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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.

1,002,581 views 507 replies | Pinned
Reply #301 Top

Quoting MarvinKosh, reply 298
Oh, just caught this, don't build the Personalised Advertising trade good.  It will crash your game.

Figure this one out?  I didn't have trouble adding two trade goods, so curious what may be the issue.

I like your ideas for the Drengin/Korath improvements.  I may use something similar.  In fact, it's not such a bad idea to have all the +% improvements provide some base output to help offset the typically horrible AI placement.

Reply #302 Top

The presence of a +mp on it may help the AI to group it with similar improvements to specialise a planet as a ship-cranker.  If not, the two tiles that are saved may get devoted to +mp improvements anyway, so while it won't necessarily make a planet good for making ships quickly, the %mp may not be wasted so often.

The problem with trade goods is that the improvements editor doesn't save the ID that you input.  Easy fixed by editing the XML directly, now that I know that it's a problem.

Reply #303 Top

Question:

Will the AI personalities have to be set to a certian value for the mod to work?

Reply #304 Top

The latest version includes RaceConfig.xml in the mod, with AI personalities already set.  You may need to reset a race to get it to pull this information from the file in the mod.

I figured that since I had to include this anyway to put in the Arcean speed boost, I might as well set the personalities while I was there. :)

Reply #305 Top

Minor Arcean tech tree fixes

  • Moved Xeno Business (Xeno Anthropology) because early on in the tech tree it could be an unnecessary distraction for the AI.
  • Moved Interstellar Navigation in the tech tree to match the order it appears in its group.
  • Miniaturisation techs are split into three groupings.
  • Xeno Engineering is now Industry branch, Manufacturing category.

The new farm improvements seem to do the trick.  The basic ones don't multiply on bonus tiles and of course, they're 1 per planet.

Reply #306 Top

Need to think about unique research improvements for the Iconians.  As things stand, they have no upgrade path for the Precursor Library or Archive, and they have no inclination to build Research Centres or Research Academies with those in place.

Reply #307 Top

The AI still seems to think it's a great idea to use bonus tiles (like 300% bonus to research) for something else, like an economic structure.  It seems to lack the ability to hold off on using a tile until a better-matching improvement comes along.

Reply #308 Top

I've reduced the build cost of Invention Matrix and Discovery Sphere to be more in line with the cost of Research Academy.

I've also added the new Iconian research improvements, which will be more expensive to run and cost more to build but incredibly productive.

Reply #309 Top

Good grief, no wonder the Iconians have been so economically backward, their economic techs are wrongly categorised, and the Merchant Emporium doesn't upgrade the Barter Station.

Plus I need to do some serious retooling of their tech tree.

Reply #310 Top

Quoting MarvinKosh, reply 309
Good grief, no wonder the Iconians have been so economically backward, their economic techs are wrongly categorised, and the Merchant Emporium doesn't upgrade the Barter Station.

Plus I need to do some serious retooling of their tech tree.

Ouch. I vaguely recall those problems.  As I've been ironing out the kinks and trying to balance everything, I just started kicking around the idea of giving everyone the normal economic techs.  Not sure which way I want to go in the end, but I think it's a good thing that I've gotten to that point.

Reply #311 Top

Pretty sure I wouldn't touch the Iconian ones.  Granted, the Merchant Emporium is a little weedy, but the Merchant Trade Complex?  That's basically an economic capital per planet, if needed!

I've spent the evening working on the new Iconian tech tree, which features Technology Strategy techs.  These are basically the same deal as the Technology Progression techs, but the Super Project list is different:

Technology Strategy I - Centre for Intellect Studies, +20 to Research ability and +4tp

Technology Strategy II - Precursor Weapons Lab, +20 to Weapons ability and +4tp

Technology Strategy III - Galactic Technology Centre, +150% research on planet and +22tp

There's also four new Iconian improvements:

Precursor Repository - upgrade for Precursor Library, +15% research on planet and +20tp (respectively, 5% and 8tp better)

Precursor Matrix - upgrade for Precursor Archive, +20% economic bonus on planet +10% influence bonus and +14tp (respectively, 10% better on economic bonus and 4tp better on research)

Enhanced Invention Matrix - 50% more output than a regular invention matrix, but costs 50% more to build and maintain, too.

Enhanced Discovery Sphere - see above.

However, they lose Research Centre and Research Academy technologies, along with the improvements those grant.  The Iconians didn't have Advanced Computing in the first place.

I may have to dial some of these back a little, so that the Iconians don't go into a late-game economic meltdown.

Reply #312 Top

Quoting MarvinKosh, reply 311
I may have to dial some of these back a little, so that the Iconians don't go into a late-game economic meltdown.

I wouldn't worry too much about that, my experience playing as the Iconians tends to be that even without trading for/capturing Banking Centers or Stock Markets their economy is healthy in the late game, thanks to Merchant Trade Complexes. The early game is another matter, as they suffer from high maintenance on their structures and they do struggle a bit - in my Iconian games I have rushed the economy techs as a matter of survival. Once a few MTCs are built they start to do better and are soon very healthy indeed. In my last game against them I also gave them back the government techs under different names, which seemed to benefit them. Indeed, they like culture techs in general and I think they therefore benefit from influence/tourism a lot, though I haven't looked into this in any great detail.

I think the AI is pretty good about building Merchant Trade Complexes on all planets, except ones that it has already filled up! I would avoid putting the MTC too deep into the tech tree as they are pretty critical to keeping the Iconians alive.

Finally, I really like the idea of the library/archive upgrades, they make a lot of sense.

Reply #313 Top

I've been playing the Iconians in a Normal tech speed game, and I think I'm doing quite well.  I'm not sure how well the AI would do in my place, I guess I'll have to try a game with them as Iconians and see how they do.

Reply #314 Top

Well my Iconian game has been interesting to say the least.

The Enhanced Invention Matrix and the Precursor Repository are pure overkill.  Granted, maybe I'm just building too many of them at the current stage of the game, but I'm struggling to keep money rolling in as things stand.

The Robotic Farm (which has the same stats as the Advanced Farm in the mod) has not really worked out as well as I'd hoped.  When it goes on a bonus tile, the population cap goes up by quite a bit.  I'm thinking that I will give it the same stats as the mid-level farm, and ditch Advanced Farms entirely, instead per Sole Soul's suggestion granting an upgrade to the initial colony of +2mt food.  Since that isn't going to go on a bonus tile, I don't need to worry about the increase getting magnified.

The Iconians miss out on some cool stuff like Political Capital because they don't have interstellar Government techs.  Going to have to look into that.

A mod update will come, but not right away.

Reply #315 Top

I noticed that it's possible to hide the built-in ship designs that are left over from DL and DA, by using

        <Ignore>1</Ignore>

in GC2Ships.xml so I'll be including that in my next release.

I've also come up with a recolour of the Interstellar Refinery to use for the Research Centre, currently they both look the same.

Reply #316 Top

I installed Windows 7 on my desktop today so I'll be looking forward to seeing how the mod works in larger galaxies (in Windows XP, I had trouble sticking with Immense because of the memory limitations).

Reply #317 Top

Noticed that the Thalans aren't building any labs in my latest game.  Going to have to revisit their tech tree and make sure they do actually unlock the first level buildings.

Reply #318 Top

Funny thing, the Thalans actually already have a sort of tiered tech tree, so it's proving to be fairly easy to rearrange their technologies into an AI-optimal pattern.

Reply #319 Top

Okay, new version is up, see top post for download and details.

Reply #320 Top

For next version, I'm planning on adding a couple of new Good-aligned ship defences (and techs to go with them).  Because while there are two funky bonus shield modules, there's only one for armour or point defence which needless to say kind of sucks, especially when some of the races in the mod have their defence techs chopped into two halves.  I found myself today thinking "Right, I need to stop the Drengin, but I should really research my super special awesome Arnorian Battle Armour... wait, I have to research all the way past Technology Progression III?  Who's responsible for this??! Oh, right, that would be me..."

Ironically, now I need to stop the Thalans and Korx who are apparently going to become godlike a little bit at a time, but it would still help if being Good actually helped in the way it's supposed to.

Reply #321 Top

I'm also considering cutting the cost of engines.  My reasoning here is that they have become expensive AND bulky since DL, and the AI takes one look and says "I'm not fitting that."  Even I have a hard time justifying the cost, although I'm giving it a go in my current game because an Immense galaxy really does live up to the name.

Here's what I'm planning:

Speed 1

  • Hyperdrive, Hyperdrive Plus: 20
  • Ion drive, Stream Drive: 15

Speed 2

  • Impulse Drive I - III: 30

Speed 3

  • Warp Drive I - IV: 45

Speed 4

  • Warp Drive V: 60
  • Hyperwarp I: 55
  • Hyperwarp II: 50

Speed 5

  • Hyperwarp III: 75

Speed 6

  • Stellar Folder: 120
Reply #322 Top

Stats on the new defences:

  • Duranthium Battle Armour, +9 Armour, cost 95
    Prerequisites for research: Duranthium III and Good alignment.
  • Psionic Defence, +16 PD, cost 140
    Prerequisites for research: PD Combo III and Good alignment.
Reply #323 Top

Well I finally got far enough in my current game to compare Quantum Driver I to Quantum Driver II.  On a huge hull I got a massive reduction of 1 in space used, for the same firepower and cost.  Underwhelming much?  Granted, it's now 6 damage instead of 4, but I spent close to two years with the research slider maxed out just to get them. :P

Two thoughts occur to me.  First of all, it might not hurt to dial back the TP increase I gave these top tier weapons.  Second of all, if I don't do that, then I may want to look at some other kind of bonus to make it worthwhile to human and AI alike.  Off the top of my head, maybe a spin-off project like Quantum Rifles for a tidy soldiering bonus.

Reply #324 Top

I finally finished a game!  Woohoo!

Turns out, while the Thalans were a thorn in everyone's side what with starting wars, nobody could have guessed that the Altarians would almost win with a cheeky Technology Victory romp.  They even had time beforehand to research Ultimate Space Weapons, get their own Quantum Drivers, and start making a serious dent in the Thalan fleet.

Unfortunately for them, I noticed them as they were researching Beyond Mortality, immediately barreled down the Tech Vistory path, and won with a fifteen week lead.

It was a very interesting game with quite a few planet quality boost events, wars started by disgruntled workers, the Peacekeepers showed up, oh and Ultradrive was invented which meant that at the end of the game my standard military ships had 19 moves.  But no Dread Lords. :(

Reply #325 Top

Noticed in the Yor tech tree that Doom Ray hasn't been re-costed.  Oops.