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.

 

1,776,799 views 722 replies
Reply #201 Top

Quoting Das3210, reply 198
Has any one else noticed that at least the Iconian tech trees are screwed up in the last version. There are no requirements for titanium amour or for stinger V/advanced missile weapons. The two of them seem to be combined, which seems like a mistake since beam and mass driver still have they advance weapon separate form laser/rail guns techs. Also the tech harpoon IV is named todo: display name, which is separate from the other harpoon techs. Also in same games computers have techs that no name just a * and blank spaces

Well, I guess I'll just eat that last reply.  I noticed the problem with Stinger V and AMW during a playtest and tracked it down.  Unfortunately, it's the kind of error that only pops up when you actually research through to Stinger V, so it's hard to notice.  I have yet to recreate your observations about Titanium and Harpoon IV.  I think you're not the first to mention the * problem, but I don't know what the issue could be yet.

Now that I know how it happened with Stinger, I seem to recall seeing similar things during other tests.  I guess I need to go through and test every one now.

Thanks for pointing it out.

Reply #202 Top

Hey again (again) Tolmekian.  Sorry it took me a week to respond, but better a wall of text later than never, right?  First off, let me just start by saying that I am totally, 100%, completely naked right now.  Second, I think I forgot to mention before how much I love this friggin mod!  It’s like playing a whole new game!  I think it’s what ToA was SUPPOSED to have been all this time, instead of the broken turd they left in a flaming bag on our doorstep.  It’s just too bad that players had to fix it instead of the devs themselves.  So, THANK YOU THANK YOU THANK YOU for all your hard work in making this game the very best it’s ever been!  Seriously, I dunno if you play City of Heroes or not, but if you’re ever in Paragon City, drop me a line (@Plug Nickel) and I’ll hook you up with the goods.

 

Anyway, dig this…

 

 

Minors.  I went back and checked my save game and I really don’t see what I was talking about with regard to majors making treaties with minors.  All the treaties are accounted for except the Korx and everyone’s at war with them (including me).  Also, I never even realized that you could get different reports on the civ you’re trading with just by using that little menu window!  I dunno how many hundreds of hours I’ve spent playing this game over the years, but I’m still amazed when I find something like this that I’ve never seen before.

 

Offensive Meditation.  Yeah I do indeed play with tech brokering disabled.  I actually wasn’t sure what the hell tech brokering was.  I’d thought that maybe it was like when one of the minor races swipes all the techs from a major race and then wants to sell the hubcaps – but I really had no idea.  It sounded scary though, so I turned it off.  What exactly is tech brokering then?  Does it just mean that I can only get unique techs from the civs that start with them, and not through third parties?

 

Random Team.  Haven’t done the campaign, and I never mess with the relations setting, so I dunno where that team came from.  Maybe a virus I picked up from fatsweatyknockers.com.  Who knows?

 

Spies.  You guys are likely right about why they were swarming me.  It sure was a lot different than the ToA espionage that I was used to though (but not in a bad way).  I did notice that you tacked on an espionage bonus to Counter Espionage and I thought this was great!  I can’t think of another tech that gives an espionage bonus in the Terran tech tree, so it was welcome.  I also noticed the +10% loyalty bonus in the Secret Police Headquarters tech, and thought that was damn cool as well.  Unfortunately, the Secret Police Headquarters sucks balls and I would never ever research this tech (unless I’m missing something, it looks like a clone of Restaurant of Eternity, with the added bonus that I can have one of these turds on each of my planets – oh happy day!).  If it gave a bit of an espionage bonus in addition to the loyalty bonus, it might be more attractive to me, but loyalty by itself isn’t very useful (in my games anyway).

 

Tech Tree.  Glad to see that Warp Bubbles and Electric Tulan Cappuccino Whisks are making a comeback!  Unfortunately, because of how expensive weapon techs are (and I know this has nothing to do with your mod) coupled with my very slow research setting, the good/bad guys of the galaxy aren’t likely to see the fruits of their alignment until long after the game is over now that good/evil civ bonus techs are way down at the end of the tech tree.  But screw them, I say.  Screw them straight to hell.

 

Galactic Achievements.  You said that your mod only fixed Galactic Stock Exchange, Galactic Monument, and Hyper Distribution Center (all awesome by the way), but I thought I saw a few more in there that I’d never seen before.  What about U.P. Headquarters?  That was a new one.  And I think there were some others in there as well, but they were from alien techs like the Shrine of Mithrilar andMercenaryAcademy (which I’d never noticed in a normal game of ToA).  Of course they might have been there since v1.1, but they’re all new compared to the dev’s version of ToA, which is what I’m used to. (I only played a few games with your 1.1 mod and could only recall that it fixed the AIs and made them playable again).  Oh and with regards to Eyes of the Universe, please don’t take any nerfing glances at this galactic achievement on MY account – I’d hate to be the guy who screwed up everybody’s favorite wonder and risk getting beaten up.  Besides, I guess I can just change the value for myself in the xml right?  It just friggin bothered me because you have to research all these Sensor techs and then you build this one achievement and suddenly there’s no need to even put sensors on any of your ships ever again!  Crud.

 

Trade.  Hey thanks for letting me tweak stuff!  Your trade numbers were likely great for the majority of players though.  I’m just a bastard, and I’m no good.  Actually, since I’ve been granted carte blanche to dick with stuff, I was thinking of messing with the civ customization points system to make it more uniform.  It always bothered me that there were “efficiency plateaus” that made certain point-spending habits more economical.  For instance, spending 2 points on Economy gives you a +10% bonus, but the NEXT 10% bonus only costs HALF as much (1 extra point, so +20% costs a total of 3 points).  I’d like to standardize these values according to how many points you spend.  Do you think this would break anything?

 

 

And here’s a couple more thoughts…

 

Starbase modules.  Since you got rid of the cost of starbase modules, doesn’t that sorta give a middle finger to the evil races, since free starbase modules used to be one of their perks?  And since they don’t get their big guns until so late in the game, might they now be unjustly boned?

 

Missing dialogue. I remember reading about a mod a few years ago that reintroduced a crapload of lost dialogue that was in the game but never got used because of a bug or something.  Even though I never downloaded it, it sounded like a damn fine thing.  If this is what qrtxian is talking about, I really do hope that you can bundle his mod with yours!  That would friggin rock!  I dunno why they put junk in the game that people will never ever see.  This game is like a haunted tomb filled with secret doors, and every time you open one, a bunch of treasure that had been there for centuries comes spilling out.  Anyhow, THANK YOU QRTXIAN, and THANK YOU TOLMEKIAN if you include his mod with yours!

 

 

OK I guess that’s it.  Sorry again for all the text.

 

 

(Disclaimer:  fatsweatyknockers.com is a fictitious website and does not exist.  Believe me, I checked.)

Reply #203 Top

Quoting Wetballs, reply 202
What exactly is tech brokering then? Does it just mean that I can only get unique techs from the civs that start with them, and not through third parties?

Tech brokering is the reselling of techs. If you disable it, you can no longer sell any tech you bought. The same goes for the AI, too.

Quoting Wetballs, reply 202
Unfortunately, the Secret Police Headquarters sucks balls and I would never ever research this tech (unless I’m missing something, it looks like a clone of Restaurant of Eternity, with the added bonus that I can have one of these turds on each of my planets – oh happy day!). If it gave a bit of an espionage bonus in addition to the loyalty bonus, it might be more attractive to me, but loyalty by itself isn’t very useful (in my games anyway).

The Secret Police HQ is a Super Project. You can build it only once. It provides a 20% Moral bonus to the planet it is build on and increases your Loyalty ability by 10% (nothing like the Restaurant). Loyalty can be quite useful. Just ask the Yor. It takes quite a long time to culture flip a Yor-planet.

Quoting Wetballs, reply 202
Galactic Achievements. You said that your mod only fixed Galactic Stock Exchange, Galactic Monument, and Hyper Distribution Center (all awesome by the way), but I thought I saw a few more in there that I’d never seen before. What about U.P. Headquarters? That was a new one. And I think there were some others in there as well, but they were from alien techs like the Shrine of Mithrilar andMercenaryAcademy (which I’d never noticed in a normal game of ToA). Of course they might have been there since v1.1, but they’re all new compared to the dev’s version of ToA, which is what I’m used to. (I only played a few games with your 1.1 mod and could only recall that it fixed the AIs and made them playable again).

The U.P. Headquarters is the Galactic Showcase. Tolmekian just renamed it to its "original" (internal) name. Shrine of the Mithrilar (Altarian and Drath) and Mercenary Academy (Korx) were in the game before. The AI just had a hard time to research the necessary tech to build them.

Quoting Wetballs, reply 202
Actually, since I’ve been granted carte blanche to dick with stuff, I was thinking of messing with the civ customization points system to make it more uniform. ... Do you think this would break anything?

I've done the same in my mod and also changed same of the values to what they were in GalCiv I. No problems as of yet.

Quoting Wetballs, reply 202
Starbase modules. Since you got rid of the cost of starbase modules, doesn’t that sorta give a middle finger to the evil races, since free starbase modules used to be one of their perks? And since they don’t get their big guns until so late in the game, might they now be unjustly boned?

Tolmekian said in one his posts that he added the cost for culture modules back in.

Quoting Wetballs, reply 202
Missing dialogue.

I believe you've been thinking of this: Conversation Mod.

Reply #204 Top

Pretty much what Gaunathor said.  I would add that tech brokering actually does affect the event in which a minor steals another race's technology.  If you disable tech brokering, the minor race won't be able to trade any of the stolen techs.  All that said, I always play with tech brokering off.  If you play with tech brokering on, the AI normally engages in such vigorous trading and retrading of techs that it's like you vs every AI combined in the tech race.

And the good news is that qrtxian sent me the conversation fixes and they'll be in the v2.1 release.  I just need to finish up a playtest and maybe do a bit of polishing, then I'll release it.

Edit to add:

Quoting Wetballs, reply 202
Starbase modules.  Since you got rid of the cost of starbase modules, doesn’t that sorta give a middle finger to the evil races, since free starbase modules used to be one of their perks?  And since they don’t get their big guns until so late in the game, might they now be unjustly boned?

I share this concern.  I haven't put any starbase module costs back in, but you may be right about evil losing out.  I'm not sure any fixes will make the 2.1 release, but I'm open to ideas about how to handle the evil weapons - and while at it, the good defenses.

What if there were evil weapons at the end of every tier?  Say they did better damage, but retained the size and cost of the previous weapon?  It would essentially be equivalent to the top weapon of the next tier, giving evil a fast-track to more powerful weapons without being game breaking.  The same could be done for defenses.

Reply #205 Top

I hope you mean defences for good alignment, 'cause they ain't get much else of a selling point. ;)

Reply #206 Top

Gaunathar & Tolmekian,

(Sorry, I don’t know how to do that multi-quote thing, but check this out…)

 

Regarding the Secret Police Headquarters – I mistakenly compared it to the Restaurant of Eternity (which is, in fact, awesome).  What I meant to compare it to was the Galactic Resort (which I feel is pretty lame).  It looks like the Secret Police Headquarters actually gives less of a morale bonus than the Resort, though you do get the +10% Loyalty bonus that comes with the SPH tech itself.  And I didn’t mean to knock loyalty (I think it’s great), just that a mere +10% (which is about all I’m likely to squeeze out), isn’t of much use in the games I play.  I never expect to flip Yor planets because I’m pretty sure they’ve got some crazy racial loyalty bonus of like +100% or something.  I’d LOVE to have that bonus – but am not likely to bother with just +10% unless I’ve got nothing else to research.  Anyway, I still think both SPH and Galactic Resort are crummy.

As for the “alien” galactic achievements, I’m sure they were always there, but as you said, I just never saw them because the computer couldn’t pull them out of its tech trees.  But since I’d never seen them before, they were certainly “new” to me, and I was just saying how cool it was that this mod introduced so many wonders I’d never seen before.

As far as tweaking the customization numbers, I was wondering how the computer players pick their abilities.  I mean, if you play with the values, will they still end up with the same bonuses?  I was just worried that they’d try to buy the same stuff they were supposed to have and the totals might not add up.

Evil Weapons (and Good Defenses) – Tolmekian, that idea sounds great to me.  So it would just be an extra weapon tech at the end of each tier, right?  That’s simple, and they’ll get their bonuses in stages, which always gives them something to look forward to.  Plus they’ll STILL have the biggest guns on the block at the end of the line, like you had it before.

 

Anyway, glad Qrtxian’s conversation fixes are making it in!  Can’t wait for v2.1!

Reply #207 Top

Quoting Wetballs, reply 206
(Sorry, I don’t know how to do that multi-quote thing, but check this out…)

I have no idea myself, how it is done properly! I just hit quote, copy the text into Notepad++ to edit it and then copy it back in when I'm done.

Quoting Wetballs, reply 206
Regarding the Secret Police Headquarters – I mistakenly compared it to the Restaurant of Eternity (which is, in fact, awesome).

Don't worry, mistakes like that happen to me all the time.

Quoting Wetballs, reply 206
What I meant to compare it to was the Galactic Resort (which I feel is pretty lame).

Agreed! There is no point in building it over a regular morale improvement.

Quoting Wetballs, reply 206
It looks like the Secret Police Headquarters actually gives less of a morale bonus than the Resort, though you do get the +10% Loyalty bonus that comes with the SPH tech itself. And I didn’t mean to knock loyalty (I think it’s great), just that a mere +10% (which is about all I’m likely to squeeze out), isn’t of much use in the games I play.

You get 10% from the tech and another 10% from the SPH itself.

Quoting Wetballs, reply 206
I never expect to flip Yor planets because I’m pretty sure they’ve got some crazy racial loyalty bonus of like +100% or something.

The Yor do have a racial bonus of 100% and can get the SPH, too. :cylon:

Quoting Wetballs, reply 206
As for the “alien” galactic achievements, I’m sure they were always there, but as you said, I just never saw them because the computer couldn’t pull them out of its tech trees. But since I’d never seen them before, they were certainly “new” to me, and I was just saying how cool it was that this mod introduced so many wonders I’d never seen before.

There are still some improvements left in the xml file, just waiting to be reactivated.

Quoting Wetballs, reply 206
As far as tweaking the customization numbers, I was wondering how the computer players pick their abilities. I mean, if you play with the values, will they still end up with the same bonuses? I was just worried that they’d try to buy the same stuff they were supposed to have and the totals might not add up.

The non-racial boni are not predetermined for the races. The AI chooses the boni randomly, but doesn't always use all of its customization points. Thats why I customize them myself, to be sure all points are spend and the boni make sense for the race in question.

Quoting Wetballs, reply 206
Anyway, glad Qrtxian’s conversation fixes are making it in!

Me too!


Quoting Tolmekian, reply 204
I haven't put any starbase module costs back in

Have I misunderstood something (again)? o_O   I thought you said that you had put the costs back in for the culture modules.

Reply #208 Top

Quoting MarvinKosh, reply 205
I hope you mean defences for good alignment, 'cause they ain't get much else of a selling point.

I do mean good defenses, of course. ;)

Quoting Wetballs, reply 206
As far as tweaking the customization numbers, I was wondering how the computer players pick their abilities.  I mean, if you play with the values, will they still end up with the same bonuses?  I was just worried that they’d try to buy the same stuff they were supposed to have and the totals might not add up.

Evil Weapons (and Good Defenses) – Tolmekian, that idea sounds great to me.  So it would just be an extra weapon tech at the end of each tier, right?  That’s simple, and they’ll get their bonuses in stages, which always gives them something to look forward to.  Plus they’ll STILL have the biggest guns on the block at the end of the line, like you had it before.

My observation was that the AI either doesn't use it's customization points, or uses them oddly.  Changing the number of points won't mess them up, but you should just assign the bonuses yourself instead of letting the AI do it.

I thought the evil/good thing sounded decent.  It's not actually that much work, so it'll probably make it into v2.1.

Quoting Gaunathor, reply 207
Quoting Tolmekian, reply 204I haven't put any starbase module costs back in
Have I misunderstood something (again)?   I thought you said that you had put the costs back in for the culture modules.

I'm not going back to review the tape, but either way I didn't plan on putting them back in.  In v2.1 I removed the ModuleRequirement for pretty much every module, with a few exceptions.  Weapon, defense, and assist modules all require either Battle Stations I or Starbase Defenses I.  Otherwise, the only stepwise lines I left in were Battle Stations and Starbase Defenses (2 requires 1, 3 requires 2, etc) and the culture modules.  I still don't like the idea of having to pay for them, but I realized that only needing 2 constructors for 100% bonus and 3 for 160% was going to get out of hand pretty fast.

I'll need to think about it.  Many of the culture modules ended up "below the line", ie the AI can't use them.  So, cost is only an issue to the player.  I haven't tested to see just how obscene culture starbase spamming can become without a cost.

Input?

 

Reply #209 Top

Quoting Gaunathor, reply 207


You get 10% from the tech and another 10% from the SPH itself.

 

I didn’t realize that the SPH gave an additional +10% loyalty to the planet it’s built on.  I never actually built the thing, but right-clicking on the icon when you’re looking at the tech tree just shows that it gives a +20% morale bonus.  After loading up an old save game and building the SPH, I didn’t see any loyalty bonus in the little window where improvement bonus icons usually appear (on the planet screen).  However, sure enough, written right there in the description it says it gives “a boost to planetary moral by +20% and loyalty by +10%”.  I guess I should read the descriptions more, instead of just looking at the symbols!  It would be easier to see, at a glance, what actual bonuses an improvement gives if they put all of them in the box next to the description (the one with the little symbols).  Or maybe it’s supposed to, but for some reason this loyalty bonus doesn’t show up there.

 

Anyhow, thanks for the info!

Reply #210 Top

Quoting Wetballs, reply 209
It would be easier to see, at a glance, what actual bonuses an improvement gives if they put all of them in the box next to the description (the one with the little symbols).

It sure would! There are other bonuses that don't show up, like the planet quality change from Biosphere Modulator/Weather Control Center/Hyperion Matrix.

Quoting Wetballs, reply 209
Anyhow, thanks for the info!

You're welcome!


Quoting Tolmekian, reply 208
I'm not going back to review the tape, but either way I didn't plan on putting them back in.

Okay. I just wanted to make sure I didn't made another mistake.

Quoting Tolmekian, reply 208
In v2.1 I removed the ModuleRequirement for pretty much every module, with a few exceptions.

Sounds reasonable.

Quoting Tolmekian, reply 208
I'll need to think about it. Many of the culture modules ended up "below the line", ie the AI can't use them. So, cost is only an issue to the player. I haven't tested to see just how obscene culture starbase spamming can become without a cost.

I'm not really qualified to answer this, as I rarely use influence starbases, but maybe an accountant-approach can provide some food for thought:

1. Using the Terran tech tree (or something similar) you need 12 constructors to build a fully maximized influence starbase (one for the starbase, eleven for the culture modules)

2. Each constructor takes several turns to build and, once finished, has a maintenance cost of 10+bc per turn

3. You need four starbases to fully maximize the influence output in a sector, so you need at least 48 constructors

4. Therefore you have to pay at least 480bc per turn until the constructors have arrived at their destination

5. After the starbases are finished you still pay 20bc maintenance for them (5bc for each)

6. Dependent on the foreign influence, it may take several turns and several more starbases in adjacent sectors until the planets finally flip

7. After a certain point, each new starbase will incur an ever increasing cost, no matter how high your logistics bonus is

8. This cost can quickly reach several hundred to several thousand bc per new starbase constructed

9. The only way to reduce the cost is to reduce the amount of starbases you have

10. The AI can't do that itself, only by the "help" of enemy ships destroying the starbases

Reply #211 Top

Quoting Gaunathor, reply 210
I'm not really qualified to answer this, as I rarely use influence starbases, but maybe an accountant-approach can provide some food for thought:

1. Only a valid assumption if the values per module haven't been tweaked; otherwise you're looking at 5 useful modules plus an initial constructor for 6 total.
2. With decent industry it should be perhaps two or three turns, but okay.
3. As influence is a square root function of distance, you want to get them as close as possible to the planets you're trying to flip-and, generally speaking, you won't need all four.
4. It shouldn't take that many turns, and based on using half the constructors per starbase as well as half the starbases, that's only about a quarter of your estimate.
5. Yeah, until you tear them down and build them elsewhere.
6. TA's MCC means little to no waiting.
7. True in practice, but not in theory, as at 100 logistics starbases are free to construct.
8. Yes, however, it doesn't seem that influence SBs were designed to be permanent fixtures-when you're done with that set, you tear them down and rebuild them elsewhere.
9. Or capture Hyperion Logistics Systems.  Granted, the AI can't do this.
10. Was the AI actually using the influence modules anyway?

The bottom line is that the costs aside from those determined by starbase number are not that significant compared to the cost of building the constructors themselves, and as the starbase cost formula is hardcoded into the game executable that's not something we can change.

That could be taken as an argument for or against, though...

Reply #212 Top

Quoting Sole, reply 211
9. Or capture Hyperion Logistics Systems. Granted, the AI can't do this.

Why not? It won't specifically seek them out, but it can certainly capture them.

Reply #213 Top

Quoting qrtxian, reply 212

Quoting Sole Soul, reply 2119. Or capture Hyperion Logistics Systems. Granted, the AI can't do this.

Why not? It won't specifically seek them out, but it can certainly capture them.

This is why I should proofread my posts better.  That's what I meant: The AI doesn't know how to do it, but it can happen by accident.

Reply #214 Top

Quoting Sole, reply 211
1. Only a valid assumption if the values per module haven't been tweaked; otherwise you're looking at 5 useful modules plus an initial constructor for 6 total.

I had to use a common ground for my extrapolation. If I had used the values from my own mod, we couldn't really talk about it, as the overall balance is quite different.

Quoting Sole, reply 211
2. With decent industry it should be perhaps two or three turns, but okay.

Only if you build them on planets with good industrial output, but those may not always be close to were you want to build the starbases.

Quoting Sole, reply 211
3. As influence is a square root function of distance, you want to get them as close as possible to the planets you're trying to flip-and, generally speaking, you won't need all four.

You're the expert here, so I trust your word. Not everybody has that knowledge, though. I certainly don't. My guess would still be, that to flip a sector full of high influence planets from a high influence race (higher than your own), you need more starbases.

Quoting Sole, reply 211
4. It shouldn't take that many turns, and based on using half the constructors per starbase as well as half the starbases, that's only about a quarter of your estimate.

Depends on map size and speed of the constructor. Even with fewer constructors the maintenance over time will still be pretty high.

Quoting Sole, reply 211
5. Yeah, until you tear them down and build them elsewhere.

Yes, but until then the starbase maintenance accumulates quite a cost. Especially if you use lots of them.

Quoting Sole, reply 211
6. TA's MCC means little to no waiting.

Only if you go Evil. Good and Neutral don't have that option and you can't rely on the AI to build it for you.

Quoting Sole, reply 211
7. True in practice, but not in theory, as at 100 logistics starbases are free to construct.

You mean, if I have a logistics ability of 100+ I don't have to pay anything for new starbases, no matter how many I have? :omg:

Quoting Sole, reply 211
8. Yes, however, it doesn't seem that influence SBs were designed to be permanent fixtures-when you're done with that set, you tear them down and rebuild them elsewhere.

Of course not, but what is faster: to use several starbases to capture several sectors at once or to use a few starbases to capture one sector after the other?

Quoting Sole, reply 211
9. Or capture Hyperion Logistics Systems. Granted, the AI can't do this.

The AI has to build them first, though, and you can't rely on it doing that even if you give it Expert Logistics.

Quoting Sole, reply 211
10. Was the AI actually using the influence modules anyway?

Yes and no. AIP 11 does it occasionally. I have seen it adding some modules to influence starbases in my test games, but never as many as it could. Most of the time though, it doesn't has the will or time to do it. Just spamming starbases all over the place and that is the problem.


Overall, this was an attempt to provide the basis for a cost/benefit analysis (I haven't done that in quite a long time). Using influence starbases should be viable, but it shouldn't be a total no-brainer for non-experts, because there is no cost involved.

Reply #215 Top

Quoting Gaunathor, reply 214
The AI has to build them first, though, and you can't rely on it doing that even if you give it Expert Logistics.

Actually, in my experience you can - some seem to value it much higher then others, but in my experience all AIs will eventually build one if they live long enough after researching Expert Logistics. Generally, unless the structure itself is bugged, the AI will build any super/galactic improvement as long as they can research the necessary tech.

And for the record, AI 11 does make use of influence starbases, though not to the full extent a human would, and generally more in a defensive then offensive manner. I have seen the Krynn (default AI 8) use their unique influence modules as well sometimes, but that's about it for the other guys.

Reply #216 Top

Quoting Tolmekian, reply 187
I've considered this, but never done it. Please do, and let us know how it works. It would be cool to include a batch of templates with the mod so that the AI could use them. That would require a whole new round of optimization, though . . .

Also, has anyone tried this so far? It wouldn't be perfect - the AI wouldn't know how to use a "command ship" and so would likely build tons of these things - but it seems worth a try.

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.

Reply #217 Top

Quoting qrtxian, reply 215
Actually, in my experience you can - some seem to value it much higher then others, but in my experience all AIs will eventually build one if they live long enough after researching Expert Logistics. Generally, unless the structure itself is bugged, the AI will build any super/galactic improvement as long as they can research the necessary tech.

Yes, the AI will build all SPs and GAs eventually, but it has to survive long enough to do it first. That's what I meant, when I said that you can't rely on the AI to do it. You can goad it somewhat by increasing the value of the improvements but that leads to other problems, like starting the construction before any factories are build. The AI does that often enough already. :annoyed:

Quoting qrtxian, reply 215
And for the record, AI 11 does make use of influence starbases, though not to the full extent a human would, and generally more in a defensive then offensive manner. I have seen the Krynn (default AI 8) use their unique influence modules as well sometimes, but that's about it for the other guys.

Exactly! That's why influence starbases should be balanced with the player in mind.

Reply #218 Top

Quoting Gaunathor, reply 214
Quoting Sole Soul, reply 2117. True in practice, but not in theory, as at 100 logistics starbases are free to construct.
You mean, if I have a logistics ability of 100+ I don't have to pay anything for new starbases, no matter how many I have?

Precisely.  However, given that your own Logistics System plus all techs (and assuming a starting value of 6) takes you to 57, you need another 43, which means capturing 7 Logistics Systems, although that still only places you at 99.

Quoting Gaunathor, reply 214
Quoting Sole Soul, reply 2118. Yes, however, it doesn't seem that influence SBs were designed to be permanent fixtures-when you're done with that set, you tear them down and rebuild them elsewhere.
Of course not, but what is faster: to use several starbases to capture several sectors at once or to use a few starbases to capture one sector after the other?

Faster is only relevant if your economy can support it.  ;)

Quoting Gaunathor, reply 214
Overall, this was an attempt to provide the basis for a cost/benefit analysis (I haven't done that in quite a long time). Using influence starbases should be viable, but it shouldn't be a total no-brainer for non-experts, because there is no cost involved.

My intent was to point out that the costs of constructing more SBs will almost always outweigh all the other costs-modules, maintenance, constructors-combined, and by a fair margin.  And aside from tweaking the tech trees to allow for 100+ logistics, that's not something we can change.

What this means, precisely, I can't say-I don't really have an opinion here, and it could be taken as an argument either for or against module fees.  But I'm fairly positive it's relevant information.

Reply #219 Top

Quoting Sole, reply 218
Precisely. However, given that your own Logistics System plus all techs (and assuming a starting value of 6) takes you to 57, you need another 43, which means capturing 7 Logistics Systems, although that still only places you at 99.

Interesting. I've been playing with the idea to increase the power of the HLS for some time now. That might just be the reason to do it after all, but I'm not fully convinced yet. The Yor don't need another power-boost in my game. They are unstoppable already.

Quoting Sole, reply 218
Faster is only relevant if your economy can support it.

Yes, but that is also the case for warfare. ;)

Quoting Sole, reply 218
My intent was to point out that the costs of constructing more SBs will almost always outweigh all the other costs-modules, maintenance, constructors-combined, and by a fair margin. And aside from tweaking the tech trees to allow for 100+ logistics, that's not something we can change.

Every bc spent will be repaid by a hundredfold (or more), but that doesn't mean that the entry cost should be negligible. It certainly deserves more consideration.

Quoting Sole, reply 218
But I'm fairly positive it's relevant information.

It definitely is! :thumbsup:

Reply #220 Top

How does that make the Yor better?

With, say, 30 starbases (is this an unrealistic number?), the last one will cost 13,650 to build with 57 logistics (first 10 are free, although if memory serves the free quantity may change based on galaxy size-that's a Gigantic number, for reference).

30 influence SBs might be a bit much, but when you consider that this counts economic SBs, military SBs, and even mining SBs, it's not that many.  Actually, mining SBs are counted for determining your next SB build cost, but they don't cost anything themselves.

At a rough estimate, based on DA's economics bonuses, even with four stock markets per planet and an economic boom at 20B population per, it would take ~750 turns (over 15 years) in order for a single planet to repay 100 fold.  TA has the potential for somewhat higher bonuses, even without the MCC, reducing it to just under 12 years.

Any game that goes on that long (with the exception of when I found myself 531 million bc in debt due to a bug back in DA 1.7) is already won.  I suppose in TA with Very Slow research one could make an argument for 12 years, but 15 or 16 is still unrealistic.

A more accurate number might be 10-fold, as that's only a bit over a year to a year and a half, per planet per starbase.

I'm beginning to suspect that SBs would work much better if logistics were to reach 100 via the tech tree, and simply have the costs tied up either in modules or the constructor module.  Of course, logistics for hull sizes would need to be rebalanced...

Reply #221 Top

Quoting Sole, reply 220
Any game that goes on that long (with the exception of when I found myself 531 million bc in debt due to a bug back in DA 1.7) is already won. I suppose in TA with Very Slow research one could make an argument for 12 years, but 15 or 16 is still unrealistic.

I have one game with Normal tech speed in TA that is currently in 2239 - year 13 - and is still at least a year from finishing. It can happen, though not usually (and maybe not on your settings).

Reply #222 Top

That's interesting.  How did you manage that, out of curiosity?

In any case, that's for a 1:1 ratio of influence SBs to target planets.  Even I suggested it might take two.  How's 24 years sound to you?

So I'll stand by my estimate of closer to 10x than 100x.  Which still suggests that logistics may need a change.

 

Reply #223 Top

It's a combination of quite a few factors, but primarily 1) some extraordinarily protracted wars (this is the game I posted about a while before where the Arceans refused to surrender despite being at war with literally every other major race), 2) a Dread Lords Mega Event that actually caused a lot of trouble, and 3) two very powerful AIs - the Thalans and Altarians - who couldn't be easily conquered nor allied with. The Thalans have probably had it by this point, but I'm still not quite sure how to deal with the Altarians.

That aside, while I've had games of similar length before, and I expect I'll have them again, in my experience the average duration of a TA game is around 8 or 9 years. So your point still stands.

Reply #224 Top

Quoting Sole, reply 220
How does that make the Yor better?

Allowing the Yor to field even more ships in a fleet would put them in permanent control, because of their ability to produce lots of ships in a short time. In my mod the Yor are currently the most powerful race and that by a looooooooooong margin. Of 90+ AI vs. AI test games, in the last two weeks, they lost only one and that just because of bad luck. They started out right next to the Thalans in a corner of the map, which hindered their colonizing attempts. The Yor eventually conquered the Thalans and managed to put up a good fight, but lost in the end against the Drath/Iconian-Alliance (the only ones left). The usual outcome of a test game with the Yor against nine major races on a large map is the Yor wiping everyone out.
The most troubling part is, that I have no idea how that happened. A few weeks ago the power structure of my AIP 8 races was this:
1. Terrans (aggression 50)
2. Yor (aggression 50)
3. Drengin (aggression 100) and Thalan (aggression 80)
4. Arcean (aggression 70).
The Arcean were actually second last place of all races (the Korath, still on AIP 7, are last). I made an attempt to improve the Arcean, who, despite my removal of their speed penalty, had trouble with the colony rush. The only changes I made were to tweak some values in TechTree.xml and Arcean_TechTree.xml. This improved the Arceans somewhat, they actually manage to put up a fight now and then, but it turned the Yor into the galactic dominator somehow.
I have yet to test how the Yor manage against a human opponent and, to be honest, I'm to scared to try it. 

Quoting Sole, reply 220
(first 10 are free, although if memory serves the free quantity may change based on galaxy size-that's a Gigantic number, for reference)

I usually play Immense-size and there are the first 12 starbases free, so you remember correctly.

Quoting Sole, reply 220
At a rough estimate, based on DA's economics bonuses, even with four stock markets per planet and an economic boom at 20B population per, it would take ~750 turns (over 15 years) in order for a single planet to repay 100 fold. TA has the potential for somewhat higher bonuses, even without the MCC, reducing it to just under 12 years.

"Slight" exaggeration on my part. I also was thinking in different terms: Dependent on map settings used and the sector, you can flip more than one planet with the starbases. Each planet pays back the cost for the starbases through its income and by the (small) increase in tourism. In addition, each planet increases your manufacturing and research potential, while decreasing the economy, research, manufacturing and influence of the other race. Eventually, your influence will reach a point were no starbases are needed anymore to flip other planets. At least in that cluster.

Quoting Sole, reply 220
Any game that goes on that long (with the exception of when I found myself 531 million bc in debt due to a bug back in DA 1.7) is already won. I suppose in TA with Very Slow research one could make an argument for 12 years, but 15 or 16 is still unrealistic.

Depends somewhat on play style. I like to draw out my games for as long as I can. 12+ years are the rule for me, not the exception.

Quoting Sole, reply 220
I'm beginning to suspect that SBs would work much better if logistics were to reach 100 via the tech tree, and simply have the costs tied up either in modules or the constructor module. Of course, logistics for hull sizes would need to be rebalanced...

Possibly. Maybe I have to try it after all.

Reply #225 Top

Quoting Gaunathor, reply 224
Depends somewhat on play style. I like to draw out my games for as long as I can. 12+ years are the rule for me, not the exception.

Artificially prolonging the game doesn't really count, though. I too like long games, but if I'm not deliberately drawing them out they'll rarely reach a decade.