[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:
v6:
v6A:
v6B:
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.
Well, I've done the recording for episode 6 but the video editing program I'm using is basically brokenware so I'm going to have to start editing again from scratch with something which actually works.
A little bit over two weeks later, and I'm back to editing episode 6 of Rise of the Zylons, with something which actually works. Hooray!
I'm still only a third of the way through but it's a pretty rainy day and I'm feeling up to it.
Getting ready to push out a new version.
This one will include:
So, 6B is in testing now, there don't seem to be any issues yet.
Here's how the hulls now stack up:
You can see that there's quite a difference between them now. The larger ships can pack more equipment and take much more of a beating, and are more logistically efficient, assuming you have enough logistics points to field a fleet of them (don't worry, you will). On the other hand, they're proportionately more expensive to build.
Small is basically eliminated except for random events and the Drengin Super Dominator corvette. It's a shame, but there really wasn't a huge gap to fit it in.
Hey guys! Guess what? 6B will be posted later on today.
All updated in the top post. Let me know if you run into any problems.
I started a second YouTube series, The Search For More Credits, earlier today with version 6B. It's a little bit over an hour in length (mostly uneidted) so feel free to skip through it a bit.
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