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MarvinKosh's Space Weapons Fix Mod v6B (updated 31/08/2014)

MarvinKosh's Space Weapons Fix Mod v6B (updated 31/08/2014)

for Twilight of the Arnor (Ultimate Edition on Steam)

http://marvinkosh.omniloth.net/wp-content/uploads/2014/08/SWFix_ModVI_beta3.zip

[Disclaimer: Stardock does not endorse or support this mod. This thread has merely been stickied so users can more easily direct comments or questions to the authors of this popular modification.]

Some time ago the modding community started poking around in the TA tech trees to see why the AI was reluctant to develop certain techs.  We found that some weapons techs were categorised as PD, instead of Military, meaning that unless missile weapons were deployed, those techs would never be researched by the AI.  Obviously, an AI that can't fight back isn't much of a challenge.

The idea behind this mod was originally just to get the TA AI on the right track as far as weapons are concerned.  However as suggestions have been put forward by the community, more improvements have been made to the tech trees.  Some features have been driven by my own need to fix annoyances.

For example there is the AI's passion for spamming factories or labs onto every tile, crashing their early economy.  These basic improvements would get upgraded and then cost the AI even more in terms of miantenance and production cost, forcing the AI to run inefficiently with the production slider at far less than 100%.

So my approach has been to deprive human and AI alike of early structures that can cause economic meltdown, and in their place have Super Projects which allow for some single-planet focus.

N.B. Use the external link above or choose one of the versions below.  The successive versions are not patches, they contain  all the features of that version of the mod.  Extract the ZIP folder to your mods folder - if one doesn't already exist, create it.  If your mod select screen in-game is broken, see here to fix it.

For a video overview of mod installation, see here.

For gameplay examples, check the new YouTube channel here.

 

Recent versions

v5G:

  • Krynn tech tree bug fixed (thanks to Guanathor for spotting it) - they should now research weapons and not get stuck.
  • Arceans have a Fusion Beam weapon which replaces Lasers.
  • Fixed bad tags in GC2Types.xml which led to wonky weapon animations.
  • Added PlanetImprovements.xml that should have been added in 5F.

v6:

  • Beam weapons balance tweaked - beams are fairly expensive per unit of firepower but scale damage to size well.
  • Missile weapons balance tweaked - missiles are much cheaper per unit of firepower but do not scale damage to size well.
  • Mass driver weapons tweaked - mass drivers are the cheapest per unit of firepower, and are average at scaling size to damage.
  • Krynn buildings - Consulate changed to Super Project, gives +20 bonus to influence ability.  Cost increased to 125, no maintenance.
  • Krynn tech tree - Various changes.  They lose Industrial Revolution, so no Entertainment Centre, but gain A History of Co-operation which nets them a free +10 to Culture.
  • Thalan buildings - removed limtations on matrices.  Reduced output of matrices but set maintenance to 1.  Fusion Transformer is now available with Technology Adaptation II, adds 8mp and 8 tp, magnifies mp and tp by 75%, cost 500, maintenance 10bc.
  • Altarian buildings - Regional Matric no longer upgrades from Manufacturing Matrix.
  • Altarian tech tree changes.
    • Core Technologies I: Economic Improvements, Xeno Economics
      • Also unlocks Xeno Communications.
    • Core Technologies II: Research Improvements, Xeno Research, Xeno Biology
    • Core Technologies III: Productivity Improvements, Industrial Construction, Temples.
      • Also unlocks Xeno Farm Construction.
    • Core Technologies IV: Soil Enhancement, Xeno Trade Centres.
      • Also unlocks Diplomatic Relations.
    • Core Technologies V: Military Improvements, Interstellar Warfare, Space Militarization, Space Weaponisation
    • Core Technologies VI: Starport Upgrades, Interstellar Construction, Advanced Hulls
    • Core Technologies VII (after Technology Progression I): Space Weapons (new), Research Academies.
    • Core Technologies VIII (after Technology Progression II): Invention Matrix, Medium Scale Building, Starship Defences, Advanced Space Weapons.
  • Yor buildings - removed limitations on collectives.  Reduced output of collectives but added a % bonus to manufacturing.  Brought collective cost to build more in line with other factories.  Research Matrix is now Cybernetic Matrix, increases mp and tp by 12, with a 25% bonus on top, increased cost to 90 and maintenance to 7.
  • General buildings - Industrial Sector cost reduced to 180, maintenance reduced to 7bc.  Omega Research Centre now adds 20tp and boosts research by 65%.
  • Torian buildings - Reduced cost of University to 80.  Reduced cost of City of Learning to 100 and maintenance to 6.  Technology commune now adds 10tp and only costs 350, maintenance reduced to 7.
  • Default ships: Altered GC2Ships.xml to remove the obligatory Hyperdrive and extra crap from some of the starting designs, increased Support modules in a few cases.
  • Iconian buildings: Precursor Archive maintenance reduced to 4.  Precursor Library maintenance reduced to 4.  Precursor Matrix is now a Super Project which adds 12tp and improves civ's Economics ability by 40.  Precursor Repository is now a Super Project which adds 16tp and improves civ's Research ability by 20.
  • Power Plant buildings scrapped.  There are now three new Trade Goods, Fusion Power generators, Anti-matter Power generators, and Quantum Power generators which increase social or military production abilities.
  • Known issue: Arcean 'Space Weapons' (new) tech is not properly costed, should be 180 not 600.


v6A:

  • Arcean tech tree streamlining - some techs are now optional rather than core.
  • Fixed Space Weapons costing in Arcean tech tree.  It is no longer core, because Arceans have access to Fusion Beams earlier on, but it does give access to Missile Weapon Theory and Mass Driver Theory in case the player wants Stinger or Railguns.
  • Added 'Support' hull class - category Small, available with Interstellar Construction.
  • Known issue: AI builds Support class but names it 'Heavy Fighter.'
  • Known issue: The Drengin Experimentation Centre can be upgraded - this is fixed in version 6B.
  • Increased colony module cost from 50 to 100.  Together with the cost of a cargo hull, this is about a 50% increase in cost.
  • Basic Life Support module is no longer available.  Life support modules are smaller but offer less range, starting at General Life Support tech.
  • Altered GC2Ships.cfg again, removing old Life Support modules from ship designs.  Starting ships are affected.
  • Yor and Zylon tech trees - Biological Studies is now categorised as Terraforming, not Colonisation.  Neutrality Learning Centre removed.
  • Yor and Zylon buildings - cybernetic versions of the Research Centre, Research Academy, Invention Matrix and Discovery Sphere.  These are all half the usual maintenance cost.  However there is no cybernetic version of the Research Co-ordination Centre or Neutrality Learning Centre.  Manufacturing Vortex now a Super Project granting +30 to Social Production as opposed to +15% manufacturing per planet.
  • Krynn tech tree - changed Xeno Industrial Theory to Manufacturing category, increased priority for Research techs.
  • Arcean buildings - Advanced Navigation Centre is now a Super Project, does not upgrade the basic Navigation Centre and provides a civ-wide increase in speed of +1.
  • Arcean Fusion Beam - the required sound file for this weapon is now included.
  • Yor and Zylon tech trees - debugged and rearranged for visual consistency.

v6B:

  • Krynn tech tree fixes: corrected category for Missile Defence Theory, Mass Driver Theory.
  • Drengin Experimentation Centre is no longer an upgrade target for the Improved Slaveling Lab.
  • Hull capacities, hitpoints and logistics have been rebalanced.
  • Armour and point defence modules have been rebalanced.
  • Logistics ability gains from technology have been doubled to compensate.

For obvious reasons, updates to the mod are on hiatus until the community update is completed. :)

For a full version history of the mod, see here.

For download links of older versions, see here.

1,002,606 views 507 replies | Pinned
Reply #276 Top

I know the feeling.  After releasing v1.1 of my mod, I puttered around a bit more and eventually ended up taking nearly a year off.  It's hard, time consuming work and eventually you end up hitting the limitations of the game itself, no matter how much sweat and tears you put into it.

You've done a great job both on your own mod and by contributing to the community.  You were the spark that got me modding and sent me down the right path.  It's a little sad that GalCiv 2 is left in the state that it's in; however, I've gotten a lot of time and enjoyment out of it.

Take some time off and maybe someday you'll come back fresh and find new enjoyment.  That's pretty much where I'm at.

 

Reply #277 Top

Well I've taken a look at StarbaseModules.xml and chopped a lot of modules.  Ship Assist modules got the brunt of the cuts, along with all of the freebie weapon/defence modules.  I got rid of Battlestations II through IV as well.  I ditched several culture modules, but reduced the initial outlay for Diplomatic Outpost and Franchise Centre.  The sensor modules have been cut down to just one.  Production assist modules took some minor cuts as well, notably Smart Drones.  Yes, I know that production assist helps with research too, but it makes more sense for the modules come from one category of tech.

As a result of the module shake-up, the Stellar Fortification and Starbase Militarisation techs have become obsolete and have been cut from the tech trees, though there are some exceptions for some of the races with unique starbase modules.

There's still probably a hundred plus modules there (dunno how after all that!) but it's enough to alleviate the problem of starbases not being armed for now, and it will need testing, which I will do when I'm good and ready. ;)

Reply #278 Top

Big thanks to qrtxian for suggesting playing against the Drengin in a crowded galaxy, it does seem to make a difference.  Although they still outstrip everyone's military, the fact that they're fighting against just about everyone (except for the Arceans, who are allied woth them!) seems to have slowed their progress.  I've also been a little more aggressive, taking out the Thalans, who have been a thorn in my side since the game began.

Reply #279 Top

The crowded conditions really do it.  I've been doing playtests with all 3 AIP 7 races and they really do a good job if they can just get enough planets at the start.

Reply #280 Top

Changed a few things for my next test game, don't know if it will be popular with teh general user base but here goes anyway.

With weapons divided up by Tech Progression, it has become possible to skip certain sections of the weapons tech tree.  However, until now I hadn't realised what a massive shortcut this is.  I mean, if I unlock Tech Progression III in the Terran tech tree, and I have already finished researching Pulse Cannons III, then I can do either Graviton Driver I or Quantum Driver I, and they take around the same time.  Hmm, no prizes for guessing which one of those I'll be picking.

<_<

So, what I have done (for next game at least) is make the last tier of weapons (before you go on to do ultimate weapons) cost ten times more to research.  And the ultimate weapons which follow on from that cost twenty times more.  So there will be a point to researching those less advanced weapons techs - they'll take far less time!

The Torians, who only get access to mass drivers and missile weapons after Tech Progression III, will get to start on Photon Torpedo or Quantum Driver rather than the more primitive stuff, but they take 50% longer on those shorter branches on top of the ten/twenty times from the above.

 

Reply #281 Top

Here's an overview of my current game:

 

You can see from the Military graph that up until recently, the Drengin have been top dog.  But their Ion Cannons have become increasingly outmoded.  The now third-place military power (that's the pink blob) made the mistake of launching a sneak attack against me, and you can see right away that they suffered for their impudence.

So far it's been quite an interesting game, although for a good while now every race has been swimming in cash thanks to a tourism boom.

The Altarians have developed medium hulls and armour tech, while the Drengin have gone for large hulls with mostly just Ion Cannons.  The reason why the Altarians aren't winning is because the Drengin have lots of manufacturing capability - they can replace their lost ships quite easily - while the Altarian ships tend to be more costly, thanks to the Nano Ripper that they're using, and therefore quite costly to replace.  Also, they're just using a single armour module on their frigates, which only provides a basic 9 points of protection per combat round, which doesn't give them much of an edge over the raw weapon power of a Drengin fleet.

The LMT Corporate (those are the pink guys) have been able to put such a dent in the Drengin because they're using the same low-tech approach, manufacturing lots of fighters with retro railguns, and more recently some medium hulls too.  That's why I paid them off for peace, actually.  I could have just as easily wiped them out and used their worlds to support a massive fleet, but that's not my style.

I will let these two races battle against the Drengin so that I can see if it is possible for them to win without too much help from me.  I certainly think that as soon as the Drengin start to get into a losing position, they will be researching some badass weaponry, and that could well turn the tide of battle.  However by the time they do that, the other races will likely be fielding some pretty impressive ships of their own.

Yeah I just noticed the date myself, can't believe 14 game years have gone by. :P

Reply #282 Top

I've posted a new version.  Because of the sweeping changes that may not be to everyone's tastes, it's a new version number entirely, so you won't accidentally overwrite your version 4 when extracting.

Reply #283 Top

Something I noticed in my new game is that, at least the way I play them, the Terrans have a tendency to collect wealth and be unable to do anything with it until they get their own weapons research done.  But for the moment anyway they have a great alternative - buy ships from the other races that are faster off the mark.  It's expensive, but when you have Thalans declaring war all over the place, it tends to suck to be the only one without any combat ships.

Reply #284 Top

Holy culture bomb, Batman!

The Korx set up a couple of influence starbases near two of my planets.  Very crafty, and something I've not seen the AI do in a long while (possibly due to the module under-read problem).  It's nothing I need to worry about at the moment, but if they keep going with culture research, I will need to deploy my own culture stabrases to counteract.

Reply #285 Top

5 post combo, nice roll there.

I think this mod has pleased my need for guns and balance.

Reply #286 Top

Looks like a wild ride.  I'm eagerly getting ready to release my latest version and finally play a game.  I think my first game will go up as an AAR with some commentary on how the AI is developing.  I've kicked around the idea of doing a full AAR on a good playtest game, but I just end up making adjustments and moving on the the next test.

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Reply #287 Top

I think I may have to nerf the Ranger.  It's bad enough that the busy archaeologists have unearthed four of the suckers in my latest game, but I can buy them from the AI for a little under 40000 bc.  Dunno what happened to the fourth one, but now that I have three of them pretty much nobody can stop me.

Reply #288 Top

Quoting qrtxian, reply 287
I think I may have to nerf the Ranger.  It's bad enough that the busy archaeologists have unearthed four of the suckers in my latest game, but I can buy them from the AI for a little under 40000 bc.  Dunno what happened to the fourth one, but now that I have three of them pretty much nobody can stop me.

If you have 40,000bc, that might have something to do with why nobody can stop you...

;)

Reply #289 Top

Economic boom may have had something to do with that.  It's over now, and the lack of extra credits is a bit of a pain.  However, I've made good inroads against the Drengin and Yor during a brief period of hostilities.  The Yor are doing well for themselves, having got Plasma Weapons researched.  The Drengin are a bit further behind but they make up for their low-tech ships with their impressive weapons bonus and numbers.  Still, neither of them has anything that can even touch my Ranger fleet. ;)

Reply #290 Top

Okay.  Another thing I'm fixing for next release is the Psionic Beam on the Drengin tech tree.  It's available far too early!  So it's now available for research when Ion Beams III has been completed.  For the Yor and most other races, I'm moving it back in the tech tree to just after Plasma Weapons III.

Reply #291 Top

Going to improve Quantum Drivers damage output by 50%.  They have the worst damage output of the regular non-ultimate weapons, low damage for space used, and they take a bit longer to research than Phasors/Disruptors or Photon Torpedoes.

And, to think on it, I'll do the same for Black Hole Gun.

Reply #292 Top

As it turns out, putting the weapon components on a spreadsheet reveals a few minor problems that need to be looked at.

What I'm looking at here is the size a component will be on a small and large hull, the damage you can then squeeze in per unit of space with that weapon for each hull size, and the cost per unit of damage.

There is a healthy gap between Plasma III and Disruptors in terms of damage/volume.  But not so for Plasma III and Phasors.  With the increased research costs in the tech tree it's barely worth going for Phasors at all.  Same dealio as far as Photonic and Photon Torpedoes go.

Here's what I've worked out and incorporated into the components XML so far:

Weapons components spreadsheet
Weapon Cost Dmg Size Mod Size on Small Size on Large

Damage/

size1

Damage/

size2

Cost/

damage

Grav Dr IV 33 3 5 4 6 9 0.5 0.33 11
Psy Shred 125 7 9 4 10 13 0.7 0.54 17.86
Quan Dr I 45 6 7 4 8 11 0.75 0.55 7.5
                   
Plasma III 35 3 5 5 7 9 0.43 0.33 11.67
Psy Beam 85 5 8 5 10 12 0.5 0.42 17
Phasor 45 5 7 4 8 11 0.63 0.45 9
Phasor II 45 5 6 4 7 10 0.71 0.5 9
Phasor III 45 5 5 4 6 9 0.83 0.56 9
Phasor IV 60 7 7 4 8 11 0.88 0.64 8.57
Phasor V 60 7 6 4 7 10 1 0.7 8.57
Phasor VI 60 7 5 4 6 9 1.17 0.78 8.57
Phasor VII 75 8 5 4 6 9 1.33 0.89 9.38
Disruptor 65 7 6 4 7 10 1 0.7 9.29
Disruptor II 65 7 5 4 6 9 1.17 0.78 9.29
Disruptor III 70 8 5 4 6 9 1.33 0.89 8.75
Disruptor IV 85 11 7 3 8 10 1.38 1.1 7.73
Doom Ray 330 48 24 18 29 39 1.66 1.23 6.88
                   
Harpoon III 55 3 9 3 10 12 0.3 0.25 18.33
Psy Miss 135 5 10 3 11 13 0.45 0.38 27
Phot Torp 55 6 10 2 11 12 0.55 0.5 9.17
Phot Torp II 55 6 9 2 10 11 0.6 0.55 9.17
Pho Torp 55 7 9 2 10 11 0.7 0.64 7.86
Pho Torp II 55 7 8 2 9 10 0.78 0.7 7.86
Pho Torp III 55 9 10 2 11 12 0.82 0.75 6.11
Night Torp 280 50 40 10 43 48 1.16 1.04 5.6

 

So there was nothing too difficult with that, have to see how it plays out in the game though.

Reply #293 Top

There are a few things I'm going to change for the release of version 5A, after the past two games.

I'm going to move the Drengin Exoskeleton Hull Point to later on in their tech tree.  It makes their early ship designs a bit inefficient and more costly to manufacture, even if it does make each individual ship harder to kill.

I've also decided that medium hulls should always come after Technology Progression II, regardless of which tech tree I'm looking at.  It makes things more consistent and as a human player, you will always know what you need to be aiming for.

I'm thinking of making a reduction in the cost of researching new research facilities, like maybe 20% across the board, because while some races seem to have no problem teching up, others seem to struggle a bit now that initial colonies don't have much intrinsic research value.

Finally, I'm going to do something crazy with the Arceans.  Give them a +1 natural speed bonus as opposed to a speed penalty.  However, they will take -20 to their Defence ability.

Also, while I was making changes, I noticed and corrected the Iconian bug with Biology as the category for Research Centre/Academy.  Should have seen that ages ago.

I've made a few changes to the Terran tech tree.  I've added Impulse Drive and Warp Drive to the Core Technologies groups.  Don't have to complete the whole line of each, just the first tech of each.  I also switched the positions of Invention Matrix and Medium Scale Building, and Superior Hulls now starts after Technology Progression III.

Finally, because some of the research facility techs had Technology Progression as their prerequisites, and I did a 20% cut in the cost of those, the costs of some Technology Progression techs have been adjusted.

Also, I've added three new Super Projects, one for each technology progression tech.  Of course not all races have all those techs yet, but it will happen eventually.

The Drengin get to keep their discount on Planetary Invasion technology, but they now have to research Technology Progression II first.  Should help to take the edge off.

Reply #294 Top

Okay, there we go, version 5A is up.  Let me know if there are any problems though, because I obviously haven't had time to check every tech tree yet, just the ones I did all the major changes to.

There are some visual issues with the Terran tech tree because I added Impulse and Warp Drive to groups, but nothing major. but I've fixed them by switching techs around.

Reply #295 Top

Also, you may need to clear a race's config in order to load the stats (currently just the Arceans are altered) from the receconfig xml file.  In there I've also switched the personalities on most of the major races to what seems to work best so far.

Reply #296 Top

I've taken some time out from the AAR to work on Version 5B, in particular paying attention to the Korx, Arceans and Torians.

 

Reply #297 Top

Version 5B is up, see top post for changes.

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Reply #298 Top

Oh, just caught this, don't build the Personalised Advertising trade good.  It will crash your game.

Reply #299 Top

Some upcoming changes to Farming improvements:

  • Xeno Farm - increases Food production by 25%, 1PP
  • Enhanced Xeno Farm - increases Food production by 50%, 1PP
  • Advanced Farming - increases Food production by 2 + 50%, 1PP
  • Robotic Farming - as Advanced Farming, only 2bc maintenance, 1PP
  • Harvestor - increases Food production by 2 + 25%, still 1PP
  • Food Distribution Centre - removed

The idea here is to minimise the damage that the AI can do to itself by placing farms on a farm tile, and make it actually worth pursuing Xeno Farm Construction II/III.

Reply #300 Top

Some more changes coming up:

  • Devils' Forge upgrades to Slaveling Training Center.
  • Slaveling Training Center boosts production by 25% and adds 10 mp, and upgrades to Artificial Slave Pods.
  • Artificial Slave Pods boost production by 30% and adds 12 mp.

Basically this is to avoid giving over three whole tiles to these sorts of facilities, when there's no guarantee (in the case of the AI) that they're actually multiplying the output of any slave pits/canyons.  At the same time, the upgrades give the output that you would get if you had a half-decent factory on the tile.