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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.

1,002,031 views 507 replies | Pinned
Reply #101 Top

Aw, that sucks. I hope it won't be too hard to recreate.

Reply #102 Top

I think I'd probably just be re-inventing the wheel.  The only thing I can think to do at this point would be to alter the weapons tech tree and add some new components so that the AI gets some decent defences without having to plod through the Defence tree.  It doesn't make sense to me for there to be so little gained with the early Defence techs which actually slow down the AI's development of weapons in the event that they're facing an opponent with better weapons.

Reply #103 Top

Quoting MarvinKosh, reply 102
I think I'd probably just be re-inventing the wheel.  The only thing I can think to do at this point would be to alter the weapons tech tree and add some new components so that the AI gets some decent defences without having to plod through the Defence tree.  It doesn't make sense to me for there to be so little gained with the early Defence techs which actually slow down the AI's development of weapons in the event that they're facing an opponent with better weapons.

 

The way I have it set up, the AI sticks to a pretty good balance of defense to offense.  This is true both with research and with their ship design.  My work is, again, constrained by using only AI 11.  After I polish my 7 main tech trees, I plan to run a test with a couple AI 8s tossed into the mix so I can see how the AI 11 balanced strategy works against the AI 8 blitz.

I so hope Frogboy fixes AI 7 and 10.  This is breathing new life into the game.  I actually PMed him about our work here.  Seemed important enough to mention.  Now, whether he has the time to check it out or ends up acting on any of it is anybody's guess.

Funny thing is, I haven't actually gotten a chance to play a game in this environment.  The Kushana AAR is going slow enough, but maybe by the time I'm done with this it will be time to start up another . . .

Reply #104 Top

Why is this thread suddenly so quiet. It's creepy, like a haunted house.

 

Anyway, I noticed that I had set the AI for the Arcean's Unique techs too high, and they weren't researching space weapons any more. A simple AI value change fixed the problem I suggests that you do not set the AI of these techs to be much higher than that of space weapons, if you do not wish to reach the same fate.

Reply #105 Top

Quoting TOV, reply 104
Why is this thread suddenly so quiet. It's creepy, like a haunted house.

 

Anyway, I noticed that I had set the AI for the Arcean's Unique techs too high, and they weren't researching space weapons any more. A simple AI value change fixed the problem I suggests that you do not set the AI of these techs to be much higher than that of space weapons, if you do not wish to reach the same fate.

For my part, I've more or less finished up work on the tech trees, and am giving modding a rest to actually play the game. So I'm pretty much done here. Can't speak for anyone else though.

Reply #106 Top

Me, I've just been bizzy bizzy bizzy.

Can't say I'm quite near the end yet, though I have gotten over the hump.  I added the Terran tree to my mix, since I was running 2 Korx trees.  They're a pretty easy fix.  I overdid it slightly on the ethics techs..  It's a fine line between less than half researching by year 6 and a few starting to research them in year 1 and 2.  Pulled them back just a bit and it's time for the next test.  Maybe tonight.  I think I'm going to go all out for fun and toss in a couple AI 8s then turn on tech trading and super abilities.

I wonder mostly how the slow-to-militarize 11s will cope with the hyper-militant 8s.  Should be fun to watch.

Also, did anyone else notice that most weapons techs have no Willingness to Trade entry at all?  Think that's the reason the AI pretty much never trades weapons techs?

Reply #107 Top

I ran my test through year 4 last night and it's going very well.  Tech trading and Super Abilities on, eight identical custom races with paired tech trees and Super Abilities.  I set my Iconian, Drengin, and Terran to AI 8, and the Korx, Drath, Torian, Yor, and Arcean to 11.

I set it up like that for a few reasons:

  • AI 8 doesn't seem to like Extreme Colonization.  Since the Iconians start with Aquatic and Toxic, they can get those worlds and research the Advanced techs early.  It worked.  I considered setting the Torians as 8 because they can get Aquatic without Extreme Col, but I just didn't want militaristic Torians. See next.
  • AI 8 is militaristic.  I have the Drengin set to 100 aggression, so they should build up a military early and go at it to get the most from Super Dominator.  It worked.  They're currently at war with the Arceans, Yor, Drath, and Torians.  They actually share borders with 3 of them.  Early wars mean the Dominator Corvettes are a big bonus.  They're a military powerhouse and are gaining ground . . . for now.
  • I just wanted to see how the Terrans do.  They're supposed to be AI 8 anyway.  They're doing fairly well overall.  Not pushing wars of expansion yet.
  • AI 8 doesn't seem to like the Precursor History line of the Drath tech tree, at least not the way I have it set up.  The Drath consistently thrive on AI 11, so I intend to leave them there.  They don't need a huge military anyway, it's not their thing.

Additional observations:

  • Super Manipulator rocks when the Drath actually research War Profiteering.  They were able to take advantage of the AI 8 militarization to start some early wars.  The economic boost is huge.  With all the fighting by year 4 end, they were getting 942bc from war profit alone - that's just over half their economy!
  • The Korx always seem to under-perform, but rarely get steamrolled.  Their Mercenary Academy provides a modest 2% war profit, but it's a good boost.  Also, war profiteering doesn't seem to work for wars that you're involved in.  Guess your mercenaries aren't fighting on the other side!  Cut-Throat Competition helps them keep up, and their Freighter Command ensures no loss of trade.
  • The 11s seem to be able to cope with the 8s militarism.  After the AI 8 bullies started throwing their weight around, it didn't take long for the 11s to ramp up weapons research and shipbuilding.  As a result, there is little to no defense research, but that's ok.
  • The Drengin have unique starbase mining techs. I forget the names right now.  The first one allows the Mining Matrix, which gives +10 resource extraction.  For some reason they won't use the Matrix.  I've seen constructors go to starbases that can only build the Matrix, then turn around and go away.  For now I'm intervening to make them upgrade, but I have to see if anything can be done to fix this.
  • AI 11 is way too lax about claiming resources and upgrading its starbases.  The 8s consistently swoop in and steal resources right next to an 11's home system. Nothing to be done, I suppose.
  • The Yor have the unique techs Firewalls and Anti-Virus Software, which are useless without Mega Events.  Since I didn't give them to my Yor clones as starting techs, they waste a significant amount of time researching them - ~950tp and ~1800tp.  It sets them back a bit, but they're always pretty strong.
  • I haven't played any of my tests out to the bitter end, but I've gone through year 6 and 7 for a couple.  Overall, with the tech trees fixed and equal bonuses, it seems that no tech tree is terrible.  In that time it was quite rare for any 1 race either to dominate or get wiped out - unless they had a really bad start position.  I'm going to play this one out as far as I'm able to see if a tipping point can actually be reached.  Can the AI actually push any of the races to victory under these conditions?

I think that's the major things for now.  I'll post a follow up after the next 4 years or so, which I'll probably do tonight.

Reply #108 Top

"The Yor have the unique techs Firewalls and Anti-Virus Software, which are useless without Mega Events.  Since I didn't give them to my Yor clones as starting techs, they waste a significant amount of time researching them - ~950tp and ~1800tp.  It sets them back a bit, but they're always pretty strong."

 

I am fairly sure those techs are supposed to remain as starting techs. That way, I assume they will not be effected by those mega events if they should come up.

Reply #109 Top

Just wanted to say that I wholeheartedly concur with the suggestion that putting the Drengin on AI 8 will help them out. I tried switching them from AI 11 today, and they're a monster - ranked #2 in the game, but really #1 in just about everything but economy. They actually haven't really started a major war - just bullied minor races and joined the swarm of opportunists descending on the Korx after the Yor beat them up. Recently someone paid off most of the galaxy to attack them, so we'll see how that goes.

Also agree that AI 8 is militaristic in general - there's three others and they're all fighting at least two wars. Then again, the galaxy is a violent place right now - my Altarians are lucky to be fighting just one major race as of the moment. At any rate, things look good in terms of balance, and it's rather satisfying to see that the Thalans are losing - they've dominated the last few games. Right now it looks like a toss-up between the Drengin, Yor, and my alliance with the Iconians for the lead. The Torians are big right now, but they've picked on too many people and it's come back to bite them.

Reply #110 Top

So I played out the next four years, which turned out to be the last four years.  With the advanced races getting to the end of their tech trees, the last few months of year eight turned into a race for the tech victory.  The Drath won, beating out the Yor by 1 week, with the Iconians not far behind.

  • AI 8 really doesn't like Extreme Colonization (Colonization category techs).  By game end, the Terrans still had not researched it.  The AI 8 strategy really seems to be conquer, not settle.  It works, to a certain extent.  The Terrans were a major power, the Iconians were leading for most of the game, and the Drengin started out strong.
    • Not sure what I want to do with this.  Do I try to force it, or just accept it as the AI 8 way?
  • AI 8 also doesn't like Manufacturing techs a whole lot.  The Drengin started out strong, but bit off more than they could chew.  Over the long haul they declined while their enemies grew.  Turns out they never researched Slave Canyons - not until I made them do it near the end.  That means they were stuck with Slave Pits, with a lousy 5mp each.  They simply got out-produced, even when they were down to only 1 enemy.
    • I had to dial down the AIValue because AI 11 would research it way too early.  I'm going to make a separate tech tree for Drengin at AI 8 and tweak it.
  • Korx got crushed.  I don't know exactly what it is, but they never keep up.  My guess is that they are researching their unique techs too soon.  They spend the first year or so on that and don't get a chance to upgrade their infrastructure before the arms race.  Being stuck with Traditional Factories and Labs in year 4 and 5 is a death sentence.
  • Looked at the Mining Matrix in the xml.  Didn't see anything overtly wrong.  There is a lot of junk code throughout the xml, like ModuleRequirement and TechRequirement tags and half-tags with no entries.  I cleaned it up and will manufacture a test to see if it helps at all.

I'm satisfied so far.  Next time I'm going to drop the four trees I'm happiest with and include the four I haven't looked at yet.  I think the Drath, Iconian, Terran, and Yor will go to make room for the Altarian, Korath, Krynn, and Thalan.

Reply #111 Top

Korx got crushed. I don't know exactly what it is, but they never keep up. My guess is that they are researching their unique techs too soon. They spend the first year or so on that and don't get a chance to upgrade their infrastructure before the arms race. Being stuck with Traditional Factories and Labs in year 4 and 5 is a death sentence.

I'm not sure what the big problem with the Korx is, but they've been steady at the bottom of the pack. The idea that their unique techs are behind it might have some basis; they're the only race that's doing worse now then they did before I starting modding things. I have a couple of custom races with the Korx tech tree and they've done okay, though, so maybe it's something else.

AI 8 also doesn't like Manufacturing techs a whole lot. The Drengin started out strong, but bit off more than they could chew. Over the long haul they declined while their enemies grew. Turns out they never researched Slave Canyons - not until I made them do it near the end. That means they were stuck with Slave Pits, with a lousy 5mp each. They simply got out-produced, even when they were down to only 1 enemy.

Haven't really run into this behavior before. My Drengin on AI 8 tend to be pretty quick about researching Slave Canyons - sometimes, they get it before the arms race even starts.

AI 8 really doesn't like Extreme Colonization (Colonization category techs). By game end, the Terrans still had not researched it. The AI 8 strategy really seems to be conquer, not settle. It works, to a certain extent. The Terrans were a major power, the Iconians were leading for most of the game, and the Drengin started out strong.

Not sure what I want to do with this. Do I try to force it, or just accept it as the AI 8 way?

Personally, I'd just go with it - it's good that the AIs act in visibly different ways. Then again, it may depend on circumstances - you seem to use higher extreme planet counts then I usually do.

In other news, I've finally gotten the Arceans to pull themselves together. They'd been having issues for sometime, but they look to have been partially setup based - right now, they're middle of the road. The first run of the new Korath tree is looking good too.

Reply #112 Top

I'm not sure what the big problem with the Korx is, but they've been steady at the bottom of the pack. The idea that their unique techs are behind it might have some basis; they're the only race that's doing worse now then they did before I starting modding things. I have a couple of custom races with the Korx tech tree and they've done okay, though, so maybe it's something else.

I'm thinking it's a combination of their unique techs and the structure of their tech tree.  Even after their unique techs are done, they seem to get distracted by various techs and never really hit the Artificial Gravity->Planetary Improvements->Research/Manufacturing/Economic Improvements line.  I think they may need a little race-specific TechTree tweaking to get them researching those techs faster.

Personally, I'd just go with it - it's good that the AIs act in visibly different ways. Then again, it may depend on circumstances - you seem to use higher extreme planet counts then I usually do.


Think I agree on this one.  Just let it play out.

Couple more interesting notes:

  • Anyone else think it's kinda odd that the Drengin have unique research structures and common economic structures while the Korath have unique economic structures and common research structures?  Think I'm gonna combine the two so they both share the unique techs.  Why the difference?
  • There is a tech in the TechTree xml with an interesting category - MilManufacturingitary.  I think you can guess what happened.  I forget which one it is, but you could search for it.  Maybe it's in the Drengin tree, but I don't think so.

Edit to add - In a first test it looks to me that a big factor in Thalan dominance is their tech tree.  With my identical custom races, the one with the Thalan tech tree is just exploding.  I remember now that I forgot to set them as Super Hive, though.  I think they may be Super Spy, or maybe Organizer.

Reply #113 Top

There is a tech in the TechTree xml with an interesting category - MilManufacturingitary.  I think you can guess what happened.  I forget which one it is, but you could search for it.  Maybe it's in the Drengin tree, but I don't think so.

 

It is the Drengin/Korath tech tree, specifically Artificial Slavelings.

Reply #114 Top

Quoting TOV, reply 113

There is a tech in the TechTree xml with an interesting category - MilManufacturingitary.  I think you can guess what happened.  I forget which one it is, but you could search for it.  Maybe it's in the Drengin tree, but I don't think so.

 


It is the Drengin/Korath tech tree, specifically Artificial Slavelings.

Thanks for that.  I forgot to follow up on it.  Since I just fixed the Korath TechTree last night, I guess I should go back and fix that before I test it.

I took care of the Thalans, and I also cleaned up the Krynn tree, which was full of errors.  The change log is almost as long as the Iconians.  A little more work on the Altarians and Korx and it's on to round 2.  Of this set of rounds.

Let's see . . . 5 Iconian tests, 6 diplomacy tests, 7 AI tests, and 1 tech test so far.  19 playtests and counting.

Reply #115 Top

Tolmekian, what galaxy settings do you play on? That could be useful to know if the effectiveness of different AI strategies interacts with things like galaxy size, which I suspect it does. There seems to be a consensus that AI 7 and 10 are not even competitive. But I've gotten both the Drengin and Arceans to win games via military conquest of the entire galaxy using AI 7 combined with a high aggression settings, and I've also seen the Torians and Iconians do very well using the supposedly broken AI 10 on occasion (following tech tree fixes and some aivalue rebalancing of my own). However, all these games I've played were on Large maps. Maybe it's different on Huge or Gigantic maps; I don't know because I've never had the patience to play on maps that size.

Has anyone else tried re-balancing the ai values in the planetaryimprovements.xml? There's plenty there to question if you start thinking about it. For starters, I changed the aivalue of the embassy from 1 to 5. I don't know if the ai does better now, but they do build more embassies on those influence tiles.

 

 

Reply #116 Top

I, for one, have balanced the hell out of almost every single able file that I dare to edit. Although, I did miss out on the embassies. Thanks for the heads up!

Reply #117 Top

I've done a little work in the PlanetImprovements.xml, but nothing major.  It looks to me that the AI does a fairly decent job as it is.  One big change was the AI for the Biosphere Modulator.  It was 0, so it was never built.  I changed it to 155 - the same as Weather Control Zeniths, since they do the same thing. Now they build one on every planet, as they should.  I also changed the Iconian Molecular Fabricator from 0 to 5.  Since almost all of their improvements are 5, they build it along with everything else.  The only other thing I can think of off hand might be the Krynn Consulate.  They should probably put one of those on every planet.

 

As for galaxy settings, I always play on larger galaxies.  My tests have all been using the same settings.  Probably easiest just to show you:

  The only exception would be that for the majority of my testing I turned off Tech Trading, Tech Stealing, and Super Abilities.  I turned them back on for my final testing and polishing.

 

 

 

 

AI 7 won't colonize anything outside of its influence.  Under my conditions that means they end up with a terminally small empire.  With abundant planets and habitables along with tight clusters, you could probably get the planets close enough together that they could establish a sufficient empire to begin conquest.

AI 10 has a problem with leaving planets undeveloped.  I don't know what conditions could allow them to thrive, but I can't say that it would never happen.  They expand fine and research well, as far as I can tell, but without any improvements on their planets they totally lack staying power in the mid-to-late game.

 

And, as a final note, After my last test I'm pretty much ready to declare my work done.  For real this time.  I'd really like to actually play a game now.

Edit to add: After the last test I've changed my opinion on the Drengin and Korath trees.  It's not just odd about their econ and research techs/structures. It's bad/broken.  Since they both start with A Ruthless History and Specialized Research, it ends up that the Drengin can't upgrade their Black Markets and the Korath can't upgrade their Slaveling Labs.  TOV and I went back and forth over how to get Advanced Market Centers to upgrade the Black Market.  Now I just say fix the tech trees and be done with it.  It works nicely.

Reply #118 Top

Quoting qrtxian, reply 50


The Yor have a problem with some one-shot techs (nothing comes after them) like Stellar Streams. They also seem to have a hang-up at Collective Manufacturing III - not sure what it's about, but they aren't researching beyond it.

 

I laughed at this because I always play the Yor, and I usually take a long pause at CM III.  Seems like that's the point where my economy can just barely handle the production, and plenty of ships are rolling out, no need to go further. 

Another post earlier mentioned Korath doing just fine at AI 7, not sure what that is, but at "obscene" level, they do just fine indeed.  I'm ready to wipe them out, of course, but I also had the fortune to have Creativity kick in to make Black Hole Guns a one-turn research project.  Straying off topic, sorry...

 

Reply #119 Top

Wow, just found this thread; lots of good info here!

It seems to me that at least some of the issues discussed here clearly qualify as bugs, such as places where techs were obviously miscategorized, or where there were missing or mis-spelled values in the xml files.

I think it'd be very handy to get a full list of such issues (as opposed to things like research priority tweaks, which are a bit more subjective).  Would one of you be willing to write up such a list and post it to my bugs thread?  With luck, those fixes, at least, could be easily incorporated into a patch.

Reply #120 Top

Does this mod(patch really from the read) address the issue of the Torrians simply not builing anything at all on any of their worlds?

 

thnx

Reply #121 Top

Quoting John, reply 120
Does this mod(patch really from the read) address the issue of the Torrians simply not builing anything at all on any of their worlds?

 

thnx

Unfortunately, no.  The Iconians have the same problem when set to their default AI, which is AIPersonality 10.  As I mentioned earlier, AIP 10 has a bug that prevents development.  It's a problem with the AI and nothing we can fix.  You can, however, change the personality that the Torians and Iconians use.  Generic would work fine for both.  Try Thalan if you want either to be more militaristic.

Quoting Elestan, reply 119
Wow, just found this thread; lots of good info here!
I think it'd be very handy to get a full list of such issues (as opposed to things like research priority tweaks, which are a bit more subjective).  Would one of you be willing to write up such a list and post it to my bugs thread?  With luck, those fixes, at least, could be easily incorporated into a patch.

That's no small task, though I'll see if I can get some time.  I've finished with the TechTrees and moved on to the PlanetImprovements xml.  Did you know that there are three Galactic Achievements that aren't in the game because the required tech is misspelled?  I vaguely remember them from DA many years ago, but they got lost in the update.

The Galactic Monument is StarFederation - should be StarFed

Galactic Stock Exchange is AdvancedTrade - should be Advanced Trade

Hyper Distribution Center is CulturalConquest - should be Cultural Conquest

On top of that, the Temple of Neutrality has the same alignment numbers as the Temple of Righteousness.  It's pretty much a cut and paste with only the name changed.

Anyway, I'm on the verge of releasing my work as a mod.  I figure all the fixes with and without the colonizing minors.  Now I just need to figure out how to package up a mod.

Reply #122 Top

Quoting Tolmekian, reply 121
Anyway, I'm on the verge of releasing my work as a mod.  I figure all the fixes with and without the colonizing minors.  Now I just need to figure out how to package up a mod.

I think that the ideal thing would be to have two mods:  One to fix things that are clearly bugs like misspellings and miscategorizations, and another to fix gameplay adjustments like AI priorities.  The reason I say this is that Stardock could conceivably take a bugfix mod and just patch the base files with it without needing to do a lot of testing.  But anything that messes with the AI configuration is probably going to need a lot more review.  Making it two mods makes it more likely that at least the bugfixes will get merged into the base.

Reply #123 Top

I agree that a bugfix-only mod is a good idea.  But the other mod should be the full works, otherwise your average player has to sit and merge XML files by eye. ;)

Reply #124 Top

Quoting MarvinKosh, reply 123
I agree that a bugfix-only mod is a good idea.  But the other mod should be the full works, otherwise your average player has to sit and merge XML files by eye.

I wasn't sure if the mod system allowed chaining mods/having multiple mods active.  If it doesn't, then I agree; best to have the second be the whole thing.

Reply #125 Top

 You guys all rock...looking forward with great anticipation to playing the tech tree mod once released.  I stopped playing the game several years ago - (only in small part due to perceived shortcomings in ToA which always seemed IMO to be unfinished - more to do with unrelated life stresses), and just on a serendipitous whim decided to vist the forums again after a long absense and lo and behold found this effort!   :thumbsup:      This mod (edit: and I didn't mean to forget the original topic Weapons fix mod too!) when released looks like it may breathe some new life into an old friend - many thanks for the time and effort you all have spent!