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:
Well the problem is that by upgrading to a better farm and then having the upgrade destroyed by invasion, the planet cannot support any farms (because they're one per planet). Having just one farm improvement that can be rebuilt if it is destroyed sounds like it might work.
Just found this mod, so much work...wow.
It would seem though that 3.0 was made before the latest update? So I'll wait for 4.0 since you said its going to be released in a few days.
P.S. Actually I do have a question I thought of while reading all the pages, is there anyway to disable certain UP events? Namely the trade techs and ban starbase upgrading.
Thanks, both for responses and the mod itself, 25 pages certainly does say a lot of your work. Why this is not a pinned mod is beyond me.
3.0 works with the latest patch, 2.04.
In the mod's folder, go to Data and look for UPIssues.xml. Simply comment out or delete the UP events you don't want. If you're not using this mod, you can find the file in /Twilight/Data/English.
Oh, thanks.
And thank you.
v3.x will be delayed for some time. My computer died and I'm waiting to get a new one before salvaging my files and finishing up. My second computer would do a very poor job of running GC2, so I don't really have a choice. Go ahead and give 3.0 a try while you wait.
Neutral tells me it gives weapons and defense tech as well, but I dont see any.
I assume if you could have fixed it by now you would have, but why does the cheat for all techs seemingly give all not only from your mod, but the original set as well?
Do you edit the UI for the techs yourself, or is that done by the code itself?
1 - I'm not sure offhand, but I don't know if neutral ever got the promised weapons and defense techs. I guess I could find the text and edit it, but we'll see how that goes.
2- You mean the cheat that completes research on all techs? I don't know why that happens. I chalk it up to general TotA bugginess and the fact that it is, after all, a cheat.
3 - Not exactly sure what you mean by the UI for the techs. I don't think I did any modding that could be considered UI modding. I changed tech descriptions, prerequisites, ethics, granted abilities, etc.
I meant how, once you obtained the good or evil tech, the new techs received are lined up nicely in the screen, if a bit too spaced out.
There is a way to get minors to invade our colonize create a tech that uses the colony module give it a high AI value they will build and use it.its a way ive found and used to make minors stronger.
Tiny bit of questions to help me here, if no one minds.
What are the AI values for? Does it matter where I insert a tech in the list, either for the main tech list or the race?
Does the changelog contain every single change? With the bigger mods I know sometimes it's hard to keep track.
How do I merge or separate techs? You had said you planned to do so for the colonization techs, but until the next version releases, I might see if I can do some myself.
Thanks again for the help, I don't have any way to provide my own, I'm certainly not a programmer, but I want to enjoy this game as much as possible. *Also, for the lack of updated guides, no where else to turn, hehe*
I know I sat down and typed out an reply to this, but somehow it didn't get posted. I finally got my new computer up and running and came by to mention that I am almost ready to start work again. It really all comes down to me deciding how to deal with farming and population, then being done with it. Let me go back and answer your questions for the record:
1) AIValue helps the AI to determine just how important a tech is. Specifically, it affects research order - high AIValue techs get researched first - and affects just how badly the AI will try to rob you when you want to trade for the tech.
2) The changelog contains pretty much all the changes. I was very rigorous about documenting changes in the first stage of the project, quite rigorous in the second stage, fairly rigorous in the third stage, and perhaps less rigorous toward the end. Admittedly, before I burned out at the end, I did stop documenting minor tweaks as I pushed to get it done. In all, I'd estimate better than 90% accuracy.
3) I didn't actually merge anything, per se. I simply removed one tech and assigned its bonuses to another. eg, remove Advanced X Colonization and change the bonus for X Colonization from 1 to 2.
Now off to getting the machine set up.
Something to bear in mind though is that AIValue is a weight, so for the purposes of research choice it can be affected by factors like the tech category and the demand for advancement in that category. So if an AI has a weak military, then Military techs are considered as if the AIValue is greater than the basic value set in XML.
Also, the cost of doing the research affects the tech choice. If a tech would take an extremely long time to research (prehaps because research output is too low) then the AI may pick a high AIValue tech but then change to another which won't take so long. When research output is continually very low and all the choices take a long time, the AI will continue to switch techs until such time as research output improves or a better choice opens up (perhaps because of tech trading, perhaps because Creativity kicked in and finished the current tech).
Of particular note, some tech categories such as Colonisation can completely block a tech choice even if the AIValue is favourable, if there are no worlds that can be colonised. Found that out the hard way.
Thanks for the additional info.
I just installed GC2 and got my mods and everything set up. Time to get this figured out.
I had this idea that I might get around the 1pp problem by having each farm improvement add 1 to planet quality. Then, instead of upgrading, you'd have to build one of each type of farm, but with +1PQ farms wouldn't affect how much you could build on a planet.
Unfortunately, that approach is doomed to fail, because losing the farm doesn't result in loss of the +1 PQ.
I think it will take some time for me to figure out how to solve the problem in any elegant fasion, if such a solution is possible.
The AI running out of space to build is the killer. You'll end up with with the high-end farm on all the new planets, while all the old planets will be fully developed by the time the AI gets the tech. I addressed that problem by making a basic farm that was available from the start. That way, the AI builds a farm right away and can upgrade it as time goes by. Without upgrading, that strategy no longer works.
I have the same problem with the way the Thalans are set up. By the time they have access to factory and lab type improvements, many of their planets are filled up with embassies, morale structures, and economic structures. It's a task for another version, but I've been thinking of giving them some rudimentary improvements to act as placeholders so that they can upgrade to the more advanced improvements.
I'm starting to lean toward having some kind of universal technology/improvement to increase population limits. The principal challenge here is coming up with some explanation as to why it works for organic, mineral, or cybernetic life forms.
Well actually, when you think about it, why is it that power plants aren't able to extend population caps for non-cybernetic life forms? Think about it. Power of one kind or another can be a basic infrastructure which other infrastructures depend on.
In the case of organics, it supplies power to heat and light homes, grow and harvest crops, process foods, and allow services to function. For mineral life forms, it could provide power for mining (I'm assuming here that they consume ores, metals and/or minerals) and of course for cybernetic life forms it provides more charging capability.
Since it's abundant energy from Hyper-Fusion reactors that makes many of the improvements possible, you could call this universal technology/improvement 'Hyper-Fusion Infrastructure' even if it is a bit long-winded.
Hiya hiya hiya! It’s been a year and boy has this thread gotten fat! Glad to see you’re still alive Tolmekian. I finally got around to playing v3.0, and in addition to this lousy T-shirt, I also got these lousy comments…
I keep running into galactic achievements and trade goods and junk that I’m used to ignoring, and finding that they now kick ass. Great job pimping the Orbital Terraformer for example.
As I was considering trades for both Superior Espionage and Master Spies in one game, I noticed that neither of these techs appears to do anything other than allow you to build their respective improvements. So what happens if theTempleofEspionagehas already been built? The tech is worthless?
On the subject of techs that don’t give anything by themselves, I know that you tried to add stuff to all the old “stepping stone” techs that just led to other stuff (like Xeno Biology), but what about junk like Space Superiority and Advanced Defensive Techniques? Did those just get overlooked or was there a reason you left them blank?
It’s easy for me to admit my heroin addiction, but it kills me to admit that I’d never built a Military Starbase before my last game. However, after decking it out with all the sweet modules that buff attack and defense for ships in it’s radius, I found that my fighters weren’t getting the armor bonus. My medium ships got both attack and defense, and the fighters got the attack, but all my fighter squadrons armor ratings were zero. Is that a bug, or am I missing something?
I’m assuming that the Hyperion Shipyard grants a +1 move bonus, but the description just says it boosts my ships speed (though not by how much). It’s +1 right? Or is it a percentage of it’s movement rate or something?
Noticed that when you reduced the trade values from x10 to x5, you kept the insane bonus for the Mercantile political party. Intentional?
Oh, and I flew into a rage when I noticed that theTempleofEspionageuses the same graphic as theOrbitalCommandCenter. I don’t normally submit to berserker fury blood lust fever, but when I do, only a hard drive full of pornography can calm me down. So I guess it wasn’t a problem. Anyway, I think Spore is a lousy game, but some of the buildings and space ships people come up with look friggin gnarly. Would it be possible to use some of those images for Galciv2? Just wondering.
PS to GAUNATHOR: Happy birthday again! Hope this one was a bit better than the last one. (You thought I’d forgotten! Admit it!). Once again, I was going to post an image of one of my space ships in celebration, but thought it would be too cheesy, so I didn’t. Maybe next year.
Thanks. Though, I was actually hoping, you'd forget. I just don't like getting congratulated.
Still, it was a bit better. I made a small giveaway contest over on GOG.com and it actually went quite well. Last December, I finally released my mod (though I haven't gotten much, if any, feedback yet). The AI still needs some work and I have some more ideas I'd like to implement. For the most part, however, it is done.
Well, those were the good parts. The bad parts are, that I still don't have any friends or a significant other. My chronic depression is getting worse again and my social phobia still prevents me from going outside (though posting on forums has become somewhat easier).
Still, for a 30th birthday it could have been much worse, I guess...
Aha! No armor on my fighters makes sense now.
GOG.com rules! Actually, I have no idea what that is, but I did notice your thread, and had fully planned on downloading your fix. Haven't done it yet because I'm trying to remake all my utility ships so I'll stop using the ones that came with the game. You said once that you'd redone the ability point costs so that they're more uniform. Is that in your mod? Kind of interested in seeing how you valued everything.
And you think you're depressed now, wait till you're 43 and still have those same problems! It's a good thing Wal-Mart is open all night, otherwise I'd have starved to death long ago.
I'm slow-walking this one, I know, but the time is coming.
This is pretty much what I was thinking. Some kind of power and infrastructure upgrade rather than just farming techniques. With the right power and infrastructure, increased crop yields (or charging capacity, or mineral extraction) would follow.
Mission accomplished. Thank you very much.
Pretty much. I did my best to do away with techs that grant nothing other than a unique building, but those are among the ones that remain. I have the Krynn researching them fairly early, but I'm not so sure it's a great strategy for them.
Space Superiority is the Terran tech, right? Doesn't it grant some logistics ability and maybe weapons? I don't even remember where ADT belongs, or who has it, so it's hard for me to comment off hand. My overall philosophy is "no space techs", so any tech sitting around doing nothing was an oversight on my part.
It's +1.
Good question. It's hard to remember what my intentions were. I'm pretty sure it wasn't an oversight, though. A little thought tells me I felt the need to make it compete with Federalist and Technologist, so I'm pretty sure I meant for it to stay that way.
Oh yes. In fact, I've used several already. I suppose many are in v3.x and haven't been seen, yet.
Actually I made a mistake. Space superiority comes from Interstellar War Colleges, and yes, you did indeed beef that up (+10 soldiering and +5 logistics. Good stuff). The two that give nothing are Fleet Defense (comes from Ship Defense) and Fleet Battle Tactics (comes from Space Weapons).
But dig this. As I was looking at these damn things, I realized that there's three separate branches of the Terran tree that are dedicated to a bunch of rarely used support contraptions. I mean, I hardly ever waste research on these and I'm the one who championed their return after you took them out! There's Fleet Defense, Fleet Battle Tactics, and Interstellar War Colleges that allow access to a total of five support gizmos. That doesn't piss me off though. Just seems like a little much when you consider how redundant the defense ones are.
Stellar Avenger costs 50 and gives +20 defense but only in your own influence.
But...
Xalax Defense Coordinator costs only 20 (less than half that of SA) and gives +25 defense, without the influence restriction!
And then...
Stellar Defender costs 50 for +25 defense but only in your own influence.
Zalon Defense Mainframe costs the same (50) and gives +30 defense, without the influence restriction!
Now these are all in the Terran tech tree. Supposing that someone wanted to invest in these modules, what's the point in going for Space Superiority/Advanced Defense Tech (crummy numbers and only in your influence) instead of Xalax Defense Coordinator/Zalon Defense Mainframe (better numbers for less money and no influence restrictioons)?
I know that your mod doesn't have anything to do with this (and why fix them if nobody uses them), but it bugs me. Besides, of the five (the 5th being Tulan Weapon Focus), why do four of them buff defense and only one buffs attack? See, this is the kind of stuff that makes me want to kick small animals and chew with my mouth open in fancy restaurants.
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