INVADER-Mod 8.0 Full for Twilight 1.97 or 2.04

INVADER-Mod 8.0 Full

https://www.dropbox.com/s/zvpaowia3n56x1j/INVADER-Mod.rar?dl=0

INVADER-Mod 8.0 Full for Twilight 1.97 or 2.04

*Game now uses 4gb of Memory instead of 2gb 1.97 use for 2.04 Community .exe

*inlcuded 4gb memory patch to make your own exe (Good for other games Sword of the Stars, Mater of Orion 3)

*Super Races Revamped

*integrated 1.97 Changes

*integrated Community Patch xml's

*Every Race Tech Tree Advanced with own weapons and buildings.

*Planet Cities is now Mega Cities

*Super Buildings Added Industrial Mega Facility, Virtual Reality Facility, Mega Cities
Stock Bond Facility, Social Production Facility. 3 per colony.

*Super Projects added Automated Repair Units, Senate and Congress, Soylent Green, Propaganda Machine. 1 per colony.

*Extreme difficulty to lower difficulty lower <AI> costs for super buildings
Extreme <AI> 400
Difficult <AI> 200
Normal <AI> 12
Easy <AI> 8
Normal Game no buildings <AI> 0
EDIT:
C:\Program Files (x86)\Kalypso\GalCiv2Ultimate\Mods\INVADER-Mod\Data\PlanetImprovements\PlanetImprovements
NOT:
C:\Program Files (x86)\Kalypso\GalCiv2Ultimate\Mods\INVADER-Mod\Data

Install INVADER-Mod
C:\Program Files (x86)\Kalypso\GalCiv2Ultimate\Mods
or
C:\Program Files (x86)\Kalypso\GalCiv2Ultimate\Twilight\Mods

copy paste GC2TwilightArnor over
C:\Users\Documents\My Games\GC2TwilightArnor

Rar

https://www.dropbox.com/s/zvpaowia3n56x1j/INVADER-Mod.rar?dl=0

Zip

https://www.dropbox.com/s/ugd8sb3j7lfiqx3/INVADER-Mod.zip?dl=0

7zip

https://www.dropbox.com/s/ziy2nivfl794bxq/INVADER-Mod.7z?dl=0

 

14,528 views 3 replies
Reply #1 Top

INVADER-Mod 8.2 Patch
*Fixed bug where two Farms would show up.
PlanetImprovements.xml
TechTree.xml
*Fixed bug where Altarians were inventing Nightmare torpedo after Antimatter Plants
Altarian_TechTree.xml
*Updated Custom Planets to be more unique and equalized planets each race gets
(At least 3)
CustomPlanets.xml
*Removed all Human tags from political parties to make them seem more "alien"
PoliticalParties.xml

Considered Changes:
Revamp Yor Tech tree to incorporate Super Buildings
Revamp Iconian Tech tree to incorporate Super Buildings

Currently only Mega Cities is Buildable by all Races.(But helps them tremendously anyway)
Races can get Super Buildings through trade; However Races that share the Human Industrial
Tree Get access to all Super Buildings
Drath Thalan Humans Arceans Torians ect. All Expand at player rate which makes them harder.
Considering adding Unique Superbuildings to Races who don't share a normal Human Industrial tree.

NOTE:Why Superbuildings?
Superbuildings fix all the bugs the AI can't use or incorporate.
They fix Morale
They fix Economy
They make it so the AI can compete with player Colony Ship building
(in fact if you don't make mass colony ships they beat you even on Normal)

Even the weakest Superbuilding can be built on every resource square.
This does make the game very easy for the player if the AI can't build them, However
with them on you won't be able to beat the Korath, Drengin, or Humans with them on.

In Fact with Superbuildings on Good Luck beatings the Humans near Endgame.
Races that are suppose to be a threat are.

NOTE:GC2Types.xml
It should be noted ALL weapons were increased by 1
ALL Drives where increased by 1
ALL Sensors where increased by 1
Good Shields and Armor Make sense now.
Evil Weapons now have a proper place on the tech tree.
To me just making components smaller didnt make sense.
Now even the heaviest or most expensive component has a reason to be used.
Choosing Good or Evil actaully has a tech bonus.
It is much easier to design "fast" ships which can get across the map no matter
what size of map you choose (AND the AI can use them.) And beat you in the colony and war races.
I also added a weapon to Subspace Annihilater, The Death Ray which is ungodly expensive but more powerful then
The Doom Ray. I got tired of the last Tech is Doom Ray cliche and added torpedos and weapons to each race to make them unique.
If you check out the Weapons TechTree of every race you will notice this.

MOD NOTE:
I did not make this mod to be eaiser many will ignore the Superbuildings
and say I made it too easy. I made this mod to be hard. You will lose, you will be invaded.
Your homeworld will be lost. Which is why I release the mod with Xtreme difficulty enabled.
Want an easy game go ahead disable the cheap cheating Superbuildings and dominate.
You will have a game where you expand and all other races do not and you win everytime.
I made the buildings to get around the AI shortcomings everyone complains about.
AI can't handle morale They will build Senate and Congress(Good), Soylent Green(Evil), Propaganda Machine(Neutral/Evil), Automated Repair Units(Neutral/Good).
AI can't build colony ships they will build Mega Cities.
AI has a poor economy they will build Stock Bond Facilities.
AI can't beat you at war production they will build Industrial Mega Facilities.
AI has poor research they will build Virtual Reality Facilities.

The reason Superbuildings are Superbuildings?
Check them out, they do a lil bit of everything but excel in one area.
So Industrial Mega Facility is everything industry BUT you still get a research bonus.
Virtual Reality Facility is all happiness and research BUT you still get a industry bonus.
Superbuildings can be built on every resource square. (Even Influence and Morale) And the AI CAN USE IT!
The 2 Weakest buildings are Mega Cities and Social Production Facility.
The 3 Strongest are Industrial Mega Facility, Virtual Reality Facility, Stock Bond Facility.

XML Example Planet Mega Cities(Starting Tech All Races)
<Industry>24</Industry>
<Food>1</Food>
<Research>24</Research>
<ManufactureBonus>24</ManufactureBonus>
<PopulationGrowthBonus>50</PopulationGrowthBonus>
<MoraleBonus>20</MoraleBonus>
<EconomicBonus>20</EconomicBonus>
<PlanetaryDefenseBonus>1</PlanetaryDefenseBonus>
<PrestigeBonus>20</PrestigeBonus>
<ResearchBonus>24</ResearchBonus>
<PlanetaryQualityBonus>25</PlanetaryQualityBonus>
<AbilityType>5</AbilityType>
<AbilityAmount>20</AbilityAmount>

VERSUS Industrial Mega Facility(Industrial Sector End of Tech Tree)
<Industry>42</Industry>
<Food>1</Food>
<Research>24</Research>
<ShipMoveBonus>3</ShipMoveBonus>
<StarshipQualityBonus>20</StarshipQualityBonus>
<StarshipHPBonus>20</StarshipHPBonus>
<ManufactureBonus>42</ManufactureBonus>
<ShipSpeedBonus>3</ShipSpeedBonus>
<PlanetaryDefenseBonus>4</PlanetaryDefenseBonus>
<ResistanceBonus>2</ResistanceBonus>
<PrestigeBonus>30</PrestigeBonus>
<ResearchBonus>24</ResearchBonus>
<PlanetaryQualityBonus>35</PlanetaryQualityBonus>
<F_MightMultiplier>0.020000</F_MightMultiplier>
<AbilityType>7</AbilityType>
<AbilityAmount>20</AbilityAmount>
It should be noted Superbuildings Stack with Superprojects but do NOT Stack with each other although you can build 3 per planet.

So you only get <ShipSpeedBonus>3 once. You do not get 9 for example.
But you do increase if you build Superproject Gravity Accelerators <ShipSpeedBonus>1 with Industrial Mega Facility <ShipSpeedBonus>3 = <ShipSpeedBonus>4
So Superbuildings do not interfere with Superprojects. (This is why I used PlacementLimit)
Only the First Superbuildings ability bonuses are used Industry and Research of course Stack.

Why did you include your C:\Users\Documents\My Games\GC2TwilightArnor ?
Well my custom race my starship designs logos ect. are in there and I figured you might want them.
Also the latest save games if you notice my latest quicksave I was barely winning against the Humans.
My custom ships include my own designs Orion and Satan which I made from scratch myself with Death Rays.
They are based off the Human Destroyer with moving parts. (BUT HUGE)
It should be noted you need Hyperion Shrinker to see my best designs. (Class VII is best tech)
Example you need Hyperion Shrinker and best minturazation to see my Deaths Head Battle Destroyer (Death VII)
You need to use Terran or Krewrath apperance ships to use/see my designs.
Many are based off of Star Trek: Huge Bird of Prey, Star Wars: XWing YWing Tie-Fighter Tie-Intercepter Star Destroyer Super Star Destroyer, Master of Orion: Orion,
I made many Destroyer protypes with Death Rays, Doom Rays, Subspace Blasters.
Terran War Destroyer made to kill Terrans.
Thalan War Destroyer made to kill Thalans.
Prototype Destroyer which has torpedoes and four engines for less beam weapons.
Orion and Satan were made to replace ALL of these designs.
Huge Bird of Prey was made from scratch based off the Star Trek Mod Klingon ships.

Rar

https://www.dropbox.com/s/hh4nj08rqvho5m6/Patch.rar?dl=0

Zip

https://www.dropbox.com/s/ye0f9poud84m60a/Patch.zip?dl=0

7zip

https://www.dropbox.com/s/s53lygsl1ay3ar5/Patch.7z?dl=0

Reply #2 Top

Well hello and thanks for this mod, I like your shipsdesigns and the new graphics alot. Nevertheless, there are some quite problematic features.

First off, negative bonuses in the "abilities" tab when setting up a new game don't work in GC2. Because, unlike MoO2, GC2 will allow you negative points. Which means that a player could select all major negative techs initially giving him a boatload of distribution points, then allocating them to all important abilities, and once 0 point is reached, simply deselcting all remaining negative distributions. In other words, you can start a game with more than 40 points allocated.

Ofc, the AI won't do this, but there are quite some areas in which negative values don't bring a malus, one example would be Luck: a combatroll @ -50 luck will roll the same as with 0 Luck. So picking that malus for extra points seems not like a tradeoff to me, and the AI can choose that selection, too (they always choose randomly). Not to mention that there are alot of abilities to which that example does apply as well.

Another thing is with your superbuildings - most of them are limited by 3 per planet. This limitation can be easily circumvented by a player (queue 3, unqueue 1, queue another 3, unqueue 1, repeat endlessly...) so a player can build them endlessly on all planets. And because they are completely overpowered, this gives the player a tremendous + unfair advantage over all AI. They also render all other buildings completely irrelevant, except for economic structures, because your super buildings incorporate so much industrial capacity that it's hard to pay for all of it...

Quoting S1Genocide, reply 1

NOTE:Why Superbuildings?Superbuildings fix all the bugs the AI can't use or incorporate.They fix MoraleThey fix EconomyThey make it so the AI can compete with player Colony Ship building(in fact if you don't make mass colony ships they beat you even on Normal)
Even the weakest Superbuilding can be built on every resource square.This does make the game very easy for the player if the AI can't build them, Howeverwith them on you won't be able to beat the Korath, Drengin, or Humans with them on.
In Fact with Superbuildings on Good Luck beatings the Humans near Endgame. Races that are suppose to be a threat are.

Quoting S1Genocide, reply 1

MOD NOTE:I did not make this mod to be eaiser many will ignore the Superbuildings and say I made it too easy. I made this mod to be hard. You will lose, you will be invaded.Your homeworld will be lost. Which is why I release the mod with Xtreme difficulty enabled.Want an easy game go ahead disable the cheap cheating Superbuildings and dominate.You will have a game where you expand and all other races do not and you win everytime.I made the buildings to get around the AI shortcomings everyone complains about.

If you find the to be not challenging enough simply increase the difficulty level. Pick Masochistic as normal level, Obscene as challenging and suicidal as hard. From obscene on, you will NOT be able to outproduce/-tech, outcolonize/-militarize etc any AI, you can only compete in one region while having to neglect other regions for this. Just like setting sliders to 100% military and being able to compete in producing colony ships, but you'll fall in behind in social and technological development fastly.

However, the idea behind your superbuildings is correct, the AI can handle buildings which incorporate multiple bonuses much better into his gameplay. If we were to give the AI simply a single building which would increase prod, research and economics harmonically, then the AI wouldn't fall sometimes into unbalanced traps like overkill production or moral drains through high pop etc pp. The power of his game would simply reflect the amount of available planetary tiles. However, such a game would be quite boring from a player standpoint.

Quoting S1Genocide, reply 1

XML Example Planet Mega Cities(Starting Tech All Races)
<Industry>24</Industry>
<Food>1</Food>
<Research>24</Research>
<ManufactureBonus>24</ManufactureBonus>
<PopulationGrowthBonus>50</PopulationGrowthBonus>
<MoraleBonus>20</MoraleBonus>
<EconomicBonus>20</EconomicBonus>
<PlanetaryDefenseBonus>1</PlanetaryDefenseBonus>
<PrestigeBonus>20</PrestigeBonus>
<ResearchBonus>24</ResearchBonus>
<PlanetaryQualityBonus>25</PlanetaryQualityBonus>
<AbilityType>5</AbilityType>
<AbilityAmount>20</AbilityAmount>

VERSUS Industrial Mega Facility(Industrial Sector End of Tech Tree)
<Industry>42</Industry>
<Food>1</Food>
<Research>24</Research>
<ShipMoveBonus>3</ShipMoveBonus>
<StarshipQualityBonus>20</StarshipQualityBonus>
<StarshipHPBonus>20</StarshipHPBonus>
<ManufactureBonus>42</ManufactureBonus>
<ShipSpeedBonus>3</ShipSpeedBonus>
<PlanetaryDefenseBonus>4</PlanetaryDefenseBonus>
<ResistanceBonus>2</ResistanceBonus>
<PrestigeBonus>30</PrestigeBonus>
<ResearchBonus>24</ResearchBonus>
<PlanetaryQualityBonus>35</PlanetaryQualityBonus>
<F_MightMultiplier>0.020000</F_MightMultiplier>
<AbilityType>7</AbilityType>
<AbilityAmount>20</AbilityAmount>

You might wanna re-check the correctness of these bonuses again, because I'm pretty confident some of them aren't working.

First off, you cannot increase racial (empire-wide) stats by spamable buildings such as this  <AbilityType>7</AbilityType>
 <AbilityAmount>20</AbilityAmount>. They have to be Galactic Achievements, Super Projects or Trade Goods (although as far as I remember creating additional trade goods can get clunky).

I haven't noticed my planet quality going up when building these improvements. I think the tag  <PlanetaryQualityBonus> doesn't even exist.

IIRC  <F_MightMultiplier>0.020000</F_MightMultiplier> can only be given by the SCC - hardcoded.

Quoting S1Genocide, reply 1
It should be noted Superbuildings Stack with Superprojects but do NOT Stack with each other although you can build 3 per planet.

So you only get <ShipSpeedBonus>3 once. You do not get 9 for example.

This is wrong, they DO stack. And because you can build them endlessly you only need a PQ20 world which you'll fill up with the Industrial Mega Fac and use as your prime ship constructing site which all have a base speed of +65 (!).

Finally, by looking through your techs I've think I've seen you're using the Government-bonus. I thought that this one is void, in my tests it didn't do anything (like influencing elections or else...)

EDIT:

the FAQ.txt mentioned newly introduced anomalies. However, none of them seem to work.