Tolmekian Tolmekian

Twilight: Tolmekian's TechTree Fix v3.51 Release 05-10-13

Twilight: Tolmekian's TechTree Fix v3.51 Release 05-10-13

Purpose of the mod:

 This mod addresses widespread errors in the TotA TechTree.xml files.  These errors pretty much broke many of the unique TechTrees, causing the AI to pursue a deeply flawed research strategy and outright preventing the research of many techs.  Part of the fix included rearranging a number of the TechTrees to fix the seemingly random arrangement of some techs and reduce the number of branches for the AI to get sidetracked on.  Along the way, I ended up fixing many UP issues, planetary improvements, starbase modules, and did some general improvement and balancing on individual techs.

This mod is a direct result of MarvinKosh's Space Weapons Fix Mod, which provided the inspiration.  A lot of my development commentary and good input from other modders working on their own fixes is in that topic.  Thanks MarvinKosh, Quaternus, deweyjohn, TOV, foxthree, qrtxian and all others for input and support.

 


05-10-13: v3.51 release

Update to fix some errors in v3.5. 

  • Because I forgot to mention for the 3.5 release: The Hyperion improvements (shipyard, shrinker, logistics, resupply) are now all Galactic Achievements instead of Super Projects.  No more collecting shrinkers :o, it really matters who builds these things.
  • I would also like to add a special thanks to Gaunathor for extensive proofreading, playtesting, and feedback.  His contributions have played a big part in me continuing the work, fixing/improving even more than I originally intended, and finally putting out a (more or less) finished product after all this time.  It's fair to say that without him, this mod wouldn't be nearly what it is.  Thanks.

04-28-13: v3.5 release

 

Here it is, the more or less finished product after all this time.  It's been about a year since I put this project down, so I'm a bit fuzzy on what exactly I did before coming back to finish it up.  I'm pretty sure I've got the major things nailed down, though.  Let's see:

 

  • Fixed those minor but embarrassing typos that made it into v3.0
  • Standardized the cost vs maintenance vs output ratios for the various improvement.  Now every race can be content with their own improvements and not shop around for the obvious best.  You can now upgrade to Industrial Sectors without fretting about the inefficiencies.
    • In general, costs went down, sometimes a lot.  Maintenance costs were also reduced or eliminated on many improvements.  No more taking years upon years to develop a planet only to have the game end immediately thereafter.

 

  • Made starting techs that allow a bottom-tier improvement for many of the improvement lines.  The idea being to allow the AI access to each type of improvement and allow balanced planet development - no filling up planets before researching basic improvements.
    • eg. Races that use the "normal" economic structures (banks, stock markets, etc) now start with Market Economics, which allows construction of the Market Center.
    • If you make a custom tech tree, this allows you to select the base techs for your tree without needing conflicting "history" techs to unlock basic improvements.
  • Rounded out the Temple morale improvements, so Altarians and Drath have a progression of decent improvements unlocked by various techs, starting with Spiritual Happiness.
  • Did away entirely with farms, charging stalks, etc.  Replaced them with a universal, one-per-planet improvement that gives a bonus to pop growth and %food.
  • Did away with Advanced Extreme Colonization techs.  Now only one tech is required for each type of extreme planets.
  • Now every tech tree includes the Government techs and Planetary Defense Techs.  No good reason for some races to go without.
  • Omega Research Center: Now with more awesome.  No longer just a watered down tech capital, the Omega Research Center is a Galactic Achievement worthy of the title.
    • Speaking of watered down Tech Capital . . . I watered down the Tech Capital.  Kind of.  Bonus from 100% to 50%, but it now generates 14tp on its own.  Which leads to the next point . . .
  • All improvements that give a bonus to manufacturing or research now also generate their own mp or tp proportional to the bonus.  This is to counteract the sometimes painful misplacement of these improvements by the AI.
  • The evil races (Drengin, Korath, Yor) got a lot of attention during 3.5 development due to general lack of competitiveness.
    • Now have access to all 4 types of capitals (economic, technological, political, manufacturing) or an equivalent structure.
    • Drengin got a couple new unique techs - Superior Warships and Fleet Domination - which boost stats and unlock Galactic Achievements to speed their conquest of the galaxy.
    • Korath have a new Galactic Achievement - the Aul Incinerator.  Out with the one-per-planet suckfest and in with something that you'll actually want.
    • Don't think the Yor got any new stuff, but some stuff is easier to get and the Manufacturing Vortex and Distributed Energy Matrix got pretty big buffs.
  • Sprinkled a couple speed bonuses in the basic techs to speed things up a bit.  Basically, the AI never designs ships with engines and ends up late game with ships that move 3 or 4 per turn.  Now we're looking at 6 or 7.
  •  Uuuuuh . . . I think that's the major stuff.
  • Enjoy!

TechTree Fix v3.51 with Dumb Old Minors: I did nothing to the minor races here.  If you want the same dumb minors you've always known and loved, this is the mod for you.

TechTree Fix v3.51 with Smart Old Minors: Same old minors that still won't colonize, but I added code to make them play to the best of the  AI's ability.  I gave them respectable descriptions, modest bonuses, and changed out the silly race images to reflect their upgrade.  Since they can't colonize, they'll send out a bunch of freighters and actually send constructors to grab up a lot of the resources while the majors are still colonizing.  They still get slaughtered when it comes down to it, but I've had fun watching them.  It's also interesting to see the majors make a ton of regular starbases since there are fewer resources to grab.

TechTree Fix v3.51 with MoOII MinorsThe MoOII minors in this mod will colonize and behave pretty much like weak majors.  Much larger than the other mods due to the RaceImage and RaceLogo files. If you try this mod, remember to use the "quick save fix".  That is, the minors won't start behaving like majors until you save and reload.  So, start your game, quicksave, reload, and enjoy.

TechTree Fix v3.51 with MoOII and Smart Old Minors: Why not?  If you want a little variety, I packaged up both versions of the minors in one mod.  Your minors could be one, the other, or a mix of both.  Still be sure to use the quick-save fix, or your MoOII minors won't play nice.  I haven't tested this arrangement, but I can't see why it won't work.  (famous last words.)


03-04-12: v3.0 Release

v3.0 continues the work, this time focusing on starbase modules and planetary improvements, particularly Galactic Achievements, Super Projects, and Trade Goods.  Also included is a wonderful conversation mod, kindly contributed by qrtxian.  His mod fixes the errors in the GC2_Conversations.xml, so now you can enjoy all the unique dialogue as intended.

Highlights

  • All fleet modules that were removed in v2.0 are restored.  That's the fleet attack/defense and fleet warp bubbles, etc.
  • Entire Starbase Fortification branch removed.  The attack, defense, and assist modules were spread uniformly among the appropriate weapons and defense techs.
  • Enhanced Battle Stations starbase modules and added equivalent Starbase Defenses modules.
  • No more easy pickings, expect to see some well armed starbases.
  • Addressed a limitation where the AI will only use the first 100 starbase modules in the xml file.  Rearranged, removed, and edited starbase modules to ensure the most basic and useful modules are AI accessible.
  • Evil weapons and good defenses are now available at every weapon/defense level, instead of only at the end.
  • Extensive changes to Galactic Achievements, Super Projects, and Trade Goods.  I went after them with the idea that every one should be a "must have".  Costs reduced and AI values increased to ensure the AIs actually have a chance to build them, given their inability to plan planetary improvements.
  • Edit to add - All the trade goods now have a unique icon rather than a stack of boxes.  Except the Xinathium Hull Plating.  I figured that would still come in boxes.    I chose from among the unused icons that come with the game, so they may not be perfect.  They are, in my opinion, better than the boxes.
  • Two previously unused Galactic Achievements brought into play: the Life Force Extractor and Historical Preserve.  Two new GAs introduced: the Benevolent Research Center and Trade Nexus.  All four new GAs are unlocked by ethics techs.
  • Introduced new ethics techs to split up the multiple GAs and SPs unlocked by them.  Ethics techs now also provide a small bonus, so those who don't get the GAs don't waste their research.
  • Further optimizing and balancing.  My last playtests were some of the most balanced I've ever seen.  Sure, sometimes there are runaway monsters and pitiful also-rans, but overall it's pretty good.
  • All races are still set to AIPersonality 11, or Generic.  The Altarians, Arceans, and Korx default to their unique AIP when set to 11.  You can still use AIP 8 (Thalan, Human, Drath, Krynn) and 7 (Drengin, Korath, and Yor) if you want to mix things up, but there are special considerations.  First, AIP 7 is flawed in that it won't colonize outside of its influence sphere.  In order to stand a chance, you need to use Abundant Planets, Abundant Habitables, Abundant or Common Stars, and Tight of Loose Clusters.  Then, you need to Ctrl-n until you get a galaxy where the AIP 7s have enough stars within their influence.  Other than that, AIP 7 and 8 will perform pretty well.  Their research is somewhat flawed (no Xeno Ethics, for example) and they're hyper militant, but they seem to compete well.
  • Edit to add - While trying to improve the Arceans, I tested their TechTree with regular engines instead of their unique navigation techs.  I kept the navigation techs in the standard Arcean TechTree, but also left the Arcean-Eng tree in.

I think that's most of it.  Without further ado, here it is:

TechTree Fix v3.0 with Dumb Old Minors: I did nothing to the minor races here.  If you want the same dumb minors you've always known and loved, this is the mod for you.

TechTree Fix v3.0 with Smart Old Minors: Same old minors that still won't colonize, but I added code to make them play to the best of the  AI's ability.  I gave them respectable descriptions, modest bonuses, and changed out the silly race images to reflect their upgrade.  Since they can't colonize, they'll send out a bunch of freighters and actually send constructors to grab up a lot of the resources while the majors are still colonizing.  They still get slaughtered when it comes down to it, but I've had fun watching them.  It's also interesting to see the majors make a ton of regular starbases since there are fewer resources to grab.

TechTree Fix v3.0 with MoOII MinorsThe MoOII minors in this mod will colonize and behave pretty much like weak majors.  Much larger than the other mods due to the RaceImage and RaceLogo files. If you try this mod, remember to use the "quick save fix".  That is, the minors won't start behaving like majors until you save and reload.  So, start your game, quicksave, reload, and enjoy.

TechTree Fix v3.0 with MoOII and Smart Old Minors: Why not?  If you want a little variety, I packaged up both versions of the minors in one mod.  Your minors could be one, the other, or a mix of both.  Still be sure to use the quick-save fix, or your MoOII minors won't play nice.  I haven't tested this arrangement, but I can't see why it won't work.  (famous last words.)


Update 01-07-12: v2 Release

After nearly a year, here it finally is.  Details can be found in this post.

v1.1 Notes:

  • Extract the zipped folders into: C:\Program Files\Stardock Games\GalCiv2\Twilight\mods  This is the pathway for my Impule-downloaded version.  In any case, put it into the mods folder in the Twilight folder.
  • The TechTree Fix is optimized for AIPersonality 11 (Altarian, Arcean, Korx, and Generic).  AIPs 7 and 10 are pretty much broken, and AIP 8 has certain issues that require me to do another round of optimization and testing for any race that I want to set as 8.  I set all races to AIP 11 in the mod.  You can change the setting, but it will change the way the AI pursues research.
  • My detailed change log is included in the folder.  I'd include it here for everyone to see, but it's a 15 page Word file.  It lists all the changes that I made to the techs, improvements, modules and issues.  It also includes every iteration of AIValue for each tech, so you can see just how many times I had to tweak some of them.
  • Additonal Highlights:
    • Fixes broken UP Issue "Add two trade routes".  It proposed 2 trade routes, then called for a vote on 0,1,2,3, or 4.  That vote was broken and didn't work.  It's now yes/no for 2 trade routes.
    • Restores 3 Galactic Achievements by fixing Tech Requirements: The Galactic Stock Exchange, Galactic Monument, and Hyper-Distribution Center are once again available with the proper techs.
    • Fixes error in some starbase modules that caused attack bonus to be misstated in the starbase summary.
    • Fixes Temple of Neutrality, which was a cut-and-paste of Temple of Righteousness.  That means the tourism penalty affected good races.  Now it affects neutral civs and not good ones.
    • Fixes Planetary Defense improvement so it now actually gives +25% Planetary Defense.
    • Fixes a number of errors in descriptions of techs and improvements.  Unfortunately, I didn't fix the error in the Temple of Righteousness/Neutrality/Evil descriptions.  They don't affect trade income, only tourism.
    • Fixes a number of errors in the TechTree xml that prevented the entire TechTree from being displayed in the xml viewer.
    • There's a few more in there.

 

1,777,262 views 722 replies
Reply #226 Top

Quoting qrtxian, reply 216
. . .
And as far as the discussion of hull modules goes, I'm not clear on whether HP modules were also removed or not, but the AI very definitely uses these, and they should stay accessible. It's only the offensive/defensive/FWB that give it trouble.

So much going on in here, but this is about the only thing for me to comment on.  The hull modules were never changed or removed.  In v2.1, all modules are back in just they way came in the original game.  The only difference is that I modded the required techs to prevent the AI from researching them.

Reply #227 Top

Quoting Tolmekian, reply 226
So much going on in here, but this is about the only thing for me to comment on.  The hull modules were never changed or removed.  In v2.1, all modules are back in just they way came in the original game.  The only difference is that I modded the required techs to prevent the AI from researching them.

My point is that the AI can and will use HP modules - there's no need to disable them in any fashion.

Reply #228 Top

v2.1 Sneak Peek

Since work on v2.1 is taking significantly longer than anticipated, I figured I'd give a little glimpse into what I've been doing.

First up, while I had time I decided to deal with the Planetary Defense techs.  The descriptions were woefully inaccurate and the entire line needed some improvement.  First off, Planetary Defense was dirt cheap while the Advanced and Supreme techs were obscenely expensive - about 2x and 6x as much as the next most expensive invasion tech.  Problem is, all the goodies come with the basic tech - the Planetary Defense and Omega Defense System improvements - while the mere 10% soldiering bonus for Adv. and Sup. PD offers little incentive to research them.  So, one could easily snag the first tech and forget about the next techs until practically everything else on the tech tree was researched.

There were a few issues that needed attention: Balancing the benefits among the PD techs, addressing the huge cost disparity, and making the PD improvements more attractive.  I started by splitting the improvements up.  Planetary Defense stays with the first tech, while the Omega DS goes to Adv. PD.  That didn't leave anything for Sup. PD, so I decided to make it worth the cost and boost the soldiering bonus to 20%.  Now there is actual incentive to research through the PD line instead of leaving it as an afterthought.

Next, I looked at the improvements.  Does anyone actually build PDs or the ODS?  Maybe, but only in special circumstances.  Furthermore, the AI may build them, but will almost always use them poorly.  I took some feedback to heart and decided that I would make the blah improvements more must-have, while doing my best to keep it balanced.  For PD, it was easy.  I followed the Arcean's lead and simply gave it a 10% morale boost.  Who doesn't like being protected from invasion?  I had just boosted the Arcean's Space Cannon from 10% to 15%, so they still have a significant advantage there. 

For the Omega DS, I had to go further.  It's a Super Project, so it should be super - something you really want to build, and something I can make the AIs build without feeling like I'm disadvantaging them.  It doubles the hit points of ships in orbit, but the AI usually only keep one defender around - not much help there.  Fine, let's put the Omega in the Omega DS.  After you frag the lone defender, you'll now face a 50% PD bonus as the ODS helps repel the invasion.  Continuing with the theme of defended people being happy people, the ODS provides a 20% bonus to both morale and cultural resistance.  No easy flipping of the fortress planet.

There.  I think I managed to turn an afterthought/blah improvement into a must-have that I can feel good about forcing the AI to build.  Have extra fun conquering the Arcean planet with both the ODS and a Space Cannon!

 The new PD setup. Notice that the resistance bonus on the ODS is invisible, just like for the Secret Police HQ. I reduced the cost of PDII from 2000 to 1500, and PDIII from 6000 (!!!) to 3000. Considering that Stellar Marines is only 800, it's hardly cheap.


While I was tooling around the PlanetImprovements.xml, I found some other things to do.  The Propaganda Center, for instance, seemed a bit . . . blah.  Unlocked by Concepts of Malice, the PC is a normal improvement that boosts planetary culture resistance by 10%. Goodie-goodie-gumdrops.  Again, does anyone ever use them?  If so, only in the rarest circumstances.  The AI could never to it right, so I went to work.  The PC is now a Super Project that broadcasts the superiority of your evil empire, boosting overall loyalty by 10%.  The planet hosting it becomes an icon of your strength, granting planetary bonuses of 25% influence, 10% morale, and 20% cultural resistance.  You'd expect the propaganda planet to be fairly stable and influential, right?  Once again, blah to bam!

Then I found this buried treasure:

- <Improvement>
 <S_InternalName>LifeForcePower</S_InternalName>
 <S_Name>Life Force Power</S_Name>
 <AI>8</AI>
 <S_Type>GalacticAchievement</S_Type>
 <Maintenance>0</Maintenance>
 <Cost>1000</Cost>
 <S_BriefDescription>Increases economy.</S_BriefDescription>
 <S_Description>By converting the refuse of society into raw energy we can gain a 25% improvement to our overall economy.</S_Description>
 <S_IconName>EntertainmentNetwork.png</S_IconName>
 <CanHaveAgents>1</CanHaveAgents>
 <S_TechRequirement>TheDarkSide</S_TechRequirement>
 <EconomicBonus>10</EconomicBonus>
 <PrestigeBonus>10</PrestigeBonus>
 <AbilityType>0</AbilityType>
 <AbilityAmount>25</AbilityAmount>
 </Improvement>
Life Force Power?  TechRequirement TheDarkSide?  Looks like it was meant for a never-included Ultimate Evil type tech.  Well, why let it sit unused?  I changed the name to Life Force Extractor and set the requirement to Ultimate Evil.  I also gave it the unused CoreTap query and icon, since it looked good enough for the purpose.

That's about it for now, but you may have noticed that these changes help evil races quite a bit.  I think evil is fairly well set up at this point.  They've been more than fairly compensated for losing their free starbase module perk.  Rest assured I'll be looking at the good Super Projects as well, and making sure neutral stays competitive.

  Evil is flush with goodies.  Again, the resistance bonus doesn't show up.

 

 

 

 

  The Secret Police HQ.  I boosted the resistance bonus to 20% and gave it a loyalty bonus of 10%.  I took the loyalty bonus away from the tech itself, so you'd have to build the SPHQ to get it.  I'm having second thoughts about this.  With the tech, you could only get the loyalty bonus once.  With a building, you could possibly capture two or three and end up with a huge loyalty bonus.

Thoughts?

 

 

As a parting thought, I had another idea for evil weapons and good defenses.  What if, instead of a bunch of weapons or defenses, you just got access to a single tech that provided a weapons or defense bonus?  Say, Psionic Weapons for evil and Telepathic Defenses for good?  How much of a bonus would be appropriate? 25%? 50%?  How much for weapons?  How much for defense?

If you've read this whole thing, you're a trooper.  Thanks for any responses.

Reply #229 Top

Quoting qrtxian, reply 227
My point is that the AI can and will use HP modules - there's no need to disable them in any fashion.

Quoting Tolmekian, reply 226
The hull modules were never changed or removed.

There, that should be more clear.  We just had a mix up with all the talk of modules.  I never changed or removed any of the hull modules or the techs that provide them (other than for optimization purposes.)  When I said all modules would be back in v2.1, I was referring all the fleet modules that I took out.  Same word, different meaning. :P

Reply #230 Top

Quoting Tolmekian, reply 228
v2.1 Sneak PeekAs a parting thought, I had another idea for evil weapons and good defenses.  What if, instead of a bunch of weapons or defenses, you just got access to a single tech that provided a weapons or defense bonus?  Say, Psionic Weapons for evil and Telepathic Defenses for good?  How much of a bonus would be appropriate? 25%? 50%?  How much for weapons?  How much for defense?

If you've read this whole thing, you're a trooper.  Thanks for any responses.

The problem with doing things this way is that attaching a percentage bonus makes it an absolute difference rather than a relative difference, so the more bonuses you're able to stack on from other sources (mining resources, techs, anomalies), the less benefit you have for being Evil-or Good.

I don't know if this is an actual issue or merely a perceived one, but it certainly would only really have ethics matter in the early game.  There's also the question of attempting to balance any racial bonuses versus the next weapon/defense in the tree; I find it easy to see how simply continuing weapons/defense research could be superior to an extra boost, and then what good does it do?

Considering how the mechanics work on morale, I'm not convinced that your modifications are enough, especially since they're one-per-planet (IIRC).  Something along the lines of twice as much, and perhaps converting it to Approval instead of Morale (I remember that the Neutral ethics choice used to give this, although it doesn't anymore, and I know high-PQ planets do), if possible-but I honestly don't know if that's even an option.

Reply #231 Top

Quoting Tolmekian, reply 228
Planetary Defense techs

I noticed that too, but used a slightly different approach. I added two upgrades for the PDS, increasing the bonus to 33% and finally 50%, and made them 1pp with a higher value. The AI now definitely builds them. The ODS got a 100% bonus. Your approach sounds, overall, better.

Quoting Tolmekian, reply 228
The Propaganda Center

Yeah, the weakest improvement in the whole universe. I also made it a SP, but gave it only a 20% bonus to loyalty. Not really "Super". :annoyed: Your idea is much better. I really have trouble thinking out of the box. :(

Quoting Tolmekian, reply 228
Life Force Power

I was under the impression you already knew of this one, considering you reactivated most of the other ones. o_O Life Force Power and Historical Preserve are, like the others, remnants of GalCiv I. They were probably meant to go into GalCiv II but, for some reason, didn't make it in. My guess would be on purpose, considering none of them were assigned their icons and graphics (though they all exist in the gfx folder).

Quoting Tolmekian, reply 228
The Secret Police HQ

The SPH is mentioned as one of the perks for Evil. So, making it evil-only would be appropriate and reduce how many can be in the game. But this depends entirely on if you want to have all races access to it irrespective of alignment.

Quoting Tolmekian, reply 228
another idea for evil weapons and good defenses

I have to agree with Sole Soul on this one.

While we're talking about alignment-based weapons and defenses, there is something else I noticed. Among the perks for Neutral are unique weapons and defenses mentioned, but none are actually given. The tech Singularity Driver IV gives additional access to the Nano Ripper, while Duranthium III also provides Superior Duranthium. Both are far better than their standard counterpart. So I decided to make them and Dynamic Shielding (why has Good two shield techs, anyhow?) neutral-only.

Reply #232 Top

Thanks for the kind words, Gaunathor. I vaguely remember coming across the Life Force Power and Historical Preserve improvements last time I was working on this, but wide-scale fixes of planetary improvements were out of the question then.  In the year since, I simply forgot.  It's like finding a surprise all over again. :)  Now that I'm more or less satisfied with the TechTrees, I can spend some time working on the improvements.

I remember the Secret Police HQ being described as all evil and nasty, but everyone had access to it through Good and Evil.  I'm not really comfortable making it evil-only at this point, especially after what I just did for evil.

I don't know what to do for weapons and defenses for neutral.  For the time being, I think they'll have to go without.  Maybe next time around.  In the mean time, they've got Neutral Trade, the Hall of Justice, and Neutrality Research Centers, among other things.

Sole Soul, thanks for the feedback.  I guess I'll stick with the actual weapons and defenses for good and evil.

As far as I know, there is no way to code for an Approval bonus.  It may exist, but it's not in any of the guides and I haven't yet figured it out.  I didn't want to overpower the improvements by granting huge morale bonuses.   For the most part, they are just there to make the improvements slightly better or not entirely restricted to a narrow purpose, like Planetary Defense.  I originally had the Propaganda Center at 20% Morale, but didn't want to overpower it.  As I finish up, I may go back and bump it up again.  Either 15% or 20%, but likely no more.  The influence, loyalty, and resistance bonuses are the real payoff.

Reply #233 Top

Quoting Tolmekian, reply 232
Thanks for the kind words, Gaunathor.

You're welcome.

Quoting Tolmekian, reply 232
I vaguely remember coming across the Life Force Power and Historical Preserve improvements last time I was working on this, but wide-scale fixes of planetary improvements were out of the question then. In the year since, I simply forgot. It's like finding a surprise all over again.

I know what you mean. Though when I find a surprise, it usually is one of the negative kind.

Quoting Tolmekian, reply 232
Now that I'm more or less satisfied with the TechTrees, I can spend some time working on the improvements.

Consider this: I began work on this during the end of the Beta for TotA and am still working on it. The balancing of the improvements is mostly done (only a few things I'm not quite satisfied yet), but getting the AI to properly use them is a whole other thing. The mistakes the AI does in that regard can drive you crazy. I'm not the best player myself, but at least I know that going all-factory on a planet without having the necessary economy to support it is a stupid idea.
The biggest problem is, that you can't control the AI in that regard. It always decides for itself "if", "where" and "how many" to build. You can only adjust somewhat "when" to build something. The most ironic thing about this is, that AIP 7 is doing the best job when it comes to improvement building. It still makes facepalm-worthy mistakes, but is, overall, much better than the others.

Quoting Tolmekian, reply 232
I remember the Secret Police HQ being described as all evil and nasty, but everyone had access to it through Good and Evil. I'm not really comfortable making it evil-only at this point, especially after what I just did for evil.

Understandable. Another possibility would be to remove the loyalty bonus from the SPH and move it back to the tech. At least that way all the races can get it, but only once.

Quoting Tolmekian, reply 232
As far as I know, there is no way to code for an Approval bonus. It may exist, but it's not in any of the guides and I haven't yet figured it out.

I never found a way to do it myself and I've been looking extensively for it.

Reply #234 Top

Could someone ether post a link to, or PM me a link to a download containing the default TA tech tree?

this mod broke my custom tech trees.

Reply #235 Top

The default TA tech tree is located in the game installation folder, inside GalCiv2\Twilight\Data\English, while the racial tech trees are in the TechTrees subfolder.  If you've overwritten those then move them out of the installation folder and use the updater to re-download the files.

Reply #236 Top

As far as adjusting AI use of improvements goes, the biggest impact is in the early game, because later on the AI tends to just auto-upgrade everything without bothering about doing something with unloved bonus tiles.  It's one of the reasons why I cut many starting improvements - so that they have a chance to build economic improvements first, which are essentially the bedrock on which everything else is built.  Factories and labs cost money besides the obvious maintenance, so in order for the AI to run a balanced economy, they need to be limited in the beginning.

You can set certain improvements to be only 2 or 3 per planet, then relax this restriction for the upgrade building, which with the AI in mind, will almost certainly get built.  Okay so you are constraining them from building more of that type of building, but in the early part of the game, that's for their own good.

Reply #237 Top

Quoting MarvinKosh, reply 236
As far as adjusting AI use of improvements goes, the biggest impact is in the early game, because later on the AI tends to just auto-upgrade everything without bothering about doing something with unloved bonus tiles.

The only problem with this is when the AI conquers or flips planets, without having the necessary tech for most/some of the improvements.

Quoting MarvinKosh, reply 236
Factories and labs cost money besides the obvious maintenance, so in order for the AI to run a balanced economy, they need to be limited in the beginning.

Absolutely!

Quoting MarvinKosh, reply 236
You can set certain improvements to be only 2 or 3 per planet, then relax this restriction for the upgrade building, which with the AI in mind, will almost certainly get built. Okay so you are constraining them from building more of that type of building, but in the early part of the game, that's for their own good.

I tried that approach before, but noticed something weird, so I stopped it. In my test game I set the first three tiers of factories and labs to 4 per planet. On my low PQ planets (>6) I build only two factories. I researched Xeno Industrial Theory and later Soil Enhancement and, after upgrading was finished, went to those planets to utilize the new tiles. Looking through the list of improvements, I noticed that factories were no longer available, despite having build only two with a limit of four. After I researched Xeno Factory Construction I could finally build more. That was really weird. I may take another look at it eventually, but for now my main concern are the tech trees and starbases.
Another idea I had was to limit all improvements to 1 per planet, like it was in GalCiv I. But this leads to even more problems, especially regarding balancing, so I drop it.

Reply #238 Top

Quoting Galacticruler5000, reply 234
Could someone ether post a link to, or PM me a link to a download containing the default TA tech tree?

this mod broke my custom tech trees.

I'm sorry you had trouble.  It does sound as though you used my files to replace the original files.  That is certainly never recommended.  MarvinKosh's suggestion should help you get things back.  If you're still having trouble, let me know and I'll put the original on my RapidShare account.

It makes sense that your custom TechTrees wouldn't work with my mod, since I removed a number of techs and added others.  How many custom TechTrees do you have?  I'd be willing to look at them to see if I can make them compatible with my mod.  It shouldn't be to much hassle, so long as they aren't crazy and there aren't, like, 50 of them.

Reply #239 Top

only one custom tech tree, its for my custom race(Please leave the ethical alignment values alone, they are ment to have NO idea of good and evil.....ill remove those techs later though.\

 

Has anyone noticed the files for a Bio Force Cannon, Turbo Railgun and Ion beams in the weapon FX folder in TA?

i attempted to use them, but it wont show up in the component list...

Reply #240 Top

Quoting Galacticruler5000, reply 239
only one custom tech tree, its for my custom race(Please leave the ethical alignment values alone, they are ment to have NO idea of good and evil.....ill remove those techs later though.\

 

Has anyone noticed the files for a Bio Force Cannon, Turbo Railgun and Ion beams in the weapon FX folder in TA?

i attempted to use them, but it wont show up in the component list...

I'll have a look and see what I can do.  I would only change those things absolutely necessary to get your TechTree working.  For example, I noticed that you have the Yor/Iconian weapons in your TechTree.  Unfortunately, those weapons have been removed in my mod.  I'll have to simply replace your weapons and defenses with the standard set used in my mod.

As for weapon FX, I don't think I've ever taken a serious look at that folder.  Yet another GC2 black box.

Reply #241 Top

Hmm....i guess they were just filler weapons i put in my tech tree......go ahead and remove them, i just posted a new mod on my topic that fixes the economy buildings, and removes the Terran's default set and replaces it with a new set with all original stats, so the normal market center can now be accessed by the other races.

Reply #242 Top

Oi Tolmekian, I just wanted to jump in here to say that the stuff you've got cooking for the new update looks great!  I hope you didn't take my whining about the SPH too seriously - it was just one of many galactic super deals that I never build (like the Omega Defense Salami).  Though it sounds like nobody else was building them either.  Anyway, good stuff all around.

 

I always wondered about those extra weapons and defenses that Neutral was supposed to get, because I never saw any.  I think once upon a time we used to have Nano Rippers or something, but maybe that was before ToA.  Anyway, personally, I'm fine with Neutrality as is.  It's even better than it used to be because now we get the Halls of Justice (and Aquaman!) in addition to Neutral Shipping and theLearningCenters.  Of course if we got a unique weapon/defense in a future update, I wouldn't complain.  Anyway, if anyone needs a buff, I think it’s the Good guys, those poor dumb bastards.  They always get the shaft when it comes to moral choices.  

 

There was a thread I saw somewhere in which a guy was trying to mod the moral choices to be more even so that they didn’t screw Good and buff Evil so much.  As I recall, it wouldn’t work, and I think you had posted in that thread and claimed to have tried fixing it yourself.  That got me thinking.  I never really questioned why Good got boned in moral decisions while Evil got the gold.  That’s because I thought I remember reading somewhere when I first started playing, that the reason Good loses out on moral choices is because once they end up picking their alignment, they actually enjoy better relations with other civs – like making alliances, picking up treaties, or swapping tech or whatever – while evil races got more of the cold shoulder.  Is this at all accurate?  If not, then where am I getting this from?  I drink a lot, but I don’t think that explains it.  Am I just thinking about Good civs trade bonus with other Good civs?  Anyway, if Good DOESN”T get some kind of bonus to offset the crappy results of their virtuous decisions, then I take back what I said earlier about Evil getting unjustly boned – they SHOULD get boned for wiping out all those warring bug hives and serving Boilshire Farms Flesh Nectar in school cafeterias.

 

Also, I'd just like to cast my vote for your first idea regarding evil/good weapons/defenses.  Not sure why - just like the thought of individual weapons instead of one big multiplier.  Seems like the multiplier might get a bit gnarly later on in the game.  But what the hell do I know?  One thing that I really do like about your mod, is that you got rid of all the scary weapons at the end of the tree.  Even though I never get that far, it bothers me when games make you slog through a bunch of relatively balanced weapons, only to put the Mega Apocalypse Death Star Enema Cannon at the end, which of course totally trivializes every other weapon in the game.  I would rather they continue with a balanced approach, instead of trying to impress me with game-breaking overkill.  But again, what the hell do I know?  I’m sure there’s plenty of blokes out there who love that stuff.

 

Once again, sorry for posting so much, and not really saying anything.  Does that piss you off?  Blame my parents for not paying me any attention.

Reply #243 Top

Quoting Wetballs, reply 242
There was a thread I saw somewhere in which a guy was trying to mod the moral choices to be more even so that they didn’t screw Good and buff Evil so much. As I recall, it wouldn’t work, and I think you had posted in that thread and claimed to have tried fixing it yourself. That got me thinking. I never really questioned why Good got boned in moral decisions while Evil got the gold. That’s because I thought I remember reading somewhere when I first started playing, that the reason Good loses out on moral choices is because once they end up picking their alignment, they actually enjoy better relations with other civs – like making alliances, picking up treaties, or swapping tech or whatever – while evil races got more of the cold shoulder. Is this at all accurate? If not, then where am I getting this from? I drink a lot, but I don’t think that explains it. Am I just thinking about Good civs trade bonus with other Good civs? Anyway, if Good DOESN”T get some kind of bonus to offset the crappy results of their virtuous decisions, then I take back what I said earlier about Evil getting unjustly boned – they SHOULD get boned for wiping out all those warring bug hives and serving Boilshire Farms Flesh Nectar in school cafeterias.

Being good does get you a diplomatic bonus with other good civilizations. It's never been quantified, but I know that I have a much easier time getting alliances when playing good then when playing neutral or evil (unless I'm the Terrans, in which case alliances are a breeze no matter the alignment).

Reply #244 Top

Quoting qrtxian, reply 243

Being good does get you a diplomatic bonus with other good civilizations. It's never been quantified, but I know that I have a much easier time getting alliances when playing good then when playing neutral or evil (unless I'm the Terrans, in which case alliances are a breeze no matter the alignment).

 

But is this just one of the perks of being Good?  Because Evil gets their own perks as well, and the fact that they get all the good results from moral choices would seem to be unfair unless Good's perks outweighed those of Evil.  Was just curioius.  Galciv wiki says that Good civs get a diplomatic bonus with other Good civs as well as NEUTRAL civs, so maybe this does even things up (I had always thought it only aplied to other Good guys).  Or maybe not.  Just seems odd that they would give one alignment such an obvious advantage over another.

Reply #245 Top

I did try to mod the moral choices and ended up discovering that good is simply hard-coded to get a penalty while evil will get the bonus.  It's a bummer to have it set up like that when you have a system to easily put in either bonus or penalty.

Rest assured, virtuous defenders of good, that you will be getting some love in v2.1.  I'm not sure how much time and effort I can spend worrying about total balance, but I will tackle at least the obvious shortfalls.  Offhand, I'm thinking of the Hall of Empathy, or whatever it is that doubles the chances of someone surrendering to you.  It's a Galactic Achievement unlocked by a very advanced tech, but falls far short of being Super.  Not only that, but it has a very high build cost. I fully intend to put the Super in that Super-type building.  I'm sure there are some more that I'll find.

With those improvements and the good defenses - which should actually be pretty potent with my weapon/defense setup - good should be well compensated for their sacrifice.

Aaaand . . . I was wondering how long it would take for someone to comment on the Hall of Justice.  Heh.  I didn't use that name on purpose, but it's kinda funny.

 

Reply #246 Top

Quoting Tolmekian, reply 245
Rest assured, virtuous defenders of good, that you will be getting some love in v2.1.  I'm not sure how much time and effort I can spend worrying about total balance, but I will tackle at least the obvious shortfalls.  Offhand, I'm thinking of the Hall of Empathy, or whatever it is that doubles the chances of someone surrendering to you.  It's a Galactic Achievement unlocked by a very advanced tech, but falls far short of being Super.  Not only that, but it has a very high build cost. I fully intend to put the Super in that Super-type building.  I'm sure there are some more that I'll find.

That Hall of Empathy sounds great if you don't play with surrenders disabled...   :-"

Quoting Tolmekian, reply 245
Aaaand . . . I was wondering how long it would take for someone to comment on the Hall of Justice.  Heh.  I didn't use that name on purpose, but it's kinda funny.

How can you read "Hall of Justice" and not hear Ted Knight's voice? hehehe

Reply #247 Top

Quoting Gaunathor, reply 233
The most ironic thing about this is, that AIP 7 is doing the best job when it comes to improvement building. It still makes facepalm-worthy mistakes, but is, overall, much better than the others.

Well, it seems I have to take that statement back. I've been heavily testing the Korath with AIP 7 today and they've been doing just as bad as the rest of them. Apparently they've been lucky the last time.

On the bright side, they managed to win the last few test-games against the Arceans. Their research is still not perfect, but is definitely better than it was before. I even made a few interesting discoveries, regarding Korath research-behavior under AIP 7:

1. They really like Category Biological-Warfare, but, it seems, only in combination with ID Weapons. I set Planetary Invasion to Bio-Warfare and the Korath were going straight for it. I did the same with Planetary Defense and they kept ignoring it.

2. They hate Category Invasion. Set something to Invasion and they won't touch. Ever! Even with an AIValue of 1,000,000.

I'm not quite sure about their behavior regarding Starbase, Defense and Culture techs. Have to test that a little more, before I can say anything for certain.

I hope this is useful to you.

Reply #248 Top

Quoting Wetballs, reply 246

That Hall of Empathy sounds great if you don't play with surrenders disabled...   

Which is a big part of the reason that it needs help.  The idea is to make it worthwhile, even must-have, under any conditions.  Given its nature, I'm thinking hefty overall population growth bonus as refugees and like minded people flock to your empire.  Put that in with a planetary influence and morale bonus and I'm thinking people will actually want to build it.

Quoting Gaunathor, reply 247

1. They really like Category Biological-Warfare, but, it seems, only in combination with ID Weapons. I set Planetary Invasion to Bio-Warfare and the Korath were going straight for it. I did the same with Planetary Defense and they kept ignoring it.

I hope this is useful to you.

It is.  After deciding that AI 7 can work under certain conditions, I've been working on getting the Korath to use their spore weapons in my mod.  I was going to jack up the AIValue, but maybe changing to it Weapons ID will do the trick.  I also noticed that the Korath avoid invasion techs completely.  In a game where they don't research their spore weapons they're left with no means of invasion.  It's a shame, because they are monsters in my games, but end up collapsing under their huge militaries because they can't conquer anyone.  If they get those spore ships up and running they may become the scourge of the galaxy.

It's funny.  Since I was using AI 7, I decided to go as close to original as possible.  I set all the AIs back to their original settings, with the exception of the Iconians and Torians.  Turns out that having all the AIs together changes the way they research.  The AI 8 tendency to rush weapons forces the other AIs to adjust their normal research to keep up.  For a moment it looked like all my balancing went out the window, but then I remembered my earliest tests.  It's not game breaking, by any means.  So, under certain conditions AIs 7,8, and 11 can be used.

Not bad.

Reply #249 Top

How are you getting AI 7 to work? I've been specially tweaking the Korath so that they can use Spore Weapons, but I long ago wrote off the default Drengin and Yor AIs as a lost cause.

Reply #250 Top

Hello, Tolmekian!

Just here to say thank you for great job and that I am very excited about upcoming 2.1 update!

Your mod gives the game a new breath, I could not believe how so many bugs were left in game after 2 addons and some patches... Keep up a good job :)