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.
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:
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 Minors: The 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
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 Minors: The 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:
ok.....i got the tech tree to work.....now i get my ENTIRE tech tree as starting techs, and about 25-30 blank tech icons with no desc., icon, cost OR model.......WTF?!
My weekend was quite "interesting".A couple weeks ago, I started an attempt to balance the weapons and defenses. Part of it was the removal of all the iterations (Laser 1,2,3..., Deflectors 1,2,3..., etc.). Each tech was progressively more expensive than the one before. This had quite a negative effect on the research performance of the AI. It was only going to tier 1 or 2 maximum. The next tier seemed too expensive. Changing the cost and AIValue of the techs also had no good effect. The AI was either rushing weapons (using Photon Torpedoes early year 3) or didn't really bother with them (still using Harpoons in year 10). Yesterday, I finally decided to consider the attempt a failure and began to undo the changes I made. Took me the better part of the day. After I was finished, I ran a test game to see if everything was back in order. The research is now completely out of whack. Looks like I have to start again. This actually gave me an idea. I wanted to see how the AI performs without any "restrictions", so I set the AIValue for all techs to 0. Just for the heck of it, I did the same with the planetary improvements. The results were ... ahm ... well, I don't have the necessary words to describe it. If you never did this yourself, I suggest you try it out.In unrelated news: Today the Altarian/Iconian Coalition has won the first free-for-all large map game of the new season (10 races, all set to their original AI, with the exception of the Iconians and Torians, who are still on AIP 11). The Thalans made a close 2nd place, beating the Terrans by only two weeks. The Torians managed a good 4th place. The 5th place goes to the Yor, who managed to play quite excellent despite the odds. They started out in the south-east corner, boxed in by the Arceans, but managed to survive the first years and eventually conquered the Arceans. They spend the last years fighting against all other races. But, in the end, their enemies were too much for them. Still, well played, N1! An honorary mention goes to the Drengin, who were the first to go. Despite being surrounded on all sides by their enemies, the Drengin managed to survive several major assaults, before their untimely end in year 3. Well, maybe you have more luck next time, Lord Kona!
Quoting Galacticruler5000, reply 252ok.....i got the tech tree to work.....now i get my ENTIRE tech tree as starting techs, and about 25-30 blank tech icons with no desc., icon, cost OR model.......WTF?! Where did you put your files? If you use the subfolders of the data folder in the mod directory, it can have a detrimental effect on what you are trying to do. For example, if you put the gc2types.xml in the ShipComponents subfolder, it will be combined with the original file. Any changes you made will show up. On the other hand, if one of your changes was the removal of something from the file (like a weapon), it will still show up in the game. The only exception to this rule, as far as I know at least, is the TechTrees subfolder for the racial tech trees. Your safest bet is to use the data folder for all the other xml files.Regarding the "starting out with all techs" part, make sure you have assigned a cost to all of the techs. Otherwise, the game marks them as already researched when you start the game. Another possibility for this is an improperly done combining of your tech tree and Tolmekian's mod. A badly placed syntax error can make an xml file (partially or completely) unreadable by the game. I know that from my own experience. A good idea would be to check the debug.err for clues. You can find it in your "My Documents\My Games\GalCiv2" folder. It will show any missing tech requirements for other techs, buildings, weapons, and so on. Do so before you start a new game, as the file gets overridden with each game start.I hope this puts you on the right track. If you need any more help, you know where to find us. But please provide a little more information next time, okay?
Ok, but the tech problem effects EVERYONE but the minor races.
in my experince, files such as gc2ypes.xml work in the mods data directory, and not in the subfolders.
all the techs in the editor have thier normal tech costs and AI values, but dont in game.
Thank you very much. I'm glad you found my mod and are enjoying it. v2.1 is coming along nicely and should be ready before toooooo long.
I'm actually getting a bit excited to finally play a game myself!
Well, a large part of my work on v2.0 was getting the evil races, particularly the Yor, Drengin, and Korath, to be competitive. I spent a lot of time focused on just that. Looks like it paid off, because they do quite well. I mentioned earlier, but I noticed a very weird thing while working on the Korx. They didn't seem to be "accepting" my changes to their techtree until I wiped out their raceconfig file in the My Games folder. After I did that for all races, the evil races had a breakthrough and I even had to scale back some bonuses I gave them.
So, it may help if you routinely delete those xmls.
Competitive with their stock AIs, you mean?
What settings are you using for this?
Sorry for lack of clarity. For 2.0 I was still working strictly with AI 11 all around. It was just a couple weeks ago that I decided to try all stock AIs just for funsies. Turns out they do fine without any additional changes. They could be further optimized, perhaps, but it's not absolutely necessary. They do seem a bit heavy on the weapons, but that could be due to AI 8's well known tendency to drive the galactic arms race. I'll eventually try just 11 and 7 to see how they play together.
Settings are pretty much any size galaxy, all abundant, tight or loose clusters. I've tried having either common habitables, planets, or stars, and of the three it seems only common stars still gives a decent chance of having enough planets nearby. Basically, you can thin out the stars a bit, but you'd better have tons of habitable planets around each star. It also takes babysitting. If one or more of the AI 7s gets stuck in a corner or simply in a low planet density area, it's sunk. In an actual game, I'd probably avoid blind exploration and simply ctrl-n until I could see that the AI 7s had enough stars in their starting spheres.
It never occurred to me to simply zero everything and let the AI do what it will without influencing it. A little surprising given my nature, but I guess the scope and complexity of the task coupled with my inexperience when I started just led me a different way. I'm almost a little sad now.
I wonder how cheaply the AI would sell techs off at AIValue 0. I've gotten feedback that you may as well forget tech trading with the high AIValues I've used in my mod.
Ah, now you've done it. I guess I'll either start from scratch and redo the balancing or throw up my hands and walk away. Now v2.1 will never be released.
Or maybe I'll just finish up v2.1 and then worry about it.
There's still no way to save AI 10, though?
Nothing's ever good enough for you, huh?
Now that I'm fiddling with planetary improvements, I had a random thought about whether improvement AI values could save them. It's a long, doubtful shot, but I may set all the improvement AIs to 100 or 1000 just to see.
Or I may just do it with the Torian improvements. Not gonna change all those values on a lark. In either case, it's more post-2.1 work.
You can save your time, I already tried that. Doesn't work.
I actually have mixed feelings on that - back before I did any modding, Torians on AI 10 colonize like ET-esque rabbits. Were it not for the bug crippling them, they might have been overpowered (although it's possible that the other guys would have had a better chance with fixed tech trees).
And I really like the Iconians on 11, particularly since I optimized them for research and it's the AI that most often goes for research victories. So all in all, it could be worse.
Happy B-day for yesterday!
(I was going to post a screen shot of a ship I designed in celebration of the joyous occasion, but I can't find find it, so you'll have to go without. Maybe next year.)
Hi Tolmekian,
I just wanted to tell you I'm a new GalCiv 2 player and checking this thread every day for news on your improved AI mod. I understand you might have been discouraged by the recent findings on AIValue but I'm sure 2.1 will be worth it.
Thanks again for your work !
Thank you. I was actually being a bit facetious about throwing up my arms and walking away. I'm happy with what I've done, for the most part. The difficulty of tech trading is a down side, but maybe I'll be able to tackle that next time around.
And for everyone else, a little teaser. I'm pretty well done with the Galactic Achievements, Super Projects, and Trade Goods. Just about everything should be quite desirable at this point. Even the much maligned Galactic Guide Book has been elevated to a hot commodity, more or less literally. Hint. I reduced the cost of almost all of them to help the AI actually have a chance of building one before the player swoops in and snags it. It's much more about being first to research the techs rather than building up factory planets just to have a chance of finishing a project.
I've put in the evil weapon and good defense techs, now I just need to do the ship components. After that it's a playtest or two and we may just be ready to roll.
Always look at the bright side of life.
I too made it a trade good. I guess the free Survey Module thing is hard coded, but I added a +1 speed bonus. The description is something like: Detailed sensor data allows our ships to plot the most efficient courses, increasing speed by 1 pc/week. It makes sense as a trade good, leaving it up to the owner whether or not to share that data with others.
While doing this, I found out that the ShipMoveBonus, as found with the Gravity Accelerators, doesn't seem to work. The modding guide says it should provide a bonus to ships built on that planet, but the Gravity Accelerators provide an overall bonus. When I tried using it for the Galactic Guide Book, it didn't work in either regard. I ended up giving the GGB a 10% speed bonus using the AbilityType/AbilityAmount tags. I haven't tried removing the ShipMoveBonus from the Accelerators, but I'm guessing the bonus is hard coded. Not that I would remove it, since it allows the bonus to show up in the tech tree and planet improvement screens.
I guess I should just say it now so as to get all the protests ahead of time: I also changed the Eyes of the Universe to a trade good and reduced the bonus to +5. Still quite good by any standard, but just a bit less super powered.
Tolmekian for President! Change I can believe in!
ShipMoveBonus is in Hyperion Shipyard, Navigation Center, Advanced Navigation Center, and Innovation Complex. It provides +speed on that planet.
ShipSpeedBonus is in Gravity Accelerators and provides +speed civ-wide.
At least, according to the tags. I hadn't thought to try removing those tags to see what's hardcoded, though.
I'm curious to know if you changed the names of these, as neither "Galactic Guide Book" nor "Eyes of the Universe" really sound like goods one might trade to a space alien. Not like "Nano Recorders" or "Frictionless Clothing" anyway. But good changes! (Though personally, I'll probably knock the sensor bonus for EotU down to +3 for my games. Sensors III take up 4 spaces each on a medium hull, so EotU would be like giving each ship +12 spaces for free)
Actually I just now noticed that there is no "Sensors IV" module, even though there's a Sensor's IV tech. Has it always been this way, and I just never noticed it? I just usually build Sensor Array's anyway - maybe that's why I never noticed.
Whoops, my bad on the ShipSpeed/Move. Thanks for the correction. I was looking right at the modding guide and everything, noting the difference. I try to be precise when discussing this stuff so as to prevent the spread of misinformation. Boo.
As for the sensor bonus, I guess I never thought much about sensor balance. I think I'll leave it as is for now, names and all. You may not like trading off the Galactic Guide Book, but if you want that freighter full of Orion slave girls then you'd better pay up.
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