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.

 

1,775,371 views 722 replies
Reply #26 Top

Sorry about the wall of text, but no matter how many times I edit it, paragraphs won't show up.

EDIT: There we go. It wasn't working in FireFox.

Reply #27 Top

Wow, that is quite a wall, Vidszhite, but apology accepted. ;)

Quoting Vidszhite, reply 25
I completely disagree with removing the Ultimate weapons on the basis that the Evil weapons weren't good enough.

I didn't remove the ultimate weapons simply because they were better than the evil weapons.  It was a factor, but not the major factor.  The main reason I removed the ultimate weapons is because they are simply ridiculous.  The difference between the ultimate weapons and tier 2,3, and even tier 4 weapons is so vast that once the leading race gets ultimate weapons there is absolutely zero hope of the other AIs standing against them.

My primary goals in changing the weapons are making the branches uniform and reducing the disparity between the more advanced races and the underdogs.

It is also important to note that I'm designing the TechTrees for the AI.  It's all good for the player to make use of those early, powerful evil weapons, but the AI simply can't handle it.  For example, the Drengin were on a losing streak, but researched Psionic Beam - which for them branches off very early, from a Laser tech.  So they go, fairly early in the game, straight from Lasers to Psionic Beam.  The problem: Psionic Beams are very expensive.  So now they can design wicked ships, but it will take their underdeveloped planets nearly 2 years to build them.  Because the AI couldn't deal with it, their shipbuilding slowed to a crawl and they were left defenseless.

By making the evil weapons the new ultimate weapons, I solved two problems.  First, I got rid off the old ultimate weapons which are, in my opinion, very unbalanced.  Second, I also solved a problem with the AI not being able to handle the evil weapons, while maintaining the military supremacy of evil races.  It's a late-game bonus, sure, but this is an early version.  I don't know yet what early-to-mid game bonuses I may find for the various alignments.

One of the big reasons I disagree with removing the ultimates is it screws anyone whose weapon tech trees stop short, then skip straight to the ultimates. It essentially forces you to go Evil to even stand a chance militarily once the other races surpass you, and it makes the Evil races overpowered in war, when they were already very powerful. Furthermore, it takes away a lot of the joy of researching through the weapon trees, even as an Evil race, because even if you never reach the end, you know what's there. As an Evil in my last game, I still felt like I had something to look forward to if I kept on going, but having my evil missiles still made me feel like the other races would HAVE to research the ultimates to match my power.

There's a lot here, so I'll try to tackle it point by point.

  1. I don't know what you mean by "tech trees stop short, then skip . . . to ultimates."  I don't recall any race that has that.  Anyway, I made the weapons and defenses the same for all races, so no one gets screwed this way.
  2. Since the evil weapons are top tier, it doesn't really do much to make evil races "overpowered."  By the time any race gets to an evil weapon, you should either be able to take on some slightly more powerful ships or you are very likely already on the way out.
  3. Notice I said "slightly more powerful ships."  Again, a primary goal was to reduce disparity in weapons.  I changed every weapon component so that there is a steady increase as you research new weapons.  More advanced races still have an edge, but it's not ridiculous like fleets with 14 attack against fleets with 200 attack.  Yes, I've seen that.  The evil weapons are all the same and aren't as super-powerful as some of them were.  Evil weapons still do more damage, but the damage-to-cost ratio is the same.  Evil ships cost more, so other races can make more ships to counter stronger ships.
  4. With evil weapons as top tier, everyone has a reason to keep researching weapons.  It is a flaw with v1.1, I think, that you could get the early evil weapons then simply stop researching weapons.  It's an unfortunate result of a work in progress that I released before I would even consider saying it was finished.  It was either that or not release anything for months and months.
  5. Finally, it seems like you missed some of my post about weapons and defenses, particularly the screenshots I posted.  They show the new layout of the weapons and defenses with the evil weapons and good defenses as the top tiers.  I didn't really explain the exact changes that I made to reduce the massive strength of advanced races, but they clear up the issues about research.

Thanks for the feedback.  If I seem snarky at all, I apologize.  It's completely unintentional.  I don't intend to restore the ultimate weapons.  As for posting a guide to restoring them, it's honestly something I don't want to put a lot of work into.  Here's a quick and dirty guide:

The ultimate weapons are still in the v1.1 TechTree xml.  To put them back into each race's TechTree, you'll need to go into C:\Program Files\Stardock Games\GalCiv2\Twilight\mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\TechTrees, then add the ultimate weapons back to each race's TechTree.  Just open each one up and look at how the techs are listed.  I suggest putting the ultimate weapons immediately after the rest of the weapons in their branch.  Just copy the last weapon in a branch - like PhasorsVII - then paste it right below itself.  Replace the WeaponsID with the InternalName of the Ultimate weapon.  You'll have to find the Ultimate weapons in the TechTree xml.

 

Make sense?  Didn't think so.  If you are familiar with GalCiv2 xmls, it should be pretty easy.  If not, that little guide may not help.  Feel free to ask if you need more help.  Good luck!

Reply #28 Top

Nah, I got all of that. Thanks. I'm into programming, but I like knowing where to look. Your response is appreciated, especially since I couldn't make paragraphs. A lot of your reasons do make sense, but I still like the idea of having ultimate weapons. It's just a personal pref, and since it's your mod, you're within your right to make it however you like.

Oh, one more thing: Arceans getting Recruiting Centers from War Rooms is great, since my custom race uses the Arcean tech tree, but for some reason, if I get Space Militarization in a trade, I get two identical Recruiting Centers in my build list. They're still the same building, clearly, because choosing either one doesn't allow me to build the other, so it's just a display issue. Still, I figured you may want to know that.

Reply #29 Top

I'm not planning on downloading the mod (having worked on my own revamped tech trees), but out of curiosity, did you also disable the ultimate weapons in the Dread Lords tech tree? After all, the Dread Lords are supposed to be obscenely powerful, and also play quite a bit differently from the conventional races. In my experience they're hardly unbeatable even with fairly low-tech weapons: I'm holding my own against two different sets of them on the Milky Way map with no more than tier 2 weapons.

 

Just curious, not critical.

Reply #30 Top

Vidszhite - I'm aware of the display issue, thanks.  Not much can be done.  I'm just happy that it works.

qrtxian - I did remove the ultimate weapons from the DL TechTree.  They should be evil, so I figure they would at least have the evil weapons.  They do act kinda stupid, though.  I wonder if my changes to their xml entry have any effect . . .

Something else to test.

+1 Loading…
Reply #31 Top

Must just say thank you for the time and effort you have put into this mod. Now using it all the time and looking forward to any further updates :)

Reply #32 Top

Quoting Drengin, reply 31
Must just say thank you for the time and effort you have put into this mod. Now using it all the time and looking forward to any further updates

Thanks for that!  I'm still working on it, just not at the furious pace that I was for v1.  After the weapons and defenses, I did some work on the ethics techs and am working on the Drengin and Korath.  They both still underperform in v1.1.

Reply #33 Top

Quoting Tolmekian, reply 32
I did some work on the ethics techs and am working on the Drengin and Korath. They both still underperform in v1.1.

Sounds great. Looking forward to the release in the future. Keep well

Reply #34 Top

Great mod, but you missed a spot - or I did.

 

I was looking over your changelog in TechTree Fix v1.1 and saw that you changed the Korath super ability among other things. As far as I can see, there was no raceconfig.xml in this version of the mod and Korath are still using Super Annihilator on default. That suits me fine, but I'm not sure that's what you intended for that version.

 

That said, I'm going to keep your mod on.

Reply #35 Top

Quoting azerbaijan42, reply 34
Great mod, but you missed a spot - or I did.

 

I was looking over your changelog in TechTree Fix v1.1 and saw that you changed the Korath super ability among other things. As far as I can see, there was no raceconfig.xml in this version of the mod and Korath are still using Super Annihilator on default. That suits me fine, but I'm not sure that's what you intended for that version.

 

That said, I'm going to keep your mod on.

Good catch!  That's the only change I made to the raceconfig in the version without the MOOII minors, so I forgot to include it!

I changed the super ability because only AIPersonality 7 knows what to do with Spore Ships.  In fact, qrtxian reports that only the Korath personality in particular makes proper use of them.  With the AIP set to 11 or 8, they simply won't take advantage of their super ability.  I've even experimented with gifting them Spore Ships, but they simply sell them off right away.  They still get Toxic Atmosphere Reductor for free, but I thought Super Dominator would suit them better. 

Not a major problem, I think, so it'll get fixed in the next version.

Reply #36 Top

Hi, I've been following your work here Tol, and it looks very good.  I have been working steadily on many things too, and I can really appreciate the time it takes to get things "right" -- that's on top of creating the new ideas and solutions in the first place!  I am inspired... :)

Oh yeah, testing in cheat mode is your friend!!

Reply #37 Top

awesome mod tolmekian. ive been following this for a while and its totally inspired me to start playing again. i was sooooo excited for TotA to come out but really disappointed once i actually played thru a few games. youve really done a great job. and whats this i hear about brad POSSIBLY releasing a new AI update? i really thought this game was basically dead as far as the devs were concerned..

Reply #38 Top

GalCiv 2 is still being officially supported, so an update isn't out of the question.  It's just that well, you can't pin all your hopes on one.  I would love to see a bit of an AI upgrade, but until it happens I will settle for trying to coerce the AI with tech tree nudges.  Since I updated to version 2 of Space Weapons Fix Mod, I have not seen so much as one fighter (tiny or small hull) with a defence module.  So the AI obviously is willing to play ball if you give it the right one.

Reply #39 Top

@ MarvinKosh & Tolmekian - You two need to combine your mods.

Reply #40 Top

Keep them coming buddy! Love the mod :D

Reply #41 Top

I've come back to GalCiv 2 Twilight and found this mod to make the other races more competative.  But when I try to start the game after putting Tolmekian's folder into the twilight\mods folder, the game crashes while loading before it starts.  This is the only mod activated, so I'm not sure what I'm missing.  Any help available?

Vincent

I've included the debug.err file as I've seen requested for other problems.

Debug Message:  Version v2.03 Twilight of the Arnor last updated on: Thu Jul 23 11:47:38 2009
Debug Message:  Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net\GalCiv2UL
Debug Message:  Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net\GC2EU
Debug Message:  Could not query reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net value named Serial No
Debug Message:  Could not open reg key HKEY_LOCAL_MACHINE Software\Stardock\Drengin.net\GalCiv2UL
Debug Message:  Could not open reg key HKEY_LOCAL_MACHINE Software\Stardock\Drengin.net\GC2EU
Debug Message:  Could not open reg key HKEY_LOCAL_MACHINE Software\Stardock\Drengin.net\GalCiv2UL
Debug Message:  Could not open reg key HKEY_LOCAL_MACHINE Software\Stardock\Drengin.net\GC2EU
Debug Message:  Checking DX Version.
Debug Message:  *********DXDiag info follows.*********
System Info
Time: 4/25/2011, 16:56:04
DirectX Version: DirectX 11
Machine Name: VINCENT-PC
Operating System: Windows Vista™ Ultimate (6.0, Build 6002) Service Pack 2 (6002.vistasp2_gdr.101014-0432)
Languages: English (Regional Setting: English)
System Manufacturer: Dell Inc.
System Model: Studio XPS 435MT
BIOS: Default System BIOS
Processor: Intel(R) Core(TM) i7 CPU         940  @ 2.93GHz (8 CPUs), ~2.9GHz
Physical Memory: 12278MB RAM
Page File: 2943MB used, 21740MB available
Windows Dir: C:\Windows


Display Info
Display device 1:
Device Name: \\.\DISPLAY1
Card Name: ATI Radeon HD 4800 Series        
Manufacturer: ATI Technologies Inc.
Chip Type: ATI display adapter (0x9442)
DAC Type: Internal DAC(400MHz)
Key Device: Enum\PCI\VEN_1002&DEV_9442&SUBSYS_05021028&REV_00
Display Memory: 3569 MB
Current Display Mode: 1920 x 1200 (32 bit) (60Hz)
Monitor Name: Dell 2408WFP(Digital)
Monitor Max Resolution:
Driver Name: aticfx64.dll,aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atidxx6
Driver Version: 8.17.0010.1052
Driver Date: 10/27/2010 03:54:24
DirectX Acceleration Enabled: Yes
 


Sound info
Sound device 1:
Description: Speakers (Sound Blaster X-Fi Xtreme Audio)
Default Sound Playback: Yes
Default Voice Playback: Yes
Hardware ID: HDAUDIO\FUNC_01&VEN_1102&DEV_000A&SUBSYS_11021007&REV_1000
Manufacturer ID: 1
Product ID: 100
Driver Name: t3.sys
Provider: CREATIVE
Driver Version: 6.10.0000.0209
Driver Date: 5/6/2009 03:34:52
Type: WDM
Other Drivers:
Acceleration Level: 1
Cap Flags: 0
Min/Max Sample Rate: 0, 0
 
Sound device 1:
Description: Digital Output Device (SPDIF) (Sound Blaster X-Fi Xtreme Audio)
Default Sound Playback: No
Default Voice Playback: No
Hardware ID: HDAUDIO\FUNC_01&VEN_1102&DEV_000A&SUBSYS_11021007&REV_1000
Manufacturer ID: 1
Product ID: 100
Driver Name: t3.sys
Provider: CREATIVE
Driver Version: 6.10.0000.0209
Driver Date: 5/6/2009 03:34:52
Type: WDM
Other Drivers:
Acceleration Level: 1
Cap Flags: 0
Min/Max Sample Rate: 0, 0
 


Debug Message:  *********END dxdiag info.*********
Debug Message:  Entering WinMain
Debug Message:  ******* Starting Game Shell *******
Debug Message:  Could not query reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\Drengin.net\GalCiv2 value named Language
Debug Message:  Going Fullscreen
Debug Message:  Preparing to change display settings.
Debug Message:  Using hardware vertex processing
Debug Message:  Using multilsample setting: D3DMULTISAMPLE_4_SAMPLES
Debug Message:  Attempting to create D3DDevice at resolution 1920 x 1200, Windowed: 0, Multisample: 4
Debug Message:  Game Resolution: 1920 x 1200
Debug Message:  Running fullscreen.
Debug Message:  HAL (hw vp): ATI Radeon HD 4800 Series        
Debug Message:  D3DPRESENT_INTERVAL_DEFAULT
Debug Message:  Refresh rate: 60
Debug Message:  Bit Depth: 32 bit.
Debug Message:  *********Checking D3DDevice Caps***********************
Debug Message:  A full-color cursor is supported in hardware at high resolution modes.
Debug Message:  RGB in format 6:6:6, Masks reported as ff0000:ff00:ff
Debug Message:  Now Fullscreen
Debug Message:  Shell initialization complete
Debug Message:  GalCiv2 is activated.
Debug Message:  ***** Initializing Game *****
Debug Message:  Timer Frequency is 0 da7a64
Debug Message:  Could not open reg key HKEY_LOCAL_MACHINE Software\Stardock\Drengin.net\GalCiv2UL
Debug Message:  Could not open reg key HKEY_LOCAL_MACHINE Software\Stardock\Drengin.net\GC2EU
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\./Data/ShipTemplates/\*.shipcfg
Debug Message:  Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ObjectDesktop\DesktopX
Debug Message:  Initializing sound card.
Debug Message:  initailizing bink
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar\Movies\techs\*.bik
Debug Message:  No files found matching mask Movies\techs\*.bik
Debug Message:  No files found matching mask Gfx\Tutorials\*.bik
Debug Message:  No files found matching mask C:\Users\Vincent\Documents\My Games\GC2TwilightArnor\Gfx\Movies\*.bik
Debug Message:  No string tables in C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/Data/*.str
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Movies\*.bik
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Movies\techs\*.bik
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Gfx\*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Screens\*.dxpack
Debug Message:  No files found matching mask C:\Users\Vincent\Documents\My Games\GC2TwilightArnor\sfx\*.wav
Debug Message:  No files found matching mask C:\Users\Vincent\Documents\My Games\GC2TwilightArnor\Music\*.mp3
Debug Message:  No files found matching mask C:\Users\Vincent\Documents\My Games\GC2TwilightArnor\Event Music\*.mp3
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\sfx\*.wav
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Music\*.mp3
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Event Music\*.mp3
Debug Message:  Create setup screens.
Debug Message:  Clear galaxy settings.
Debug Message:  Clear influence.
Debug Message:  Clear up laws.
Debug Message:  Clear first time events.
Debug Message:  Clear wonders and trade goods.
Debug Message:  Clear sector mapper.
Debug Message:  Set mouse.
Debug Message:  Set update timer.
Debug Message:  No files found matching mask ./Data/*.xml
Debug Message:  Clear data definitions.
Debug Message:  Killing ship styles:
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\Techs\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Techs\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\ShipComponents\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\ShipDefs\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\ShipTemplates\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2./Data/English/\ShipStyles\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\ShipStyles\*.xml
Debug Message:  No files found matching mask C:\Users\Vincent\Documents\My Games\GC2TwilightArnor\ShipStyles\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar./Data/\FleetFormations\*.fleet
Debug Message:  No files found matching mask ./Data/\FleetFormations\*.fleet
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\FleetFormations\*.fleet
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\CustomPlanets\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar\Gfx\Planets\C0*.png
Debug Message:  No files found matching mask Gfx\Planets\C0*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Gfx\Planets\C0*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\CustomRaces\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\PlanetImprovements\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\TerrainColorSchemes\*.xml
Debug Message:  No files found matching mask gfx/Terrain/1SideN*.png
Debug Message:  No files found matching mask gfx/Terrain/1SideE*.png
Debug Message:  No files found matching mask gfx/Terrain/1SideS*.png
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Debug Message:  No files found matching mask gfx/Terrain/2SideN*.png
Debug Message:  No files found matching mask gfx/Terrain/2SideE*.png
Debug Message:  No files found matching mask gfx/Terrain/2SideS*.png
Debug Message:  No files found matching mask gfx/Terrain/2SideW*.png
Debug Message:  No files found matching mask gfx/Terrain/3SideN*.png
Debug Message:  No files found matching mask gfx/Terrain/3SideE*.png
Debug Message:  No files found matching mask gfx/Terrain/3SideS*.png
Debug Message:  No files found matching mask gfx/Terrain/3SideW*.png
Debug Message:  No files found matching mask gfx/Terrain/4SideN*.png
Debug Message:  No files found matching mask gfx/Terrain/4SideE*.png
Debug Message:  No files found matching mask gfx/Terrain/4SideS*.png
Debug Message:  No files found matching mask gfx/Terrain/4SideW*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/1SideN*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/1SideE*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/1SideS*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/1SideW*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/2SideN*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/2SideE*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/2SideS*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/2SideW*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/3SideN*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/3SideE*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/3SideS*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/3SideW*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/4SideN*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/4SideE*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/4SideS*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/4SideW*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/1SideN*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/1SideE*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/1SideS*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/1SideW*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/2SideN*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/2SideE*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/2SideS*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/2SideW*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/3SideN*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/3SideE*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/3SideS*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/3SideW*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/4SideN*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/4SideE*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/4SideS*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors/gfx/Terrain/4SideW*.png
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\PlanetDescriptions\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\./Data/ShipTemplates/\*.shipcfg
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\ShipCfg\\*.shipcfg
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\ShipTemplates\\*.shipcfg
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\Anomalies\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\Events\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\UPIssues\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\Invasions\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\PoliticalParties\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\StarTypes\*.xml
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\StarbaseModules\*.xml
Debug Message:  Reading Star Names
Debug Message:  Reading Star Names... Done
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\AsteroidFieldMiningBaseModules\*.xml
Debug Message:  No files found matching mask ./Data/English/Tutorials/*.xml
Debug Message:  GalaxyWnd: Cannot find OBJID Scenaro_MoreDetails_FText
Debug Message:  GalaxyWnd: Cannot find OBJID Scenaro_Details_FormattedText
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\CustomMaps\*.gc2map
Debug Message:  No files found matching mask ./Data/English/Scenarios/*.GC2Scenario
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\Scenarios\*.gc2scenario
Debug Message:  CustomPersonalityWnd: Cannot find OBJID Personality_Special_Title
Debug Message:  CustomPersonalityWnd: Cannot find OBJID Personality_Special_Disctiption_Spinner_Back
Debug Message:  CustomPersonalityWnd: Cannot find OBJID Personality_Special_Disctiption_Title
Debug Message:  Creating Galaxy
Debug Message:  Killing threads.
Debug Message:  Kiling civs.
Debug Message:  Killing ships.
Debug Message:  Killing rallypoints.
Debug Message:  Killing misc objects.
Debug Message:  Killing stars.
Debug Message:  Killing anomalies.
Debug Message:  Killing asteroid fields.
Debug Message:  Killing asteroid field mining bases.
Debug Message:  Killing space resources.
Debug Message:  Killing ascension crystals.
Debug Message:  Killing colonies and planets.
Debug Message:  killing scenario.
Debug Message:  Clearing Turn Event Log
Debug Message:  Clear galaxy settings.
Debug Message:  Clear influence.
Debug Message:  Clear up laws.
Debug Message:  Clear first time events.
Debug Message:  Clear wonders and trade goods.
Debug Message:  Clear sector mapper.
Debug Message:  Using mod Generic
Debug Message:  Mod description: v1.1 released 03-03-11

Fixes numerous issues throughout all tech trees that prevented certain techs from being researched. Also fixes some planetary improvements and UP issues.

This version includes the MOOII minors, enhanced minors that will colonize and behave like majors.  For minors to colonize you need to start the game then immediately save (quicksave).  Load the quicksave and you're good to go.

Images and inspiration taken from the classic, Master of Orion II.

Thanks for downloading.  Hope you enjoy it!

v1.1 fixes minor errors with v1.0 release.  Specifically,

1 - Removing the AIValue from the tech Planetary Improvements in the Krynn TechTree.  It wasn't meant to stay there.

2 - Change Silicoid RaceID from 23 to 24, and adjust other accordingly.  23 is the number reserved for the Dread Lords, and 26 for the Pirates. I made sure to skip both in v1.1

3 - Removed the Silicoid TechTree from the TechTrees folder.  It was only there so I could play with some ideas, and not as an actual TechTree that I was developing.
Debug Message:  Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net\GalCiv2UL
Debug Message:  Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net\GC2EU
Debug Message:  Could not query reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net value named Serial No
Debug Message:  Star Frequency: 2  Max Num Stars: 283
Debug Message:  Planet Frequency: 2  Max Num Planets: 679
Debug Message:  Galaxy Size Set: 22 x 22
Debug Message:  Creating Random Map
Debug Message:  Creating Random Map... Stars
Debug Message:  Star Density: Loose clusters.
Debug Message:  Number of Unplaced Stars: 0.
Debug Message:  Creating Random Map... Planets
Debug Message:  *************** Failed To Place Planet ***************
Debug Message:  *************** Failed To Place Planet ***************
Debug Message:  *************** Failed To Place Planet ***************
Debug Message:  Total planets placed: 65
Debug Message:  Creating Random Map... Anomalies
Debug Message:  Num Anomalies: 300
Debug Message:  Creating Random Map... Resources
Debug Message:  Creating Random Map... Ascension Crystals
Debug Message:  Creating Random Map... Done
Debug Message:  Distributing bonuses on planets...
Debug Message:  No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII  Minors\Data\CustomRaces\*.xml
Debug Message:  Creating Random Map... Asteroid Fields
Debug Message:  Setting Game Options
Debug Message:  Creating Civs
Debug Message:  Terran Alliance: Intellence -> 85
Debug Message:  Drath Legion: Intellence -> 85
Debug Message:  Altarian Resistance: Intellence -> 85
Debug Message:  Iconian Refuge: Intellence -> 85
Debug Message:  Thalan Empire: Intellence -> 85
Debug Message:  Arcean Empire: Intellence -> 85
Debug Message:  Drengin Empire: Intellence -> 85
Debug Message:  Dominion of Korx: Intellence -> 85
Debug Message:  Krynn Consulate: Intellence -> 85
Debug Message:  Nanuck Clan: Intellence -> 85
Debug Message:  Creating Civs... Done
Debug Message:  Updating ZOC.
Debug Message:  Creating 8 minor races
Debug Message:  Creating ships...
Debug Message:  Updating ZOC.
Debug Message:  Galaxy Create... Done
Debug Message:  UIBeginGame called with g_ulLocalPlayerID = 9
Debug Message:  UIBeginGameHelper: New Game Started
Debug Message:  UIBeginGameHelper: Mods are Enabled

Reply #42 Top

Hmmm . . .

 

I'm not sure what might be the problem.  I vaguely recall having the same problem once, but I can't remember what the issue might be.

Oh, I remember.  It happened when I broke a race's tech tree then tried to play as that race.  I don't know why it would be happening for you while using v1.1.

Reply #43 Top

Took me a while to get back to you, but that is what is happening.  I have a custom race and a custom tech treewhich I added to the normal folders under Twlight.  If I take out the custom tech tree, the mod works.  If I try to access the custom tech tree, the mod crashes.  Is there any work around to keep using the custom tree?  The custom race is fine, even all the custom ships I designed, but the edited tech tree is the problem.  As an example, I added the Dregin tech "Unconventional Warfare" to the Terran tech tree, renaming it to my custom race.  Just this little change crashes the mod.  Again, any help is appreciated.

Vincent

Reply #44 Top

Well its good to see a modding community care about the Game in updating wise. I been looking at this for a while, and wanted to know how this is comming a long.

 

But grate job guys so far, keep up the good work.

Reply #45 Top

Honestly, things are going slowly.  I've done a number of fixes and tweaks, but my greatest effort is going toward bolstering the evil races.  Well, I standardized the weapons techs, too.  That was a big job. 

I'm kind of on hiatus right now.  After all the effort put into getting v1.1 up and running I'm fighting off burn-out.  I've also been very busy lately.  With summer coming I'm looking at yard work, landscaping, painting, and the garden, plus I've got a little one who needs to get out in the sun.  I'm also going to take a crack at brewing my own beer.  Mmmmmm, beer.

That all said, I'd like to finish up my work to make the evil races more competitive and put out a version 1.5 or something.  Maybe in a month or two.

 

Thanks for all the support.  Glad to hear that people are enjoying the mod.

Reply #46 Top

First, I want to thank you for this awesome mod. I just recently got the game a few weeks ago and noticed that some of the races were underperforming most of the time. with your mod, this seems to be resolved. I had a German version of the game and even uninstalled that and re-installed from impulse to get an English version (a mix of German tooltips and English race/building names is horrible ;) )

I have one question about the minor civs (btw, great idea with the MOO2 civs, I loved that game :) ):

The races you created work fine, but when an additional minor is added to the game through a random event, the game always picks one of the stock minors (paulos, carinoids etc.) and they still use the default minor behaviour (in other words, they are little more than free capital planets waiting for some Major civ to come pick them up). Is there a way to make the stock minors behave like your modded ones? I'm a software developer, so I could probably do some sort of modding, but I'm completely unfamiliar with the structure of the exposed game data so if you can give me a hint where to start looking that should be enough to get me started :) 

Reply #47 Top

Unfortunately, the "pop-up" minor races can't be modded.  Well, you can get at the file where the names are listed and put whatever you want there, but you can't change their stats at all.

I had a great time with MOOII and always wanted to put those races in somewhere.  In fact, during my playtesting I used all MOOII custom races instead of the stock majors.  Made the game more fun. :)

Reply #48 Top

ah ok, thanks for the reply :) it's not a big issue i think. in my experience, the pop up minors mostly spawn later in the games. I assume the event is blocked (or less likely) if there are already 8 minors in the game, so the game only adds new minors when some of the first generation have been wiped out. when a new minor is added, chances are that there aren't any empty plants left to colonize anyway, so it practically doesn't make much of a difference what type of AI they use and what stats they get. 

Reply #49 Top

Tolmekian i have to say that this mod is the only reason i am playing the game now. Kudos to you and i hope to see a new upgrade in the weeks to come..

I have just finished modding the planetary bonus symbols into ones that make a bit more sense and are easier to see/understand. New ones are green for the +100 and red for the +300. May release it as a mini-mod later on but was primarily done just to make it easier to see at a glance what tile improvements are what.

Reply #50 Top

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