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:
Sigh. The work is never done. Guess v3.51 is in the offing.
Of course I boffed up the new infrastructure techs. Something really went wonky, though. I did write up descriptions and everything for those techs. Wonder what happened . . .
It may be that this tech is also in the main TechTree? Who knows. I'll have a look see.
I'm not so sure I like how the NLCs work anyway. It's essentially one more Ethics tech for neutral civs, but the implementation is a bit flawed. I don't want to hold up a v3.51 quick fix too long, but maybe I'll put more thought into it.
Aha!
I had to do some triage with the starbase modules. Pretty much everything after the cutoff isn't used by the AI efficiently or isn't used at all (terror stars, for example). At this point, I'm happy with the modules. You are right, though. Fewer modules would mean better AI starbases. I used that principle to cut down the number of mining modules, removing at least one and spreading its bonus among the others. Maybe in a future version I could do some more condensing.
I think this has come up before. I just don't know anymore. I'll have to look into it.
Can't fix 'em all . . . Seriously, though, not sure I'll get to it this time around.
Thanks for the feedback.
I recall now that during a test run the Akilians slapped an Energy Matrix Center on one of their starbases. Guess I should have followed up on that "see why Akilians have access to Yor modules" line . . .
And thanks for the kind words. It means a lot.
Been doing some digging. Here's what I found:
Could. Not today, though.
Think that's it. I'll patch it up and upload in the next couple days.
I was using Smart Old Minors. However, the issue persists after redownloading it. Same goes after trying Dumb Old Minors. I made one mistake though. The Infrastructure techs were missing their Details, not their Descriptions.
This is how Basic Necessities looks for me:
<Biology ID="BasicNecessities"> <DisplayName>Basic Necessities</DisplayName> <Description></Description> <Details>Despite the amazing variety of sentient races in the galaxy, their basic needs are, well, basically the same. The laws of physiscs dictate that they consume some material to replenish themselves, and require some source of energy to utilize that material. Thus, population support and growth depends on the production and transportation of materials and energy. Any race capable of interstellar settlement has at least a fundamental expertise in doing so, though great improvements can be made.</Category> <Model>event30</Model> <CanBeTraded>0</CanBeTraded> <CanBeStolen>0</CanBeStolen> </Biology>
The bolded part is the bug. I also underlined a typo.
I'm currently in my first game. Medium map, abundant all, 8 minors. I play as the Drengin against the Terrans and Arceans on Tough. It didn't go well for me at first, mostly because I suck at playing the Drengin (and the Korath), but things look much better now. I just acquired a PQ 26 planet from the Arceans and am turning it into my manufacturing capital (sans Manu Capital, of course).I didn't notice anymore bugs, but there are a few areas I'm not so sure about. Mostly some parts of the new tech layout, some improvements and, of course, the AI performance. Once I've finished this game (shouldn't take much longer) and played one or two more, I'll give you my report.
One last thing. I overlooked the Slaveling Training Center and Artificial Slave Pods. They are also affected by the 1pp-bug. I probably need to fine-comb the PlanetImprovements.xml again, to make sure I didn't miss anything else. Still, you are right about it. You can't fix everything.
Boo. I'll have to fix those up. Thanks for spelling it out for me.
Okay, I originally wanted to wait until I had played at least three games, before starting to post. However, writing down my thoughts after the first game took much longer than expected. Much longer than the game took, in fact, and I'm not a fast player. Well, I really shouldn't be surprised about this, because writing anything takes a long time for me, but this is getting ridiculous and I don't want you to wait for too long. So, here are my impressions after the first game. (Note: I may sound overly negative at points, but don't put too much into it, as I haven't slept very well lately and my depression is getting worse again.)Settings: Medium map, abundant all, 8 minors, Frequent Random Events, Occasional Extreme Worlds, Ascension Victory and Surrenders disabledDifficulty: ToughRaces: Drengin vs. Terrans and ArceansGame ended with: Conquest Victory on Nov 8th, 2231Summary:The early game went pretty much like I expect it from my Drengin-games. I lost the colony-rush. The Terrans had 18 planets, controlling all of the south-west and most of the south-east, while the Arceans had 17 planets and controlled all of the north-east and part of the south-east. I, on the other hand, only had 11 planets and was in control of the north-west.My choices were twofold at that point: I could either research Extreme Colonization, and try to go after the extreme worlds, or I could try to conquer some of the minor races to get more planets. There were four minors in my area of the map: the Dark Yor, right in my home-sector, the Akilians, in the sector directly south-east of me, and the Paulos and Snathi, both two sectors to the east. I also knew of the location of the LentzLandians and the Carinoids, who were both in Arcean territory. The decision was quickly made, and preparations for war began. Quickly, one after the other, the minor worlds fell before me. By the time I conquered the LentzLandians, word reached me, that the Arceans had declared war on the Carinoids, while the Terrans were going after the Scottlingas, whom I haven't met yet. I didn't want to loose out on the Carinoid homeworld, so I put some troops together and send them out to "protect" the Carinoids from the Arceans. Had I paid more attention to what technologies the Arceans had researched, I probably would have taken my time. In any case, the Arceans decided that my war machine needed to be stopped and declared war on April 1st, 2230. In truth, however, I think they were just pissed that I beat them to the punch. Not to mention, that I flipped one of their planets.I can't say I was surprised by this turn of events, or even disappointed. The Arceans had a PQ 26 world, Vizzard I, where they had build their Orbital Command Center, the Stellar Forge and the Eye of the Universe (later they also added the Historical Preserve). I wanted this planet and was slowly preparing for war. However, my preparations weren't nearly advanced enough by the time the Arceans declared war on me. In another incredibly stupid blunder, I decided to go after the Scottlingas first. Following their trade-routes, I eventually reached their homeworld, deep within Terran territory, and conquered it. The Terrans weren't too pleased and decided to join the Arceans in their war against me. Thus, the Big War began on April 22nd, 2230.It was a long, drawn-out war. The main problem were several strategical stupid decisions on my part, and the weak manufacturing capabilities of my planets. While I had several hundred Dominator-class corvettes and a couple of my Battle Hammer-class frigates (outfitted with three Railgun Mk II and one Deflector Mk II) to protect myself and go after enemy fleets, I just couldn't produce enough transports to conquer the undefended enemy worlds. Without my Dominators, I would have probably had a much tougher time fending off the incoming fleets. However, they quickly became outmatched once the enemy fielded ships equipped with armour.On July 15th, 2230, Vizzard I was finally mine. The war, however, was far from over. I turned Vizzard I into my manu capital, which solved part of my production problems. However, my other worlds still had trouble churning out transports in a timely fashion. The Arceans were slowly whittled down by my troops, and on April 1st, 2231, one year after their war declaration, their last planet fell. Only the Terrans remained now. They had become quite strong in the meantime, but not strong enough for my new Battle Hammer Mk V (outfitted with four Psionic Guns and one Deflector Mk II)! It took some time to get all my ships in position, but the demise of the Terran Alliance was inevitable. However, before I took their last planet, I made short work of the Jessuins, the last remaining minor race.Analysis:The Arceans were researching Sensors IV in the first year. While pointless that early in the game, this is just a minor issue. Much worse is, that the Arcean never went after Planetary Invasion. They never even tried to. I could have lost several worlds, if not the whole game, if they had done this. It was just the first test, so it might have been a fluke. However, I'll be keeping an eye on the Arceans in the next games. In other areas, they were doing pretty well. They were the first to research Xeno Ethics and Extreme Colonization, and eventually had more planets than the Terrans. By the end of the game, they were fielding Particle Beams I, which made life quite difficult for my ships. However, they were only beginning to research Titanium Armor when I was conquering their last colony. They also never really went after their unique techs. The only ones, the Arceans researched, were Xeno Geology and Interstellar Navigation.The Terrans did pretty good overall. I didn't expect anything less from them. The only problem I saw was, that they didn't fully exploit some of their advantages. Unlike the Arceans, the Terrans had already researched Planetary Invasion by the time the Big War began. However, only after a few months did they finally begin to send a couple transports my way. They captured the old homeworld of the Scottlingas from me, but that was it for the most part of the game. The only other planet I lost was a former Arcean world, located pretty close to several Terran colonies. The other problem-area was weaponry. Only at the end of 2230 were the Terrans finally beginning to research Space Weapons. However, they did have Titanium Armor, so, while their ships might not have had the best weapons, they were pretty tough nuts to crack. Had the Terrans fully used their research advantage to get better weapons and sent more troop transports my way, I would have had a much tougher time. In fact, I most likely would have lost.However, I pretty much did the same mistakes as the Terrans (and worse), so I'm not really in a position to complain about them.General thoughts:Speed bonuses: I don't like the increased amount of Speed bonuses in the tech tree. However, if I could, I would limit engines to one or two per ship, so take that with a grain of salt.Omega Research Center: I really like the Creativity bonus. It helped me out on several occasions.Ultimate Shipyard: Very good tech and building, but I don't think it fits the Drengin. It seems more appropriate for the Arceans.Fleet Domination/Dominator Command: I like it, and it definitely fits the cunning Drengin.Terror Star: I don't think right after Advanced Hulls is a good spot for this. However, now that Advanced Starbase Construction is gone, it's kinda hard to find a more fitting place. Maybe you could move it further up the tree? After Superior Hulls would be a good compromise. It's not so late, that a player has a hard time getting it, but also not so soon, that the AI would go for it, despite having better options available.Slave Complex: I like your new custom icons, but this one doesn't seem to fit. It somehow feels out of place for the Drengin. Maybe it needs more red or a darker tone in general.I probably missed something, but that is all I can think of for now. Next game: Yor vs. Iconians and Arceans.
Okay, here are my impressions after my second game.Settings: Medium map, abundant all, 8 minors, Frequent Random Events, Occasional Extreme Worlds, Ascension Victory and Surrenders disabledDifficulty: ToughRaces: Yor vs. Iconians and ArceansGame ended with: Culture Victory on June 15, 2230Summary:This was a pretty short game, with only about five hours gametime. Some of that was used to take notes, so the actual time is even shorter. In comparison, the first game took me about 14 hours. The start of the game went pretty well. The Iconians, starting out in the north-east corner, began to slowly expand south- and west-ward, and finished the colony-rush with 20 planets. The Arceans, who began in the south-west, tried to expand east- and later on north-ward, but were quickly stopped by my own advances. They finished the colony-rush with only 8 planets. I began play in the south-east corner of the map. My first two colony ships, I sent to the furthest star systems I could reach. Then, I colonised all high-PQ planets along the way, eventually going for the low-PQ planets too. Once I was almost done with my home-sector, I sent some colony ships to expand into the north-west. After that was finished, all non-extreme worlds had been colonised. However, the colony-rush wasn't over for me, because I had already begun researching Extreme Colonization. By the mid of 2229, I had colonised all remaining worlds, and got 54 colonies. Almost twice as much as the other races combined. I had also won the game by that point. I just needed to finish it.My Battle Axes (medium hull, three Lasers and one Energy Field) weren't the best ship in the game (that would have been the Iconian equivalent with four Lasers Mk II and two Deflectors Mk II), but the sheer amount I got prevented any race from going to war with we. Not to mention, that I could easily replace them should they get destroyed. Either by bulding them up normally or by rush-buying (I had 176,426bc at the end of them game, and was making 12,422bc per week, with a tax rate of 49%).As usual, the first war occured at the beginning of 2230. The Iconians declared war on the Dark Yor and, eventually, wiped them out. The Arceans quickly followed suit and attacked the Snathi. However, just as in the last game, shooting at the enemy was the only thing the Arceans could do. A few weeks later, all the minor races were fighting for their lives. I didn't care much about that anymore, and was going after a Tech Victory, quickly researching better labs. Shortly after that, I got notified that I was about to win a Culture Victory. Four weeks before the game ended, the Iconians declared war on the Arceans. I could only facepalm at this, and continued to press end turn, so that this game would be finally over.Analysis:The Arceans had a pretty bad starting position. Most of the planets in their corner were extreme worlds. In contrast, most of the regular worlds were in my area of the map. That would explain why the Arceans lost the colony-rush, while I had a very good start. However, the Arceans tried their best to expand. On two occasions they managed to get a ninth colony, but I flipped those planets both times. Once, I beat the Arceans to a world by only one turn. Research was getting better this time around. In November of 2228, the Arceans got Weather Control, and later on, they also researched Sub-Space Drive. However, they still didn't get Planetary Invasion. I'm going to give them another try in my next game, but I don't have much hope left.The Iconians did okay, but there are several areas that need improvement. At the end of the game, they had researched Invention Matrix, Molecular Fabricator and Merchant Trade Complex. However, the last two had been finished only recently, which means, that the Iconians had a pretty bad production and economy for most of the game. Worse still, they never fully utilised those improvements, only building them on a handful of planets. The same is also true for their Dream Conclaves and, to a lesser extend, Interstellar Refineries. Researching weapons and Planetary Invasion (finished at the start of 2229), on the other hand, went pretty well. They also got Xeno Ethics within 2227, and Self-Healing Hulls by the end of 2229. One weird part, however, was, that the Iconians were going after Culture techs during the early phase of 2227. That didn't do them any good, and was time they could have spent better.General thoughts:Superior/Ultimate Collectives: Both increase the maintenance by 2bc, unlike the other collectives, making them far less efficient.Morale: Maybe I need more time to adjust, but the relative lack of morale bonuses makes it much harder to play the Yor, even when compared to vanilla TotA. The additional bonus from the Efficiency Center helped a little, but the lack of Charging Stalks was apparent. If I hadn't managed to acquire a Morale resource and ran a relatively low tax rate, several of my worlds would have had a approval rating in the red. The AI also has a much harder time keeping their morale up, but you are already aware of that.That is all I can think of for now. Next game: Torians vs. Thalan and Arceans maybe? Not sure yet.
Thanks for your feedback and the time you've put into playtesting. Interesting points you're making here. Your experience seems to affirm some of my worries about AI performance versus an actual player. Of course, your testing is pretty much the opposite of mine. You're taking very few players in a smaller galaxy, while my tests use a minimum of six in at least a large galaxy. In either case, I think the AI is susceptible to blitzing, or at least the more focused development of a human. I'd definitely say that my mod is more suited to larger, longer games than shorter, smaller ones.
It's the downfall of working so hard on "balanced development". The AI has very limited ability to assess what's going on and adapt to it. So, they play the long game and develop broadly while the player can focus on critical things.
As for the Arceans, they are perennial also-rans in my test games. I just haven't found the trick to make them competitive. Jacking up the Stellar Forge helps, I'm sure, but they still suffer every time. I think it's all the extra techs in their tree keeping them from critical development. I also noticed that their -1 speed penalty is back. I thought I got rid of that.
Yeah I don't know what Stardock was thinking, giving Arceans a speed penalty. A penalty to Defence hurts them in the second and subsequent rounds and indeed, that's what I've gone with, along with a speed boost to actually facilitate the use of their Super Warrior ability.
Well, I've pretty much got everything fixed, including nixing that -1 speed for the Arceans. Think I'll upload v3.51 and let it ride (until the next disaster pops up!)
Edit to Add: v3.51 up and ready.
You know what? I think I'm finally going to play a game. That's right. Over two years later and I'm finally going to play a game with my own mod. Happy days.
PS - Here's lookin' at you, Gaunathor.
Ok, I lied. Instead of playing a game I set up a playtest. I guess I'm just addicted to watching the AI slug it out. This time, I threw 9 races in a huge galaxy. For fun, I set every race to it's own unique AIPersonality, except the Torians. I set them up as Altarian. I've got Drengin, Korath, Yor, Drath, Krynn, Terran, Korx, Altarian, and Torian. I started as the Arceans and was going to annihilate them, but decided to leave them in the corner I started in, where they promptly became a total non-factor in the game. Galaxy is Huge, abundant stars, occasional planets, abundant habitables, and loose clusters. This seems to do pretty well to prevent AIP 7 from running out of planets.
It's wild. One of my observations from my all AIP 11 tests is that the AIs all do the same thing and it can be pretty dull. Not so this time around. Wars flared up left and right. Whereas AIP 11 is very conservative and all the AIs just dogpile on the weakest one, the mixed group had wars starting up that weren't just the big dog picking on the weakling.
Highly recommended.
Another PS - I noticed that Healing Pools is still in the Altarian Tech Tree. Thought I was going to get rid of that. Well, it doesn't hurt anything, so I guess it can sit there until another time.
No pressure, eh? I'm going to take a look as soon as I have some time.
I've actually developed a fondness for Immense galaxies with Tight clusters. I'm actually playing from a 'tiny corner cluster' start and doing okay.
No pressure at all. It was more of an acknowledgement. You made it into the release notes.
I've always been a scattered star person, myself, but I'm liking the dynamics of loose clusters and may try a tight cluster run after my latest playtest. The whole reason for a test rather than a game was just to make sure the AIP 7's would do OK. It's still a gamble when you don't cheat to see the whole galaxy, since one of the 7's could get stuck in a sparse area and bomb. Of course, bad starting position can happen to anyone.
Well as far as Planetary Defence goes it's possible to limit it to X per planet, doesn't have to be 1.
Hmm, well it might actually make sense for the Yor to have their own unique PD improvement. Of course, to give them that you have to snip the default Planetary Defence tech from their tree, but that's a small price to pay.
Wow. That's a lot of stuff. I thought I was past a lot of the typo errors, but there they are. I'll have to see what I can do with your lists.
As far as maintenance vs cost vs output, I made a spreadsheet way back when and fit everything into a more or less uniform system. It's been long enough that I would need to to review it before responding to any comments about inefficiency or cost/maintenance jumps. To my recollection, I standardized things. Hope I still have that spreadsheet.
No need to handle it at all. It's simply a thanks and recognition for all the help you've given over the years. No expectations for future work or anything of the sort. I fully understand how hard it can be to keep up with this stuff. I mean, I don't think I've ever commented on your mod. I'm sorry for that. I really wish that I could. Giving you some special thanks is the least I can do.
If I were to put some work into a v4, and fiddled with the political parties, would anyone have any suggestions?
I mean, consensus opinion is that it's either Federalists or Technologists and everything else is no good. So, would you buff the others or nerf the chosen ones?
Actually with the Arceans I have been rolling with Industrialist because they become awesome at cranking out ships, and not too shabby at building up planets. Of course their innate bonuses don't hurt in this regard.
I only boosted Populists in my mod, because it felt out of line with just two +10% bonuses compared to the usual two +20% bonuses of the other parties. Except for maybe Mercantile, the other parties are fine as they are, in my opinion. Especially when used to enhance the natural strengths of a race.
Yor with Industrialists party will build up their planets and churn out new ships in no-time. Pretty strong throughout the game, but especially during the colony rush. Terrans and Drath with Populists are even better diplomats than usual. Plus, the Morale bonus allows them to increase their taxes even further. Altarians with Pacifists is also very good. The bonuses to Social Production from both Pacifists and the Social Matrix allows them to quickly build up their planets, easily rivaling the Yor in that regard.
Hi, me again. Personally, to try and even things out, I just gave each party the equivalent of 4pts worth of racial bonuses. However I also reevaluated the list of racial bonuses so some parties got nerfed and some got buffed.
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