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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.

1,002,514 views 507 replies | Pinned
Reply #226 Top

Yeah, it bothered me that the banking centers cost so much to build.

Reply #227 Top

Hey Marvinkosh, been following your progress for awhile and playing with your mod installed since it first came out, so I felt an obligation to came here and say Thanks for your work and time. With all the AI problems and other bugs afecting the way I play this game, and feeling that stardock is not giving a dam about this game anymore, is good to see some people like you putting some effort and time, so we can actually have a balanced and fun gameplay.

Reply #228 Top

I'm sure Stardock does give a damn, but unfortunately there's what you would like to do and what you can actually do given what else is on your plate.  I mean really, even I'm not putting as much time into this as I could be, because there is another project I'm working on that I can't really drop on someone else.

Anyway thanks for dropping by and letting me know, it makes me glad to know there's someone out there enjoying improved gameplay, and that's payment enough for my time.

:)

Reply #229 Top

New version posted with the changes I mentioned on the previous page, top post has the details as always.

Reason why Terrans have Xeno Communications and Universal Translators as Core Technologies is because first of all, they are cheap techs which, in the early game at least, makes them easy to research even if the AI has the research slider set to like, 20% while it cranks out colony ships and builds market centres.  Second of all, the Terrans with their Super Diplomacy ability and inherent Diplomacy bonus gain an advantage in being able to negotiate for stuff that they want.

Reply #230 Top

Made a few changes to the Torian tech tree, they weren't researching the new Space Weapons tech which leads to (for them) Beam Weapon Theory and Lasers.

I'm also rotating out the Terrans from testing, and bringing in the Drengin at long last.

Reply #231 Top

Quoting MarvinKosh, reply 230
I'm also rotating out the Terrans from testing, and bringing in the Drengin at long last.

Excellent! Very keen to see what you do with the Drengin, I haven't been able to make them competent myself, always vying with the Drath for last place whether modded or unmodded.

Haven't tried out your Yor changes yet but the Torians are owning in the latest game - colonized twice as much as anyone else, but also developed planets sensibly, researched yellow techs and are building wonders left, right and center (in recent turns have seen the Galactic Monument, Orbital Terraformer and Nano Recorders pop up, all of which are usually reliably mine to get at my own pace). They seem to have gone Beam in this game, and tech trading is off so I assume they researched it for themselves.

Reply #232 Top

Yeah.  The Torians do pretty well now even with the default AI, but they are so much better at developing planets if they have a different AI set.

Reply #233 Top

Which AI do you find they're best with? I have them on 8 at the moment and it seems to work for them.

The Iconians just surrendered to the Drengin (also flipped to a working AI, I think 8 again) so they now have as many planets as the Torians. Interested in seeing how the Drengin deal with this and whether they still suck when they are gifted a huge empire.

Reply #234 Top

I've been playing with Torians on 8 for my current playtest.  I have the Drengin on 11 but, as I've only made minimal changes to their tech tree, I don't expect them to be focused in their technological progression.  That said, they are doing fairly well for themselves.

Reply #235 Top

I find Drengin on 8 to be extremely powerful - generally, I put races whose natural personality tends to be aggressive on 8.

Reply #236 Top

Well so far I have found that the Drengin focus a bit too much on manufacturing.  It's causing their economy to drag much like the Terrans and Altarians did with those awful early factories. I will need to get to work on that so they build a more balanced economy.

I've also streamlined the Torian tech tree some more.  They were getting a bit stuck, researching everything except what they needed to progress forward, which meant that their early fleets consisted of fighters with Particle Cannons, which are quickly out-classed.  I've made their Central Mine available later on in the tech tree, meaning that Basic Mines stick around for a while.

Reply #237 Top

I've now done preliminary streamlining on the Drengin tech tree, grouping what I consider to be essential technologies into Core Technologies, and adding Technology Progression in there too.

I have also switched out Basic Pit for Massive Slave Pit, which is a Super Project that the Drengin can use to boost production considerably on one planet.  Black Market is now Black Market Sector, which is another Super Project which provides a considerable economic bonus to one planet.  The first lab (Slaveling Imagination Lab) is changed for an Experimentation Centre, again a Super Project, which provides a small amount of research on the planet it is built on but provides a 15% empire-wide research bonus.

I still need to test it out of course, but in theory it should give the Drengin the basis for a better economy.

Reply #238 Top

Sorry for not updating lately.  I needed to finish up another project I was working on.  I have some time free so I should be able to pick up testing again and see what's what with the Drengin.

Reply #239 Top

Okay well, for starters, the Drengin have way too much love of those extreme colonisation techs.  I've moved those to after Tech Progression II and III so that they first actually have the research infrastructure to waste time researching those, and in the meantime they have some kind of weapons to keep them from being bullied by the Altarians. ;)

Rather than waste a whole bunch of time starting another new game, I'm going to use cheat mode and get the Drengin finished with that stuff, and then see what they do.

Reply #240 Top

Apart from a few oddities, like researching Medium Scale Building a little too eagerly (they had Frigates loaded up with Sparrows!) the Drengin are doing pretty well for themselves now.  I'll need to give it another run tomorrow.

Reply #241 Top

I've posted a new version which incorporates the changes to the Drengin tech tree and improvements that I mentioned last month.  I've played it out and they seem pretty solid, so long as you use personality 11.

Reply #242 Top

Quoting MarvinKosh, reply 241
I've played it out and they seem pretty solid, so long as you use personality 11.

I personally find the Drengin work much better on personality 8, though I'm admittedly using a different mod. They also seem to play more "Drengin-like" then what they're like on 11.

 

Reply #243 Top

Well I guess I'll have to give that a try at some point.  If only I could play ten games at once.

Reply #244 Top

Okay I noticed that Drengin Ion Cannons cost quite a bit more than Mass Drivers, despite the fact that they get only 1% off the sizemod of Mass Drivers (and take slightly less time to research).  I've lowered the cost appropriately to 24.

Reply #245 Top

Could you perhaps include a brief description about how to install this mod for the ignorants such as myself...? I'd love to try this out.

Reply #246 Top

So how exactly did you work around the Drengin's obsession with manufacturing techs? It's been an increasingly obvious characteristic of their behavior in my own games.

Reply #247 Top

First of all, you should check that you have a mod folder.

C:\Documents and Settings\Username\My Documents\My Games\GC2TwilightArnor\Mods

(This may vary depending on operating system)

If it doesn't exist at all, create it.

Extract the ZIP file to the mod folder.  You should then have a folder inside Mods named SWFix_ModIV.  This is the mod folder you want the game to point at.

In-game, select the mod folder you want to use.  If you can't seem to select a mod folder, you may need a fix mod for that screen.  See here.

You also need to check 'Use mods', obviously. :)

Reply #248 Top

So my latest test game is looking promising.  The Torians and Altarians have taken an early military lead, as they usually do, but the Drengin are definitely nailing the early weapons research and if they start churning out their ion-cannon fighters, well they are going to annihilate those guys, 'cause the Torians still only have Particle Cannons, and as for the Altarians well I don't know, but I will find out.

So far as working around the obsession with manufacturing techs goes, like the other races the better and shinier stuff is on the other side of Technology Progression projects.  There may still be some tweaking to do, but essentially the trunk of the tech tree gives each race what it needs to keep up in terms of research, and it can pursue the branches it has access to if it needs them at the time.

Whether the AI sees these future techs on the other side or not, if it can't research them now, it cannot really be obsessed with them, and it has to unlock better research facilities even if it isn't going to build many of them.

Reply #249 Top

Okay well the Drengin are now pursuing a good research strategy, only trouble is they are still being outnumbered three or four to one in terms of colonies by the Torians and Altarians.  Of course, even I'm being outnumbered by those guys, but I have enough that it's not hurting my chances.

So what I was thinking was, rather than having the Drengin play by the same rules as the other races (having to spend ages and ages researching Planetary Invasion) perhaps I should give them a hefty discount on that tech, put it right in there after basic space weapons, and let them go and do what they do best - invade the Torian's brains out.

I also think I will have to nerf the Torian mine improvements, as that's what is giving them such a big leg up in the first place.  They shouldn't be the galaxy's leading industrialists just because they've spammed their most basic improvement on nearly every planet they own.

Reply #250 Top

Ugh, no wonder the turns are slowing down.  The Torians are fielding over 3000 fighters, all equipped with the basic particle cannon.  The Drengin ships are far superior, but against the sheer weight of green power, they just can't win. :P

So I think I will change the pre-requisite tech for the basic particle cannon, and only militant races will get that tech.  It's a pretty short list, because apparently only the Drengin and Thalans have aggression over 50.  I've made an exception for the Korath and Arcean, because their super abilities work better if they have some kind of weapons.

By giving that weapon its own tech, each race will still get the pre-requisite for Battlestations, but they won't all get a highly inefficient particle cannon.