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:
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.
Wow, that is quite a wall, Vidszhite, but apology accepted.
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.
There's a lot here, so I'll try to tackle it point by point.
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!
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.
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.
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.
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.
Sounds great. Looking forward to the release in the future. Keep well
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.
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!!
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..
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.
@ MarvinKosh & Tolmekian - You two need to combine your mods.
Keep them coming buddy! Love the mod
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 2009Debug Message: Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net\GalCiv2ULDebug Message: Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net\GC2EUDebug Message: Could not query reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net value named Serial NoDebug Message: Could not open reg key HKEY_LOCAL_MACHINE Software\Stardock\Drengin.net\GalCiv2ULDebug Message: Could not open reg key HKEY_LOCAL_MACHINE Software\Stardock\Drengin.net\GC2EUDebug Message: Could not open reg key HKEY_LOCAL_MACHINE Software\Stardock\Drengin.net\GalCiv2ULDebug Message: Could not open reg key HKEY_LOCAL_MACHINE Software\Stardock\Drengin.net\GC2EUDebug Message: Checking DX Version.Debug Message: *********DXDiag info follows.*********System InfoTime: 4/25/2011, 16:56:04DirectX Version: DirectX 11Machine Name: VINCENT-PCOperating 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 435MTBIOS: Default System BIOSProcessor: Intel(R) Core(TM) i7 CPU 940 @ 2.93GHz (8 CPUs), ~2.9GHzPhysical Memory: 12278MB RAMPage File: 2943MB used, 21740MB availableWindows Dir: C:\Windows
Display InfoDisplay device 1:Device Name: \\.\DISPLAY1Card 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_00Display Memory: 3569 MBCurrent 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,atidxx6Driver Version: 8.17.0010.1052Driver Date: 10/27/2010 03:54:24DirectX Acceleration Enabled: Yes
Sound infoSound device 1:Description: Speakers (Sound Blaster X-Fi Xtreme Audio)Default Sound Playback: YesDefault Voice Playback: YesHardware ID: HDAUDIO\FUNC_01&VEN_1102&DEV_000A&SUBSYS_11021007&REV_1000Manufacturer ID: 1Product ID: 100Driver Name: t3.sysProvider: CREATIVEDriver Version: 6.10.0000.0209Driver Date: 5/6/2009 03:34:52Type: WDMOther Drivers: Acceleration Level: 1Cap Flags: 0Min/Max Sample Rate: 0, 0 Sound device 1:Description: Digital Output Device (SPDIF) (Sound Blaster X-Fi Xtreme Audio)Default Sound Playback: NoDefault Voice Playback: NoHardware ID: HDAUDIO\FUNC_01&VEN_1102&DEV_000A&SUBSYS_11021007&REV_1000Manufacturer ID: 1Product ID: 100Driver Name: t3.sysProvider: CREATIVEDriver Version: 6.10.0000.0209Driver Date: 5/6/2009 03:34:52Type: WDMOther Drivers: Acceleration Level: 1Cap Flags: 0Min/Max Sample Rate: 0, 0
Debug Message: *********END dxdiag info.*********Debug Message: Entering WinMainDebug Message: ******* Starting Game Shell *******Debug Message: Could not query reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\Drengin.net\GalCiv2 value named LanguageDebug Message: Going FullscreenDebug Message: Preparing to change display settings.Debug Message: Using hardware vertex processingDebug Message: Using multilsample setting: D3DMULTISAMPLE_4_SAMPLESDebug Message: Attempting to create D3DDevice at resolution 1920 x 1200, Windowed: 0, Multisample: 4Debug Message: Game Resolution: 1920 x 1200Debug Message: Running fullscreen.Debug Message: HAL (hw vp): ATI Radeon HD 4800 Series Debug Message: D3DPRESENT_INTERVAL_DEFAULTDebug Message: Refresh rate: 60Debug 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:ffDebug Message: Now FullscreenDebug Message: Shell initialization completeDebug Message: GalCiv2 is activated.Debug Message: ***** Initializing Game *****Debug Message: Timer Frequency is 0 da7a64Debug Message: Could not open reg key HKEY_LOCAL_MACHINE Software\Stardock\Drengin.net\GalCiv2ULDebug Message: Could not open reg key HKEY_LOCAL_MACHINE Software\Stardock\Drengin.net\GC2EUDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\./Data/ShipTemplates/\*.shipcfgDebug Message: Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ObjectDesktop\DesktopXDebug Message: Initializing sound card.Debug Message: initailizing binkDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar\Movies\techs\*.bikDebug Message: No files found matching mask Movies\techs\*.bikDebug Message: No files found matching mask Gfx\Tutorials\*.bikDebug Message: No files found matching mask C:\Users\Vincent\Documents\My Games\GC2TwilightArnor\Gfx\Movies\*.bikDebug Message: No string tables in C:\Program Files (x86)\Stardock Games\GalCiv2\Twilight\Mods\Tolmekian's TechTree Fix v1-1 + Weaker MOOII Minors/Data/*.strDebug 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\*.bikDebug 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\*.bikDebug 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\*.pngDebug 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\*.dxpackDebug Message: No files found matching mask C:\Users\Vincent\Documents\My Games\GC2TwilightArnor\sfx\*.wavDebug Message: No files found matching mask C:\Users\Vincent\Documents\My Games\GC2TwilightArnor\Music\*.mp3Debug Message: No files found matching mask C:\Users\Vincent\Documents\My Games\GC2TwilightArnor\Event Music\*.mp3Debug 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\*.wavDebug 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\*.mp3Debug 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\*.mp3Debug 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/*.xmlDebug 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\*.xmlDebug 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\*.xmlDebug 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\*.xmlDebug 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\*.xmlDebug 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\*.xmlDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2./Data/English/\ShipStyles\*.xmlDebug 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\*.xmlDebug Message: No files found matching mask C:\Users\Vincent\Documents\My Games\GC2TwilightArnor\ShipStyles\*.xmlDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar./Data/\FleetFormations\*.fleetDebug Message: No files found matching mask ./Data/\FleetFormations\*.fleetDebug 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\*.fleetDebug 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\*.xmlDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar\Gfx\Planets\C0*.pngDebug Message: No files found matching mask Gfx\Planets\C0*.pngDebug 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*.pngDebug 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\*.xmlDebug 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\*.xmlDebug 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\*.xmlDebug Message: No files found matching mask gfx/Terrain/1SideN*.pngDebug Message: No files found matching mask gfx/Terrain/1SideE*.pngDebug Message: No files found matching mask gfx/Terrain/1SideS*.pngDebug Message: No files found matching mask gfx/Terrain/1SideW*.pngDebug Message: No files found matching mask gfx/Terrain/2SideN*.pngDebug Message: No files found matching mask gfx/Terrain/2SideE*.pngDebug Message: No files found matching mask gfx/Terrain/2SideS*.pngDebug Message: No files found matching mask gfx/Terrain/2SideW*.pngDebug Message: No files found matching mask gfx/Terrain/3SideN*.pngDebug Message: No files found matching mask gfx/Terrain/3SideE*.pngDebug Message: No files found matching mask gfx/Terrain/3SideS*.pngDebug Message: No files found matching mask gfx/Terrain/3SideW*.pngDebug Message: No files found matching mask gfx/Terrain/4SideN*.pngDebug Message: No files found matching mask gfx/Terrain/4SideE*.pngDebug Message: No files found matching mask gfx/Terrain/4SideS*.pngDebug Message: No files found matching mask gfx/Terrain/4SideW*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/1SideN*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/1SideE*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/1SideS*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/1SideW*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/2SideN*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/2SideE*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/2SideS*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/2SideW*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/3SideN*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/3SideE*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/3SideS*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/3SideW*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/4SideN*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/4SideE*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/4SideS*.pngDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\DarkAvatar/gfx/Terrain/4SideW*.pngDebug 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*.pngDebug 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*.pngDebug 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*.pngDebug 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*.pngDebug 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*.pngDebug 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*.pngDebug 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*.pngDebug 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*.pngDebug 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*.pngDebug 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*.pngDebug 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*.pngDebug 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*.pngDebug 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*.pngDebug 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*.pngDebug 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*.pngDebug 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*.pngDebug 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\*.xmlDebug Message: No files found matching mask C:\Program Files (x86)\Stardock Games\GalCiv2\./Data/ShipTemplates/\*.shipcfgDebug 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\\*.shipcfgDebug 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\\*.shipcfgDebug 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\*.xmlDebug 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\*.xmlDebug 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\*.xmlDebug 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\*.xmlDebug 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\*.xmlDebug 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\*.xmlDebug 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\*.xmlDebug Message: Reading Star NamesDebug Message: Reading Star Names... DoneDebug 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\*.xmlDebug Message: No files found matching mask ./Data/English/Tutorials/*.xmlDebug Message: GalaxyWnd: Cannot find OBJID Scenaro_MoreDetails_FTextDebug Message: GalaxyWnd: Cannot find OBJID Scenaro_Details_FormattedTextDebug 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\*.gc2mapDebug Message: No files found matching mask ./Data/English/Scenarios/*.GC2ScenarioDebug 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\*.gc2scenarioDebug Message: CustomPersonalityWnd: Cannot find OBJID Personality_Special_TitleDebug Message: CustomPersonalityWnd: Cannot find OBJID Personality_Special_Disctiption_Spinner_BackDebug Message: CustomPersonalityWnd: Cannot find OBJID Personality_Special_Disctiption_TitleDebug Message: Creating GalaxyDebug 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 LogDebug 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 GenericDebug 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\GalCiv2ULDebug Message: Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net\GC2EUDebug Message: Could not query reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net value named Serial NoDebug Message: Star Frequency: 2 Max Num Stars: 283Debug Message: Planet Frequency: 2 Max Num Planets: 679Debug Message: Galaxy Size Set: 22 x 22Debug Message: Creating Random MapDebug Message: Creating Random Map... StarsDebug Message: Star Density: Loose clusters.Debug Message: Number of Unplaced Stars: 0.Debug Message: Creating Random Map... PlanetsDebug Message: *************** Failed To Place Planet ***************Debug Message: *************** Failed To Place Planet ***************Debug Message: *************** Failed To Place Planet ***************Debug Message: Total planets placed: 65Debug Message: Creating Random Map... AnomaliesDebug Message: Num Anomalies: 300Debug Message: Creating Random Map... ResourcesDebug Message: Creating Random Map... Ascension CrystalsDebug Message: Creating Random Map... DoneDebug 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\*.xmlDebug Message: Creating Random Map... Asteroid FieldsDebug Message: Setting Game OptionsDebug Message: Creating CivsDebug Message: Terran Alliance: Intellence -> 85Debug Message: Drath Legion: Intellence -> 85Debug Message: Altarian Resistance: Intellence -> 85Debug Message: Iconian Refuge: Intellence -> 85Debug Message: Thalan Empire: Intellence -> 85Debug Message: Arcean Empire: Intellence -> 85Debug Message: Drengin Empire: Intellence -> 85Debug Message: Dominion of Korx: Intellence -> 85Debug Message: Krynn Consulate: Intellence -> 85Debug Message: Nanuck Clan: Intellence -> 85Debug Message: Creating Civs... DoneDebug Message: Updating ZOC.Debug Message: Creating 8 minor racesDebug Message: Creating ships...Debug Message: Updating ZOC.Debug Message: Galaxy Create... DoneDebug Message: UIBeginGame called with g_ulLocalPlayerID = 9Debug Message: UIBeginGameHelper: New Game StartedDebug Message: UIBeginGameHelper: Mods are Enabled
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.
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.
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.
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.
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
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.
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.
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.
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.
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