naselus

[MOD] Insane-Abundant Balance Mod

[MOD] Insane-Abundant Balance Mod

Insane Abundant Balance Mod

 

A mod designed around balancing the game for large maps with many planets.

 

 

Features:

 

* Massive AI work, to make the AI more competitive even on normal difficulty.

* Replaces Large Empire Penalty with stacking maintenance costs.

* Reworks the balance between 'wide' and 'tall' empires to make planet-grabbing less important, smaller empires more capable of competing with large ones.

* Fixes sensor stacking and engine stacking.

* Includes dozens of bug fixes

* Trade and Tourism more valuable

* Diplomacy less exploitable

* Ship blueprints improved

 

 

Install Instructions:

 

Just extract the .zip file to your My documents\my games\galcvi3\mods folder, then start the game. Activate mods by going into the Options meun, selecting the Gameplay tab, and turning on the 'Enable Mods' checkbox, then restart your game. To check it's working, just start a new game. If the minor races are listed as playable factions, then the mod is working.

 

Current Version:

 

1.7.1 for GC3 1.7

 

Latest version download link available at:

 

http://www.nexusmods.com/galacticcivilizations3/mods/13/?

1,232,097 views 735 replies
Reply #727 Top

I was wondering if you would be okay to let me use part of your mod in Star Trek Themes? Mainly the AI/Diplomacy changes, I have been battling with changing the AI myself to limited success and tbh its grating on a nerve.

I noticed you missed out the sensor(the new power stuff) and starbase(Auto upgrades) extras at the bottom of the GC3GolbalDefs.xml, thought I'd mention it just incase it was not deliberate.

Reply #728 Top

Quoting Horemvore, reply 728

I was wondering if you would be okay to let me use part of your mod in Star Trek Themes? Mainly the AI/Diplomacy changes, I have been battling with changing the AI myself to limited success and tbh its grating on a nerve.

I noticed you missed out the sensor(the new power stuff) and starbase(Auto upgrades) extras at the bottom of the GC3GolbalDefs.xml, thought I'd mention it just incase it was not deliberate.

 

You can use any part of the mod you wish, as long as you credit me for it in your change log.

 

And no, that wasn't deliberate, though it doesn't seem to cause a problem; I soaked out to turn 250. I'll put them in for the next release.

Reply #729 Top

TYVM! And ofc credit will be given, also a change log listing your changes. Again, Thanx!

 

Reply #730 Top

Want some custom icons for the Culture projects? There not great but unique! :)

   

 

Edit:-

On a side note your PlanetaryProjectDefs.xml, the entries for the Ideology Projects description (ProjectSummit_Dec, ProjectSanctuary_Dec & ProjectCulling_Dec) should be _ShortDec.

Reply #731 Top

The GalCiv3 1.7.1 update a few days ago seems to have broken the mod, when I launch with mods enabled I get the error

 

I:\Users\Win7\Documents\My Games\GalCiv3\Mods\insane abundant balance mod\Game\GalCiv3GlobalDefs.xml(1239,18): error:
element 'InfluenceVictoryProgressInfluenceDeadZone' is not allowed for content model '(MaxNumTurns,CreditsAndPowerCap,DefaultTileMoveCost,MinTileMoveCost,ExploreTileRandomRange,MinManufacturingSlider,StartImprovementLevel,StarbaseModuleSalvageMultiplier,ShipyardMaxSponsorCount,ShipyardSalvageMultiplier,BaseStarbaseDef,VigilantStarbaseDef?,BaseShipyardDef,GamePacingPacingDef,ResearchRatePacingDef,BaseMiningBaseBuildTime,NonStackingEffects*,ManufacturingSliderLowerScalePoint?,ResearchSliderLowerScalePoint?,TaxesSliderLowerScalePoint?,DefaultEjectTile,RushCostMultiplier,CapitalImprovement,CivilizationCapitalImprovement?,IdeologyTraitBaseCost,CoercionForgiveness,CoercionMaxPenalty,PopulationToProductionExponent,PopulationToProductionMultiplier,GlobalTriggers*,GlobalCombatMods*,GlobalFactionMods*,GlobalColonyMods*,GlobalInterColonyMods*,GlobalCapitalColonyMods*,TradeRouteInitiatorMods*,TradeRouteRaidMods*,TradeRouteRaidPathMods*,WarWithFavoredCivMods*,DefenseDamageWeaponMod,MinimumDamage,ApprovalToGrowthCurve,ApprovalToProductionCurve,ApprovalToInfluenceCurve,ApprovalToResistanceCurve,ApprovalHappyThreshold,ApprovalContentThreshold,InfluenceMinToClaim,InfluenceRadiusRoot,InfluenceBellCurveTargetDivisor,InfluenceFactorOnTakeover,InfluenceFalloff,GrowthDecay,DiplomacyViewCameraMovementEasingCurve,EngineTrailWidthCurve,NumFreeStarbases,AdditionalCostPerStarbase,RequiredStarbaseSpacing,TacticalBattleArenaSize,TacticalBattleMinHitChance,BattleMinFireDelay,BattleMaxFireDelay,MinShipPopulation,DefaultShipPopulation,ReservedColonyPopulation,MaxPopulationSourceDistance,LoadTransportPopupWndDisplayMultiplier,LoadTransportPopupWndScrollbarNumStepsMultiplier,GraphVerticalRangePadding,GraphMaxNumFactionsToDisplay,MainMapGraphLineThickness,MainMapGraphMaxTurnsRange,GraphsScreenGraphLineThickness,TechTreeLineInsetDistance,TechTreeHorizontalSpacing,TechTreeVerticalSpacing,TechTreeClusterSpacing,TechTreeScreenCenterX,TechTreeScreenCenterY,TechTreeMarginX,TechTreeMarginY,TechTreeCenterViewOnSelect,TechTreeIsDraggable,TechTreeMomentum,

Reply #733 Top

I heard Naselus is not with us anymore maybe you should pick up the mantle, and rename it. 

Reply #734 Top

I dont have any modding skills apart from simple value changing here and there. What do you mean "not with us"? As in "Moved on to other games" or "No longer on this mortal plane of existence"?