APT2
APT2 is a complete overhaul from APT1. APT2 is NOT a pure fix mod. Pick up APT1 for that.
It features:
- Massively improved research through techtree structure standardization
Each race uses a base Dark Avatar inspired techtree featuring its own unique technology. This results in extremely reliable research for each species. - Fully working TechTrade and Diplomacy
- Updated Campaigns compatible with APT2
Enjoy all campaigns fully compatible with APT2. - Updated UI to reduce mouse movement and save time
Dozens of screen updates were done to make them faster to use. - Updated Technology descriptions
Hundreds of updates. - Balanced starting conditions
Everyone gets the same base structures leaving no one behind. The result is much more balances AI build up early in the game. - Revamped Super Annihilator ability
Spore Ships no longer exist. Super Annihilators get full use of toxic planets and a very cheap and powerful soldering ability.
APT1
Everything that was done to make APT can be found here and here but the gist of it is this.
APT is my attempt at fixing the game with as little modding as possible. I fixed the techtree errors and focused on some key technologies that the AI should really have to remain competitive while making sure the AI wouldn't get stuck in a researching. I did this with as little AIValue hacking as possible which means techtrading, with a few exceptions, is unaltered.
The result is AI research that works, isn't not perfect and a little random but it is fun to play against.
Enjoy,
Altarn.
How to install APT or any other fix mod:
Version log.
For more details see the spreadsheet linked to on the APT webside https://sites.google.com/site/mabusraeen/ in the Files section.
2.0.1
* Revamped several 1pp buildings that got upgraded. This is bugged (thanks Gaunator) and presented issues to player and AI in certain situations. More info in the change log.
2.0
To many to list here. See the change document linked to on this page.
1.3
* Fixed temple of Neutrality
* Fixed Smart Drone requirement so it's available for species without Xeno Factory Construction
* Research Academy didn't have an AIvalue
1.2
* Removed Healing Pools from Drath & Altarian techtrees. Gave Temple same stats.
* Drengin use Market Center now instead of black market. They can't upgrade the Black Market
* Changed all GAs that civs start with to superprojects.
* Added improvement properties info to descriptions.
* Upgrading Starbase modules will need their previous version
* Aul Incinerator can not be spied or destroyed same as other PQ changers
* Fixed a few categories and IDs
* Fixed Thalan Gaia Vortex
* Fixed GravityAccelerators
* Switched costs SoilEnhancement/HabitatImprovement
* Switched costs Invention Matrix/Discovery Sphere
* Switched costs Stock Market/Banking Center
* Seekers (Yor, Iconians) can now be traded
* Yor Stalks have same AI value as regular farms
* Gave trade goods HarmonyCrystals, HyperComputers and GalacticExhibition AI of 5, same as other trade goods
* Added custom texts to all levels of espionage
* The Korath use their own version of a Basic Lab. When they research new research tech this structure gets upgraded properly.
1.1
* Everyone researches Xeno Ethics
* Everyone researches Planetary Invasion
* Cathedral of Valor changed to a GA that gives soldering and cannot be spied.
* Super Spy Training Center now gives civ wide research, but no espionage.
* Temple of Espionage now gives 100% espionage, but no research,
* Starbase Modules revamped.
* Made Evil Weapons unattractive to research AI overuses them and they're much to expensive.
* Enlarged the Rally Point window.
1
* Improved AI research
* Reformats text for readability
* Fixed bad language and spelling
* Reused Icons from DA/DL to give nearly every structure a unique icon
* Added small touches lore wise
* Recoloured Korx, Krynn and Iconians