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.

 

1,775,913 views 722 replies
Reply #76 Top

Quoting wolfhound-22, reply 75
Thanks, got it. But it's still seeming to only work for the mod with the colonizing minors. Perhaps this has something to do with the standalone techtree fix not containing its own modded raceconfig.xml.

Yes, that's the likely cause.  Once the empires are set on the right personality though, you don't need to change them.

Reply #77 Top

Thanks for helping out, MarvinKosh.  I guess I'll have to include a RaceConfig.xml in the standalone mod, too.

 

Quoting wolfhound-22, reply 75
Also, another question for the modmaker. If I play the Dark Avatar campaign with this mod will the Korath still be able to use their spore ships? Er, probably a stupid question since they wouldn't be super-annihilator.

 

Still need verification on this one, but I don't think mods affect the campaign at all. Beyond that, I think Brad or another poster here commented once that you should play the campaigns with their respective games.  Otherwise, you'll encounter some problems.  So, if you play the Dark Avatar campaign with Dark Avatar, you won't have any issue with my mod.

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Reply #78 Top

Quoting Tolmekian, reply 77
Beyond that, I think Brad or another poster here commented once that you should play the campaigns with their respective games.

Correct - while I don't know how much of a difference it makes to play the DA campaign on TA, playing the original Dread Lords campaign on either expansion causes a great deal of bugs and general balance issues (mostly related to the revamped combat system).

Mods do affect the campaigns, though, or at least they do custom campaigns.

Reply #79 Top

Hi Tolmekian,

Have you considered a Master of Orion Mod for TotA?

 

Reply #80 Top

Quoting VicTree, reply 79
Hi Tolmekian,

Have you considered a Master of Orion Mod for TotA?

 

 

Yes.  Yes I have.  I've done some daydreaming and even some outlining of unique MOOII tech trees.  Trouble is, I'm terrible at that kind of stuff.  Eventually I may play around with it, but I do intend to release a v2.0 of this mod before I move on.  I'm slowly getting back into it, and as fall and winter move in I'll have more time stuck indoors to spend.

Reply #81 Top

Hey there Tolmekian,

Just registered here to say thank you. The mod worked great in my last game, an Immense Map with 9 Major Races and 8 Minor Races. I can also agree with you on what you did to the Tech-tree, I'm not missing the top-tier weapons.

To be honest all of the races did pretty well at the start, and with the quicksave trick the Minors colonized and held their own fairly well. Ironically it was the Krynn in the end that eleminated most of the other races, they simply ended up massively placing spy's onto the race they were at war with, which really crippled their production rates. Only because I ended up placing a Counter Espionage Center on each of my planets I was able to keep going without worrying about their spies.

They literally bombarded the other races with troop transports, quite interesting since normally the Krynn in my games ended up getting wiped out pretty early. They ended up lacking at the technology part, whereas I ended up building a bunch of ridiculously expensive battleships. But all in all one of the most balanced games I've yet played.

The strangest was still seeing the Drengin actually doing well for a change and Iconians actually build stuff on their planets, Iconians also did very well technology wise. And to be quite honest I've not really had much of a challenge before this, probably the first time I actually had to fend off troop transports from my planets and barely holding on. Another funny thing was that the Thalan's got annihilated at the start by three of the minor races (Elerians, Silicoids and Darloks)

I've mixed the AI's with both 8 and 11, they seem to both work fairly well. Krynn in my case was 11. I've Replaced Altarians with my own race, own conversations, own tech-tree (history's), improvements and it all works great. I will probably change the minor races around a little to my own preference, while they work great now I feel the portraits and such don't really fit, also adding unique racemusic to each one of them will add some flavor.

Reply #82 Top

Shame on me for not replying earlier.  It's great to hear feedback like yours, muilezel666.  Hearing about the Thalans getting it from a band of minors sure is nice.  My heart is in finishing up v2.0, even if I haven't done a heck of a lot of work lately.  It's mostly done, really, except that the evil races need some tweaking for increased competitiveness.  That'll take plenty of playtesting, which is the big time-sink of the whole affair.

Reply #83 Top

Just a heads up. There are big time issues with the military section of the tech trees. It's impossible to advance down the beam weapons path since the tech Beam Weapon Theory is missing and Laser I depends on it. This happens with both the normal and the colonizing minors versions.

Reply #84 Top

Hello Tolmekian,

I've tried out your mod with colonizing minors this weekend and I love it. I'm actually planning on allying with the Iconians in my current game! Downright bizarre!

I also did some AI vs AI setups and was very happy to see each and everyone of them try to expand and build up their civilization.

A question. What is the major difference behaviour wise between AIP11 vs AIP8?

Regards,

M.A.

 

 

 

Reply #85 Top

I'm not sure if it has anything to do with this mod or not, but I was playing a game with it and noticed that the AI was overvaluing techs and not trading them, giving the "Sorry, <x> tech is far too valuable for us to trade at any reasonable price." message. Every AI was doing this for even the most basic low value techs. I ran an unmodded game for a bit and found that the AIs were much more willing to reasonably trade techs. My question is, have you done anything that might alter how much the AI values the techs? I admit it could just be my own perception. I'd have to test some more to make sure but that would take a great deal of time.

Reply #86 Top

wolfhound-22,

Judging from Tolmekian's change log, most of the AIValues have been increased but this should also increase the perceived offer.

I think this is mostly due to the fact that the AI now actually researches "yellow" technology early on.

Reply #87 Top

I'm just about to take this mod for a spin, and it looks excellent... thank you for your work!

 

I have one question.  It looks like you've removed the PoliticalParties tag in raceconfig.xml, except for minor races.  Looks like this will result in each major race getting a random political party.  Is this deliberate?  It would look pretty weird to have the Korath led by the Pacifists. 

edit: Never mind, just looked in the default raceconfig.xml and realized that you didn't change anything at all!  My mistake.

Reply #88 Top

After a lot of testing I've found a method that seems to entice AIP8 to research Extreme Colonization without setting it's AIV to an insane value. Setting ECs category to Biology rather than Colonization seems to do the trick. Interestingly enough AIP11 seems oblivious to this change. AIP11 remains a lot more eager to research EC but AIP8 is no longer totally lagging behind.

I also applied the Biology category to Enhanced Adaptation in the Torian techtree and this had the same result and sure enough the torians were colonizing Aquatic worlds in no time.

Also found two bugs:

In the Drath weapon tree, a <Weapon> tag is not properly closed.

There are two entries in TechTree for Sub-Space Drive

Regards,

MA

Reply #89 Top

Quoting MabusAltarn, reply 86
I think this is mostly due to the fact that the AI now actually researches "yellow" technology early on.

If you're referring to the diplo bonuses that such techs bring, I have this issue even when at a diplomatic advantage. An example of how egregious this is: An AI that I have a diplo advantage over and that is on friendly terms for me won't take Arena of Agony (and they have the same tech tree), a somewhat higher level tech in exchange for the base-level Xeno Biology. "We worked hard to get Xeno Biology." I love everything else about this mod but I feel I may as well turn tech trading off, which is a shame since its a rather enjoyable aspect of the game for me.

Reply #90 Top

Hmmm,

Well I did a quick check and I think it's an issue with the new AI values that Tol tweaked to get the AI to research things in a proper order. Here's what I think is happening.

Xeno Biology has an AI value of 55, Arena of Agony has one of 36. So yeah, the AI thinks you're trying to rob it.

Reply #91 Top

I can confirm that even in the unmodded game, getting the AI to trade certain techs (Xeno Biology among them) is like pulling teeth, so this is not a problem with the mod, though it's possible some of the AI values have been tweaked.

Reply #92 Top

Interestingly enough it seems like this for almost every tech. Strangely, it seems the AI is more willing to trade weapons techs than any of the others such as xeno engineering, et. al.

Reply #93 Top

Judging from the change long, many, many AIVs have been increased so it could be that this is why the AI values so many techs so much. I've have a sneaking suspicion that the AIV is not linear or that the AI has some internal thresholds which dictate if a tech is valuable or extremely valuable once it passes a certain limit. I'm doing some testing to confirm this atm but it's slow going.

 

Reply #94 Top

Back with some test results,

Did some testing with trading techs. I created a two techtrees with a whole bunch of techs set to AIV 1 through 30 then 50,60,70,80,100. Next I set up two custom races in a tiny map and started trading techs to see what happened. Here's what I found out.

From AIV 1 to 20 then AI will trade 1 tech for 1 tech with you without giving you to much trouble. Depending on which way the diplomacy pendulum swings you'll need to offer a slightly more valuable tech say a AIV 25 tech to get an AIV20.

For techs above 20 and 25 the AI will demand more, usually this means you need to trade two techs or more. Say a 25 + 1 tech will usually do the trick.

When get techs at AIV26 or higher the AI will give you the 'Forget it' speech yadada, tactical advantage, etc. In order to get a lvl 26 tech or above you will need to make a really, really high offer.

Here's where it gets crazy. When you OFFER a AIV26 tech or higher the AI will not trade you for it even if you demand a AIV1 tech. You have to combine it with another tech to make a deal.

I only had a few hours to play around with this so this is all I could figure out for now. Unfortunately my findings confirm my suspicions about trading in this mod. Many of the AIVs have been increased over AIV25 so the AI will demand an arm and a leg for each of them. Like pulling teeth as qrtxian said.

I haven't toyed with how categories and research costs factor into this but I wouldn't be surprised if that made things even more complicated.

Regards,

M.A.

Reply #95 Top

Hello all.

 

Sorry to be unresponsive, but I've been away from the game for a while.  Those folks still waiting on my AAR post are most aware of this, I guess.

 

Thanks a lot for all the testing and feedback.  One of the drawbacks of my playtesting is that it was entirely done by watching various AIs play against each other.  I've done essentially zero actual human testing of the mod due to the time it would take to do so.  Things like the difficulty trading are obviously a bit difficult to observe the way I did it.  I do recall that the AIValue does affect willingness to trade.

 

In the v2 mod I went through and removed all the WillingnessToTrade modifiers because I didn't like the outrageous prices being asked for some techs.  Of course, I haven't been able to completely test that, either.  I wonder if you could actually make the AI more willing to trade.

 

MabusAltarn - I tried the Biology vs Colonization fix as well, but ultimately decided to let the AI8s deal with it in their own way.  If they're supposed to eschew colonization in favor of whatever else they want to do, then fine.  They eventually get around to researching colonization techs.  AI8s end up being military monsters and the bullies on the block, anyway.  They don't need much help, other than vast improvement of the horrible way they conduct war.  Unfortunately, there's nothing we can do for that.

 

I have to say, that after working to fix the unfinished and heavily bugged things that I could work on, I'm left a bit . . . appalled at the AI itself.  Target prioritization, fleet maneuver, and transport destination/handling are terrible.  I tend to forget that the game was released in 2003 and was made to work on run-of-the-mill 2003 computers.

 

Anyway, thanks again.

Reply #96 Top

Hey Tol, thanks for the response. 

I hope we'll see V2 I'm curious to test it actually. About willingness to trade (WTT). My testing showed that a tech with a high WTT can be traded much more favourably. So it's basically a modifer for the AI value when it comes to trading. Also, WTT only appies to a tech when you're trying to get it. A High WTT will not lower the perceived value of the offer.

Here's some others things I've worked out:

Techs that are deeper into the techtree are worth more to the AI when trading.

Not all categories are born equally the AI well demand more valuable techs for say weapons. Going to research this a bit deeper.

Research Cost is also factored in. At equal AI value the tech with the highest cost is still regared as superior trade material.

How all of this related  to prioritizing research is something I don't know but I intend to find out.

 

 

Reply #97 Top

All this talk got me going.  Believe it or not, I'm ready to release v2.  I learned something very . . . strange while finishing up.  I had some trouble getting the Korx to "accept" some changes, so as a last resort I wiped out all the RaceConfig files that pop up in the ". . .\My Documents\My Games" folder.  After doing that the Korx took the changes, and during playtesting the other evil races finally started rocking.  I have no idea why those little RaceConfig files would prevent the game from using changes that aren't apparently affected by the RaceConfig, but I would recommend deleting them regularly - and certainly when installing a new mod.

 

Anyway, I have one last little bit of tweaking to do, then I'll get to work on posting it. |-)

Reply #98 Top

Tolmekian,

Excelent! I look forward to it. Strage that those *.RACECONFIGXML files would be the cause of so much grief.

 

Regards,

Alt.

Reply #99 Top

Slight hiccup.  Seems my starbase modules aren't lining up quite right.  Specifically, everything requiring Battle Stations is available even without them.  Seems to be a bona fide bug, as the coding is correct.  Couldn't solve the issue last night, but it seems to have something to do with Battle Stations being the first module on the list.

 

While I'm at it, I want to do some finishing work on the starbase modules.  Nothing big, but one idea I had was to put the module requirement in the description so you know exactly how to get the modules you want.

 

Should be done by the end of the week.

Reply #100 Top

Problem solved.  Now it's just cosmetic issues.