_IconName>
  29.         <S_QueryGraphicName>Paradise_Farming.png</S_QueryGraphicName>
  30.         <CanHaveAgents>1</CanHaveAgents>
  31.         <S_TechRequirement>Xeno Farm Construction II</S_TechRequirement>
  32.         <Food>4</Food>
  33.         <PopulationGrowthBonus>10</PopulationGrowthBonus>
  34.         <MoraleBonus>10</MoraleBonus>
  35.     </Improvement>
  36.     <Improvement>
  37.         <S_InternalName>AdvancedFarming</S_InternalName>
  38.         <S_Name>Advanced Xeno Farm</S_Name>
  39.         <AI>10</AI>
  40.         <S_UpgradeTarget>XenoFarming</S_UpgradeTarget>
  41.         <S_Type>Normal</S_Type>
  42.         <Maintenance>3</Maintenance>
  43.         <Cost>120</Cost>
  44.         <S_BriefDescription>Increases population cap, happiness, and growth.</S_BriefDescription>
  45.         <S_Description>More food equals more people, higher morale, and faster growth.</S_Description>
  46.         <S_IconName>FoodDistCenter.png</S_IconName>
  47.         <S_QueryGraphicName>Paradise_Farming.png</S_QueryGraphicName>
  48.         <CanHaveAgents>1</CanHaveAgents>
  49.         <S_TechRequirement>Xeno Farm Construction III</S_TechRequirement>
  50.         <Food>6</Food>
  51.         <PopulationGrowthBonus>15</PopulationGrowthBonus>
  52.         <MoraleBonus>15</MoraleBonus>
  53.     </Improvement>
  54.     <Improvement>
  55.         <S_InternalName>FoodDistributionCenter</S_InternalName>
  56.         <S_Name>Food Distribution Center</S_Name>
  57.         <PlacementLimit>1</PlacementLimit>
  58.         <AI>5</AI>
  59.         <S_Type>Normal</S_Type>
  60.         <Maintenance>1</Maintenance>
  61.         <Cost>120</Cost>
  62.         <S_BriefDescription>Magnifies Food</S_BriefDescription>
  63.         <S_Description>Increases food production by properly coordinating distribution throughout the planet.</S_Description>
  64.         <S_IconName>AdvFarm.png</S_IconName>
  65.         <S_QueryGraphicName>AdvFarm.png</S_QueryGraphicName>
  66.         <CanHaveAgents>1</CanHaveAgents>
  67.         <S_TechRequirement>Xeno Farm Construction III</S_TechRequirement>
  68.         <PopulationGrowthBonus>10</PopulationGrowthBonus>
  69.         <FoodProductionBonus>25</FoodProductionBonus>
  70.         <MoraleBonus>20</MoraleBonus>
  71.     </Improvement>
  72.     <Improvement>
  73.         <S_InternalName>Charging Stalks</S_InternalName>
  74.         <S_Name>Charging Stalks</S_Name>
  75.         <AI>5</AI>
  76.         <S_UpgradeTarget>Basic Stalk</S_UpgradeTarget>
  77.         <S_Type>Normal</S_Type>
  78.         <Maintenance>2</Maintenance>
  79.         <Cost>100</Cost>
  80.         <S_BriefDescription>Increases population cap and morale</S_BriefDescription>
  81.         <S_Description>Charging Stalks help channel the spark of life from its ultimate source to our people which allows us to maintain and build our population. It also gives our people a sense of well being.</S_Description>
  82.         <S_IconName>ChargingStalks.png</S_IconName>
  83.         <S_QueryGraphicName>ChargingStalks.png</S_QueryGraphicName>
  84.         <CanHaveAgents>1</CanHaveAgents>
  85.         <S_TechRequirement>ChargingStalks</S_TechRequirement>
  86.         <Food>4</Food>
  87.         <PopulationGrowthBonus>10</PopulationGrowthBonus>
  88.         <MoraleBonus>15</MoraleBonus>
  89.     </Improvement>
  90.     <Improvement>
  91.         <S_InternalName>Advanced Charging Stalks</S_InternalName>
  92.         <S_Name>Advanced Charging Stalks</S_Name>
  93.         <AI>5</AI>
  94.         <S_UpgradeTarget>Charging Stalks</S_UpgradeTarget>
  95.         <S_Type>Normal</S_Type>
  96.         <Maintenance>3</Maintenance>
  97.         <Cost>150</Cost>
  98.         <S_BriefDescription>Increases population cap and morale</S_BriefDescription>
  99.         <S_Description>Charging Stalks help channel the spark of life from its ultimate source to our people which allows us to maintain and build our population. It also gives our people a sense of well being.</S_Description>
  100.         <S_IconName>ChargingStalks.png</S_IconName>
  101.         <S_QueryGraphicName>ChargingStalks.png</S_QueryGraphicName>
  102.         <CanHaveAgents>1</CanHaveAgents>
  103.         <S_TechRequirement>Advanced Charging Stalks</S_TechRequirement>
  104.         <Food>6</Food>
  105.         <PopulationGrowthBonus>15</PopulationGrowthBonus>
  106.         <MoraleBonus>25</MoraleBonus>
  107.     </Improvement>

 

Yor Tech Tree

Code: xml
  1.         <Biology ID="ChargingStalks">
  2.             <DisplayName>Charging Stalks</DisplayName>
  3.             <Description>Allows colonies to increase population and morale</Description>
  4.             <Details>While biological creatures require organic "food", cybnertic species such as the Yor can process energy directly. This is done through Charging stalks which provide power for the sentient machines.</Details>
  5.             <Category>Biology</Category>
  6.             <Cost>100</Cost>
  7.             <AIValue>40</AIValue>
  8.             <Model>impulse0</Model>
  9.             <Requires>ComputationalMatrix</Requires>
  10.             <CanBeTraded>0</CanBeTraded>
  11.             <CanBeStolen>0</CanBeStolen>
  12.         </Biology>
  13.         <Biology ID="Advanced Charging Stalks">
  14.             <DisplayName>Advanced Charging Stalks</DisplayName>
  15.             <Description>Increase population and morale further</Description>
  16.             <Details>Advanced Charging stalks are significantly superior to the previous attemps at providing power to run our civilization.  Planets with dedicated charging stalk sectors can significantly increase their population.</Details>
  17.             <Category>Biology</Category>
  18.             <Cost>2000</Cost>
  19.             <AIValue>31</AIValue>
  20.             <Requires>ChargingStalks</Requires>
  21.             <CanBeTraded>0</CanBeTraded>
  22.             <CanBeStolen>0</CanBeStolen>
  23.         </Biology>

there you go.

Reply #704 Top

There seems to be something wrong with the damaage calculations in battle.

 

ok, all civs just use beams, so i decidet to use massdrivers.

But they dont take any damage from it. according to stats they have no armor, but they take no damage from a 32damage massdrivership.

ist this meant to be like this in this mod or is it a bug?

Reply #705 Top

Quoting MW-Rashim, reply 704
ok, all civs just use beams, so i decidet to use massdrivers.

But they dont take any damage from it. according to stats they have no armor, but they take no damage from a 32damage massdrivership.

Do the enemy ships have shields or point defense? Those would block mass drivers too. They just aren't as effective as armor.

Quoting MW-Rashim, reply 704
ist this meant to be like this in this mod or is it a bug?

We cannot change game mechanics with mods. It's either another defense type, extremely bad luck (rolled 0 on all attacks), or a bug in the game.

 

 

 

Reply #706 Top

Ohhh *fp*

 

then i misunderstood the gamemechanics... i thougt the damestypes are like stone, paper, scisors, lizzard, spock

knowing this it makes sense for ai using only lasers and shields, if other types are deflected too.

 

thank you Gaunathor!

Reply #707 Top

I never installed a mod to GalCiv 2 before.  How do I install this mod?  I looked but couldn't find any directions in the zip file.  Sorry if this has been asked before.

Reply #709 Top

Quoting MarvinKosh, reply 708

Here's a guide I wrote earlier:

http://steamcommunity.com/sharedfiles/filedetails/?id=175870499

Hope this helps.

 

Thanks so much!  Appreciate the quick reply

Reply #710 Top

I've played the recent mods extensively.  In general I like the Farm mods, but I do wish they were deletable.  The AI loves to drop them on bonus tiles. 

Also, is the Yor super-ability speed limitation changeable?  3 speed is just too slow.

Reply #711 Top

Quoting DMF, reply 710
Also, is the Yor super-ability speed limitation changeable?  3 speed is just too slow.

Not that I know of.  In my current game setup, I play against the custom race Zylons, who have much the same tech tree as the Yor but have the Super Warrior ability instead.  Personally, I don't think that Super Isolationist helps the Yor very much.

Reply #712 Top

I've enjoyed this mod immensely. I've gone and created my own customrace inside this mod, with a custom techtree based off the Thalan Empire. However, I've recently discovered that suddenly the Stinger IV weapon has disappeared. The tech itself is still there, and according to the Techtree.xml and GC2Types.xml everything is still there and as it should be, but there is still no Stinger IV weapon. I've tried adding a second entry for the Stinger IV weapon via copy-paste, but still no luck. Anyone have any idea what's going on or how to fix this? It's really annoying.

Reply #714 Top

i love this mod and i really don't understand why it's not in the library...( i discover it incidentally, serching for other stuff, thanks to google strange algorithm, whom seem know what i'm looking for, even when i'm not ^^)

Anyway, concerning the farm problem, i agreed that the AI morale\tax problem is a major "bug", but i dislike to see useless bonus tiles: so i have added a lil' food production bonus to market places (the logic is that in a market places were sold even imported food). It's a little bonus so it should prevent the massive morale problem (in any case i think that 100 billion of people can't live togheter in single planet and remain a civil society, no matter how advanced the planet is: try to live in a small place with a lot of people for 1 or 2 week and you'll know....) , and anyway, the economy bonus should balance the eventually lower taxes..

Another way could be add the LIL food production to morale's improvement.. but i prefer the economic one way (i my mind there's no way to feed people with pizza and hotdogs, no matter what yankee say ^^)

Thanks again for this work! i love to see "minors" building great empires

Reply #715 Top

Quoting Zaramorte, reply 714
i love this mod and i really don't understand why it's not in the library...

Because you couldn't upload anything to the Library for quite a while. It's fixed now, but I don't know, if Tolmekian would upload his mod to it, even if he were still around.

Reply #716 Top

plain and simple.. thanks

p.s. just to know.. are there any other must-to-have- mods around out of the library? i have GC2 since at least the 2007, but i never used mods: at that time it seem to me a little messy, and the game was nearly perfect. Only few month ago toke it again, this time starting using mods, find out how that "nearly" could be perfected still ^^

 

Reply #717 Top

Quoting Zaramorte, reply 716
p.s. just to know.. are there any other must-to-have- mods around out of the library?

Well, if you're into ship-designing, then Kryo's Hull System Mod is a must.

Then there are the other three fix-mods (besides Tolmekian's), MarvinKosh's Space Weapons Fix Mod, my Autumn Twilight, and Altarn's Polished Twilight.

If you want better graphics, then you should take a look at the High Resolution Graphics Mod by LogicSequence. Depending on which fix-mod you're using, you may need to tweak some files in order to make it fully compatible. You definitely need to do this with my mod, because I edited some of the same files. I made a post on how to do this here. It should apply to the other fix-mods too.

You may find some other worthwhile additions over on I-Mod, but that's all I can think of.

Reply #718 Top

You know, I think I'm using 3.51 and I have encountered COUNTLESS ToDo:Displayname techs.

Am I to understand that this mod is basically dead?

 

Also, I've come to realize that there are a lot of dead references, missing modules/parts and structures.

I hope Tol comes back soon. Or that the GCII community won't die just because EVERYONE but me bought GCIII founder status.

Reply #719 Top

Quoting Galacticruler5000, reply 718
You know, I think I'm using 3.51 and I have encountered COUNTLESS ToDo:Displayname techs.

Are you sure? I remember seeing a couple missing Descriptions and/or Details when I tested this mod, but no missing DisplayNames. Still, I only tested the versions with the old minors, so that might be different with the new ones.

Quoting Galacticruler5000, reply 718
Am I to understand that this mod is basically dead?

Well, Tolmekian hasn't posted in over a year. Make of that what you will.

Quoting Galacticruler5000, reply 718
Also, I've come to realize that there are a lot of dead references, missing modules/parts and structures.

Tolmekian removed a lot of stuff in his mod (especially the ultimate weapons and defences), so that is most likely intentional.

Quoting Galacticruler5000, reply 718
Or that the GCII community won't die just because EVERYONE but me bought GCIII founder status.

The community is already pretty dead. Or at least this forum is. The activity here has declined rapidly over the last couple years.

Reply #720 Top

Well, that is sad.

I'd be over there on the GCIII community with you all, but I lack the $50 minimum to get founder status, and even if I had that I still lack the $800 machine to run the alphas/betas.

 

Without those there is basically no point in going to the GCIII site just to get my hopes up.

Oh well, I'm going down with this sinking ship.

Reply #721 Top

I still check the GC2 forums.  But I haven't realeased a new mod version in some time, because I wanted to do videos instead (alas, I haven't been in the video editor for a while either).  Maintenance and fixes only, yo.

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Reply #722 Top

So, don't know if anyone else has this issue, but when I download any of the versions, it just gives me an empty zip folder. Anyone have a copy of the change log they would be willing to send me?