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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.

1,002,497 views 507 replies | Pinned
Reply #176 Top

I've posted a new version of the mod.  There are a lot of changes in there but in particular I've added a whole new line of factories for the Altarians, the Torians have two grades of mining improvement now and their version of Xeno Factory takes slightly longer to build (and looks different).  Both the Torians and Altarians now have Technology Progression research to do.

Also, I've made some changes to defensive and offensive starbase modules, so that you're rewarded for doing weapons and defence tree research.

Reply #177 Top

A small update, basically kicking the Torian mines down a notch.

Reply #178 Top

Please use my improvements pack your more than welcome to use it for your mod you can download it here.

LINK

Reply #179 Top

Quoting foxthree, reply 178
Please use my improvements pack your more than welcome to use it for your mod you can download it here.

LINK

Already using them in my game :)

New planetary icons for tile bonuses and updated improvements icons thanks to your collection!

Reply #180 Top

Marvinkosh i have installed and am trying out the mod and like what i see. However i have one slight 'bug' and one question for you.

 

Bug: - Techs that are available to research are not all showing in the left hand window.

So far the issue seems to be with the 'Core Technologies' you have implimented.

 

Question: - Factories?

With the exclusion of an initial factory from the initial outset i foresee an issue with the Terrans that they are going to be fast out-rushed in the initial colonization push as it takes 12+ weeks to get a new colony ship out. Now this may be reduced by playing with the initial setup screen to give yourself more military production but i was wondering if this was intentional?

Reply #181 Top

The list of projects on the left looks normal for that stage of the game.  Core Technologies essentially take a bunch of techs that originally branched from Planetary Improvements or Artifical Gravity, group them up, and effectively make them a requirement in order to progress through the tech tree.  Core Technologies I for the Terrans is Xeno Economics and Xeno Trade Centres.  Which is why you don't see 'Core Technologies I' over on the left, it's just a group name.

The lack of factories early on is intentional.  It's to give the races time to develop an economic base while they're doing the colony rush.  If you give them too many money-sucking improvements early on  they spam them into planets, then they end up spending too much, they yank the production slider all the way to the left and the economic development gets shot to hell.  The Terrans and other races actually do just fine without the basic factories, there have been games when they've grabbed the most colonies.  But as always starting position and the availability of habitable planets can change a race's fortunes greatly.

When you research Xeno Industrial Theory that's where you'll get your first factories, you'll also get a factory Super Project that some other races (e.g. Torians) don't get.

 

Reply #182 Top

OK great. Thought it might have been an oversight but happy to learn it wasnt. :D

Reply #183 Top

Oh yeah.  I kinda goofed with some of the changes to starbase modules.  See the top post for a new version.

Reply #184 Top

OK will do. So far seems to be running well with no major problems. Took a bit of getting used to playing it a different way from the way i have always played it but now am enjoying the mod. Finding that most of the AI's i am up against are all colonizing well.

Reply #185 Top

Yeah it does take a bit of getting used to.  Sometimes I find the early tech tree a bit confining, I'm so used to zipping quickly to Space Militarisation and getting lots of Recruiting Centres up.  Now it's more likely that I go for Xeno Medicine first, it's not quite as big of a growth boost but it does have the advantage of being across the whole empire instantly.

Reply #186 Top

I just thought of something you may want to consider when adjusting your trees and improvements and such.

The AI's difficulty determines the bonuses or penalties they get to their stats, but the CPU usage determines how many turns ahead they plan out their strategy.  If it lets them plan far enough ahead, it's possible that they are accounting beyond "this crap and its improvement are high value but useless, I'm going to research something else."  At high enough cpu usage they may think "this isn't valuable or useful, but the next one is".  That would explain the effectiveness of the gatekeeper techs.

In which case, have you been testing at all degrees of AI cpu usage?

Reply #187 Top

No, just the maximum setting.  I wouldn't recommend anyone play with it set differently, to be honest.

Reply #188 Top

Just so you know, may be a delay in updates this week (though I hadn't planned anything yet).  Been having computer trouble, got a new part ordered to try and fix it, but it won't get here until later this week.

Reply #189 Top

As it turns out the new part didn't help.  So I'm stuck without a working computer until I figure out what is actually wrong.  I don't know how much progress I can make with testing and modding if I have to go back and forth like today.

Anyway I'll post when I can.

Reply #190 Top

Got a new motherboard in to try and sort the problem.  Going to fit it later today, maybe.  Fingers crossed I'll be back to modding by tomorrow.

Reply #191 Top

So after a mixup with the motherboard ordering (I got an AM3 board instead of an AM2+ board) I've restored the original hardware that was in the machine six months ago, and things are doing fine.  I don't know what the impact on my galaxy setup will be, guess I'll have to load up and find out, but I shouldn't have too much trouble modding so long as nothing else fails.

I've lined up a new processor (and a video card), but I haven't ordered yet.  I sorta lost my enthusiasm for this computer building stuff when I realised that my processor just wouldn't fit in the slot.

Reply #192 Top

I've finally got a new processor and graphics card on the way.  I haven't been working on the mod, unfortunately, I've been kept busy with a couple of other projects.  But when I have some time free with the new computer I will get back to work on it.

Reply #193 Top

Yay someone is working on this! How are you editing the tech trees and whatnot for the individual races? I guess elemental and that MMO arnt the only thing Stardock released totally broken. Wonder how far back the trail goes for Mr "Gamers Bill of Rights" aka Fraudster.

 

Reply #194 Top

I'm editing the XML files with the power of my mind.

;)

Nah only kidding, there's a Tech Tree Editor included with Twilight of the Arnor.

+1 Loading…
Reply #195 Top

Hi MarvinKosh, first of all I just wanted to say that this mod has given Galciv a new lease of life for me!

I really like the changes and wanted to drop in a little user feedback, and then ask the forum for some tips with certain races.

The Altarians are frackin' formidable now. Of the five games I have played with your mod, they have been monstrously powerful in two, researching like mad, colonising extensively and building some seriously intimidating ships. The current game is going the same way and I have decided to nip it in the bud with an early invasion (they were absent for one of the other two games, and I played as them in the other, where the restructured tech tree was an interesting added challenge but eventually paid off).

The Terrans are Altarian-lite at the moment. They also colonise heavily, and they do very well in the early and middle game but seem to dislike building medium hulls, instead focusing on lots and lots and LOTS of fleets of small hulls, so they end up being conquered or surrendering.

The Torians seem to get off to a good start before crashing and burning, but I think they have suffered from bad starting positions - they are doing better in the current game and were fine when I played as them.

The changes to the defences have been key to my military strategy in every game, and the AI seems to use them intelligently too, even quickly researching and switching to, say, shields when my beam-using Altarians become a bigger threat than the missile-using Arceans.

I don't know how extensive your changes to the others were, but in summary:

Yor, Iconians, Thalans, Krynn and Korx doing well so far, although the Korx have a quirk where they only seem to build morale structures, econ structures and super projects, even though they have researched the techs. In my Altarian game the Yor outplayed me for a long time: grabbing colonies from under my nose, successfully invading my worlds, and devastating any ships I built to oppose them.

Arceans have been performing very well, I tweaked them a bit on top of anything in the mod (changes to Planetary Fortification, Cathedral of Valour and removing the speed penalty). The Drath have mostly sucked but twice now have started in a distant corner - to their credit they never surrendered and have been manipulating away, in the current game thay have even orchestrated an epic good versus evil fight (with the uber-Altarians doing most of the fighting, of course).

The Drengin and Korath have been unpredictable. I changed them both to AI personality 8, along with the Torians, as part of an experiment with 6 AIs using 8 and 6 using 11 (I have been reading all about this in various threads but am trying to learn first hand too). In my current game, both suck, and for some reason have failed to research Slave Pits three years into the game, but in two other games the Korath have been monstrous, as they should be. The Drengin seem to have the same quirk as the Terrans, of starting strong but then failing to progress. Both seem to be stronger on smaller maps, which seems odd, since I had put that down to the broken AI rather than any other factor.


Both have been modded slightly: the Drengin now get a Super Project early in the Economics tree that boosts their economy and production; the Korath are now Super Warriors, have slightly different starting bonuses (more soldiering and weapons and a diplomacy cut to match the Drengin's), and have lost the government part of the tree in exhange for new miliatary techs, including a new Super Project and a unique invasion tech to replace the spore ships. I have tried to keep the TPs balanced out and not to screw up the research priorities, but it is my first time modding.

Reply #196 Top

Thanks for the feedback!

I'm finally getting some playing time in so I hope to get some more modding done soon.  It's turning out to be an interesting game because for some reason the custom race with the Yor tech tree really don't like me for some reason, but the Altarians and Torians seem intent on jumping to my aid every time they declare war.

Reply #197 Top

So I think I'm going to do some more tech tree changes for the Yor so that they develop weapons and a military at about the same pace as everyone else.  I'm likely to mod their raceconfig too, because as the custom race shows, population growth penalties really hurt.  Hmm, never mind, they don't have a growth penalty so far as I can tell.

Reply #198 Top

I've just noticed that in more than 40 games on TA, I have never seen the Thalans use any weapons type beside beam weapons. It happened both before and after I did some modding to the Thalan tech tree, but I'm fairly sure this can't be a coincidence - while other races do seem to "favor" certain weapons types, only the Thalans have always done things this way. Anyone else seen this happen?

Reply #199 Top

The Thalans are also using just beam weapons in my game too!

I know that they are from the future and beam weapons look cool.

Not to mention that Disruptors are absurdly powerful.

But does it kill them to use something else besides beam weapons?

(They actually have a point or two in mass drivers once but I think that is only temporarily because they got rid of that rather quickly.)

Reply #200 Top

Beats me what they're thinking there.  Have to look into it later.