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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.

1,002,215 views 507 replies | Pinned
Reply #151 Top

Half the fun is fixing a problem and knowing why the solution works, though.

Reply #152 Top

I've concluded that, like the Terrans and Altarians, the Torian tech tree does not lend itself to sensible advancement and needs restructuring.  Giving the AI some constraints in what tech it can choose in the early game means that it will always develop the technologies which are essential.

Reply #153 Top

I have a question,

So this mod will fix alot of AI issues in the game (like the fact that the Alterians never building a sizeable fleet and getting wipe out), does it?

And is the newest patch required?

Reply #154 Top

The AI itself is not changed by the mod.  But because the AI looks at things like tech cost, category and AI value when choosing what to research, having different values helps it quite a bit.  If Space Weapons isn't categorised as Military, the AI will effectively hit a research roadblock and not be able to develop weapons until it's way too late.

It's difficult to say if it will work in an earlier version of Twilight, I've only tested it with 2.03.

Reply #155 Top

I'm fairly sure I've got the Torian tech tree working.  Well, working better than it was.

I can't really do much about their tendency to research all the weapons trees, so I've made Beam Weapons their primary weapon tree, and moved Missile Weapons and Mass Drivers so that they require the new Advanced Space Militarisation technology.

The lines leading from Xeno Factory Construction and Fusion Plants have been moved so that they require the new Advanced Manufacturing technology, which in turn requires Advanced Space Militarisation.

Schools have been scrapped in favour of a new super project, LGM Inc Labs.  This will give the Torians one fairly good research building just like the Terrans and Altarians, but they'll be unable to build any more research buildings until they research to Universities.  In the early game there is not a huge need for labs, so this actually works out pretty well.

The Cultural Enlightenment (Entertainment for Torians) line has been more heavily emphasised, so Torians will actually build Healing Pools and later stuff.

The Xeno Economics line has been more heavily emphasised so that the Torians build plenty of economic buildings.

I'm going to do another test run and then post a new update if it works.

Reply #156 Top

Okay, see first post for version 3C.  It should help the Torians out a bit and they should develop heavy fighters and frigates in a decent timeframe.

 

Reply #157 Top

The game that I'm playing now, the Torians did start out well, and they did have a good military going.  However they kinda gave up on developing new weapons after Particle Beams, while the Altarians and Terrans rolled out Plasma Weapons at a fearsome pace.  Some work still to be done, I think.

Reply #158 Top

MarvinKosh if you need someone to playtest this for you then i would be happy to assist as i am not working at the moment and have time on my hands :)

Either pm me or email to marty.wraight(at)gmail.com.

Great mod!

Reply #159 Top

That would be great.  If you grab the latest version up top you should be all set, I haven't made any changes yet although as I said I am planning to revisit the Torian tech tree and make them more interested in weapons tech.

My current game setup is a huge galaxy versus Terrans, Yor, Altarians and Torians, with Very Slow tech speed.  You can scale it down or up if you like but any extra races you pick should use their tech trees if you want to test out how well they do.  You can optionally throw in the Thalans if you like, their tech tree has been modded but not to the extent that the others have.  You can play on Normal tech speed if you like, see if it's any different than what you're used to.

I would love to get round to all the races at some point but I have to focus on one at a time. :)

 

Reply #160 Top

Will d/l today and start testing for you :)

Reply #161 Top

Oh yeah, I've added a little more flavour text for particle beams in the next version.  Not strictly necessary, but it annoyed me.  Here's a preview:

Particle beams are superior to laser weapons.  The abundant energies of hyper fusion makes very powerful magnets possible, both to accelerate particles to high speeds in a short distance and to steer them onto the target.  It is possible for our enemies to use magnets to deflect our particle beam, but we can make it more difficult by firing the particles at a higher velocity.

(Particle Beams II)

By producing several smaller streams of particles which are collimated together right before the firing aperture, we can reduce the the space needed to mount the particle beam on the ship without decreasing the weapon's performance in combat.

(Particle Beams III)

We've further reduced the space requirements for the particle beam by using a new type of energy conduit to power the magnets.  That's the limit of what we can do with the current design, but we have some new ideas for beam weapons that you may be interested in.

Reply #162 Top

There seems to be a problem with your 3b, When I go to build and improvement, I can only qeue one Improvement per tile. As soon as I place the improvement, say a factory, it disapears permanently from the build list. What is the problem?

 

 

Reply #163 Top

If you mean the basic factories and labs, as I said above, they've been turned into Super Projects.  That means you only get one of them, and you need to research more technologies to unlock more buildings.

However at the start those are quite powerful buildings to have, on the right planet.

Reply #164 Top

So, I have noticed an interesting problem with the AI.

When it is at the bottom of the heap in terms of military power it will research techs that help to improve military power.  However, when it shoots past the other AIs and even the human player and becomes the dominant military power, it does less research into military tech, and you have to actually surpass its military might in order to get it to keep up with the Joneses.

Now don't get me wrong, a low-tech approach to war is great when your opponents have very little military power, but when they design ships with defences against your weapons, it doesn't matter how fast you can churn out low-tech ships, most of your firepower is going to be wasted.  Even worse, when those ships survive combat and their crews become more experienced, they become tougher to kill.

What this means is that smaller empires tend to research weapons technology too much, never able to match the military might of the aggressive neighbours because of lack of money, lack of manufacturing capability, and a lack of population base to fill troop transports and start invading someone's brains out.  The bigger empires as I've said tend to concern themselves with military tech only when they become number two.

I suspect that I need to first of all make early colony rushes less profitable.  For example, I could set the food capacity of the new colony improvement to say, 2bn instead of 8bn.  I don't actually know how the AI will deal with that, but I suspect that if it keeps trying to colony rush with only 2bn max per planet it will get eaten alive by maintenance costs and have to stop because it has no money.  I think that human players will find that they need to beeline for farming improvements to get growth going.

Hopefully this will result in more evenly-matched empires.  Anyway, it'll need testing, a lot of testing. ;)

Reply #165 Top

I've been considering the colony rush problem myself.  Also, one way of at least semi-balancing out the issue of ship firepower is to make each race an expert in only one attack/defense pairing in the tech tree.  Lots of relatively cheap techs of one pairing, with much fewer and more expensive techs for the other two combos.  That should help alleviate some of the issue of an empire getting ahead just for packing on tons of defense because of the research gap from military power.  Their more primitive ships should still be able to give as good as they get.

I'm not sure how the AI would respond to a "specialist" setup like that though either.

I think the reduced colony food bonus is also a good idea because of the "waste" of food tiles due to the population's morale cap.  Anything over 20 or 22 billion drops morale in the toilet?  That means a 300% food tile is pretty much useless unless you put a lesser farm in it, which makes researching the full tech less effective.  My own answer to this so far has been to have certain improvements "eat" a point of food just for existing.  It's a representation of the segment of the population that needs to work that improvement rather than in agriculture, thus reducing the maximum sustainable population.  Either way, the bonuses that each level of farm provides need to be reworked anyway for that same reason, food bonus tiles are just too often wasted.

Reply #166 Top

Well, I gave the colony food reduction a go.  It does make things more even, but many planets never get a farm.  Updated farming technology never seems to come along which means that where farms are built, they are the horrible basic tile-inefficient farms.

I suppose I could try upping the maintenance cost.  I'm fresh out of ideas to get the AI to buckle down and research properly though.  Every time I make a change it seems to throw the rest of the tree out of whack, and then there's those time-intensive techs that the AI insists on researching even though there are far better things to do first.  I have the feeling I can't specify a negative AI value.

:P

Reply #167 Top

I guess maybe the AIs themselves really are flawed.  I genuinely thought they were fine and it was just the AI values of techs and structures etc that were the problem.  Bummer.

Reply #168 Top

I have had some success with a new approach.

What I've done is gate a number of the high-end technologies behind several 'Technology Advancement' techs which have a fairly high TP cost.  The cost is drawn from those technologies which have it as a pre-requisite (so they actually get a 20% discount each) so in essence it's just shifting TPs around.  However, because of the high cost, the AI should and does ignore it until it has exhausted many of the technologies available to it.

Going to need to test it out a bit more.

Reply #169 Top

Gatekeeper techs, hmm?  Interesting idea.  Maybe I'll investigate that.  But does that have much effect on how they develop their planets?

Reply #170 Top

Not really.  Although for example, they aren't going to be rolling out the wince-inducingly expensive Industrial Sectors any time soon.  Ideally the AI should just build lots of Advanced Market Centres or Trade Centres, it doesn't have the revenue to support anything else if it does a regular old colony rush.

I may actually make another gate to give it plenty of time to get those built, but first I have to see if the ones I just introduced do get researched when there's enough research output going.  I don't want to stonewall progress completely, after all.

Reply #171 Top

I've posted Version 4, so if you like you can try out the changes I mentioned.

One of the minor changes is a modified sound effect for the Space Cannon.  It gets used for a few of the early railguns as well.  What I did was to borrow the first 0.3s of the Mass Driver firing sound, and blend that in to the original sound.  If you like the original better, you can delete the battle_mini_attack.wav file from the sfx folder of the mod with no ill-effect.

Reply #172 Top

Keep getting stuck in never-ending dialog loops with Ctrl-Z cheat

:P

Reply #173 Top

Worked on the Altarian and Torian tech trees this morning.  I've applied the same sort of gating there as I did in the Terran tech tree, and I'm going to see how it goes.

Also, I have come up with a scenario file that starts the races with most of the techs before the first gate, like the Accelerated Start scenario but without all the early weapons.

Reply #174 Top

Bumping so that this can be more widely seen - I'm using my own mod, but any of these seem to make the game far more interesting and balanced.

Reply #175 Top

I've done some more modification to the Torians, but it's not turning out too great for them.  See usually, they get their cheap mines built and get right to work rushing lots of colony ships out there.  I wanted to restrain them somewhat by making those mines a bit less productive and giving them the option to upgrade after researching Xeno Industrial Adaptation (it's their version of Xeno Industrial Theory) but as you can guess, they don't really produce that big rush of colony ships any more, in fact they struggle to net their fair share of colonies.  I'm going to play a few more games on auto and see if that's always the case, but it seems I might have to do some tweaking.