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:
I started out being impressed with this mob until I noticed the lack of farms. I played a couple hundred turns figuring I just needed to research the right tech. When I finally realized no farms were forthcoming, I quit the game and headed here to verify my suspicions.
Nice mod but the lack of farms is a show stopper for me. I want more control over the population of a planet than the one-size-fits-all solution you provided. It seems silly that I can build multiple labs or factories but not multiple farms.
I'm not trying rude but I did want to give you some feedback. From my brief scanning of this thread, it sounds like this might be the most unpopular design decision you made. Any chance you'll reconsider it? If you do, I'm pretty sure I'll install this mod again.
There are reasons why farms and charging stalks are cut back to a single common improvement.
If the AI builds multiple farms on a planet, or acquires a planet with multiple farms, it reacts to the unhappiness created by overpopulation by cutting taxes across the board, rather than de-populating the planet and then demolishing the extra farm (or alternatively just building more morale improvements) like the human player would.
If Stardock were still updating the game then we might have seen some improvements in how the AI handles this sort of thing, better clean-up of improvements destroyed during invasion, and so on. But they're not, so if a mod works around an issue that's a positive thing in my opinion, and if it forces me to change my play style then maybe I will be a better player for accepting that change and running with it.
{INSERTRACE}TechTree.XMl
PlanetImprovments.XML
Yor Tech Tree
there you go.
There seems to be something wrong with the damaage calculations in battle.
ok, all civs just use beams, so i decidet to use massdrivers.
But they dont take any damage from it. according to stats they have no armor, but they take no damage from a 32damage massdrivership.
ist this meant to be like this in this mod or is it a bug?
Do the enemy ships have shields or point defense? Those would block mass drivers too. They just aren't as effective as armor.
We cannot change game mechanics with mods. It's either another defense type, extremely bad luck (rolled 0 on all attacks), or a bug in the game.
Ohhh *fp*
then i misunderstood the gamemechanics... i thougt the damestypes are like stone, paper, scisors, lizzard, spock
knowing this it makes sense for ai using only lasers and shields, if other types are deflected too.
thank you Gaunathor!
I never installed a mod to GalCiv 2 before. How do I install this mod? I looked but couldn't find any directions in the zip file. Sorry if this has been asked before.
Here's a guide I wrote earlier:
http://steamcommunity.com/sharedfiles/filedetails/?id=175870499
Hope this helps.
Thanks so much! Appreciate the quick reply
I've played the recent mods extensively. In general I like the Farm mods, but I do wish they were deletable. The AI loves to drop them on bonus tiles.
Also, is the Yor super-ability speed limitation changeable? 3 speed is just too slow.
Not that I know of. In my current game setup, I play against the custom race Zylons, who have much the same tech tree as the Yor but have the Super Warrior ability instead. Personally, I don't think that Super Isolationist helps the Yor very much.
I've enjoyed this mod immensely. I've gone and created my own customrace inside this mod, with a custom techtree based off the Thalan Empire. However, I've recently discovered that suddenly the Stinger IV weapon has disappeared. The tech itself is still there, and according to the Techtree.xml and GC2Types.xml everything is still there and as it should be, but there is still no Stinger IV weapon. I've tried adding a second entry for the Stinger IV weapon via copy-paste, but still no luck. Anyone have any idea what's going on or how to fix this? It's really annoying.
take a look to Tech trees folder, maybe some reference isn't reported there
i love this mod and i really don't understand why it's not in the library...( i discover it incidentally, serching for other stuff, thanks to google strange algorithm, whom seem know what i'm looking for, even when i'm not ^^)
Anyway, concerning the farm problem, i agreed that the AI morale\tax problem is a major "bug", but i dislike to see useless bonus tiles: so i have added a lil' food production bonus to market places (the logic is that in a market places were sold even imported food). It's a little bonus so it should prevent the massive morale problem (in any case i think that 100 billion of people can't live togheter in single planet and remain a civil society, no matter how advanced the planet is: try to live in a small place with a lot of people for 1 or 2 week and you'll know....) , and anyway, the economy bonus should balance the eventually lower taxes..
Another way could be add the LIL food production to morale's improvement.. but i prefer the economic one way (i my mind there's no way to feed people with pizza and hotdogs, no matter what yankee say ^^)
Thanks again for this work! i love to see "minors" building great empires
Because you couldn't upload anything to the Library for quite a while. It's fixed now, but I don't know, if Tolmekian would upload his mod to it, even if he were still around.
plain and simple.. thanks
p.s. just to know.. are there any other must-to-have- mods around out of the library? i have GC2 since at least the 2007, but i never used mods: at that time it seem to me a little messy, and the game was nearly perfect. Only few month ago toke it again, this time starting using mods, find out how that "nearly" could be perfected still ^^
Well, if you're into ship-designing, then Kryo's Hull System Mod is a must.
Then there are the other three fix-mods (besides Tolmekian's), MarvinKosh's Space Weapons Fix Mod, my Autumn Twilight, and Altarn's Polished Twilight.
If you want better graphics, then you should take a look at the High Resolution Graphics Mod by LogicSequence. Depending on which fix-mod you're using, you may need to tweak some files in order to make it fully compatible. You definitely need to do this with my mod, because I edited some of the same files. I made a post on how to do this here. It should apply to the other fix-mods too.
You may find some other worthwhile additions over on I-Mod, but that's all I can think of.
You know, I think I'm using 3.51 and I have encountered COUNTLESS ToDo:Displayname techs.
Am I to understand that this mod is basically dead?
Also, I've come to realize that there are a lot of dead references, missing modules/parts and structures.
I hope Tol comes back soon. Or that the GCII community won't die just because EVERYONE but me bought GCIII founder status.
Are you sure? I remember seeing a couple missing Descriptions and/or Details when I tested this mod, but no missing DisplayNames. Still, I only tested the versions with the old minors, so that might be different with the new ones.
Well, Tolmekian hasn't posted in over a year. Make of that what you will.
Tolmekian removed a lot of stuff in his mod (especially the ultimate weapons and defences), so that is most likely intentional.
The community is already pretty dead. Or at least this forum is. The activity here has declined rapidly over the last couple years.
Well, that is sad.
I'd be over there on the GCIII community with you all, but I lack the $50 minimum to get founder status, and even if I had that I still lack the $800 machine to run the alphas/betas.
Without those there is basically no point in going to the GCIII site just to get my hopes up.
Oh well, I'm going down with this sinking ship.
I still check the GC2 forums. But I haven't realeased a new mod version in some time, because I wanted to do videos instead (alas, I haven't been in the video editor for a while either). Maintenance and fixes only, yo.
So, don't know if anyone else has this issue, but when I download any of the versions, it just gives me an empty zip folder. Anyone have a copy of the change log they would be willing to send me?
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