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:
Any news on an update to this mod please?
Thank you for working so hard on this mod and explaining it so well here. After more than a year of not playing, I decided to try again with your mod.
Early in the game (so far) I have found Altairian and minor races with scout ships just piling up at the planets where they were made. I wonder if
1) I did not get the mod installed properly, since these races should be exploring?
2) This is a known flaw in the AI that your mod could not correct?
Thanks for all the work on this mod. I only bought GalCiv2 around 18 months ago: had a couple abortive attempts on the campaign, which I found disappointing, tried a couple of medium-size games which likewise didn't really grab me too much. Picked it up again a couple of months ago and tried it on Immense galaxy, Tough AI on my new PC with max CPU enabled and found it a lot more interesting and challenging. After a while though (and some reading on the forums) I realized that some of the AI personalities had problems.
The Yor grabbed 4 planets and just sat there. The Drengin had little more. The Altarians and the Torians were doing really well however. But the Torians didn't seem to be builing anything larger then heavy fighters and espionage revealed most of their planets (including one I know they've had since early in the game) to have very little built on them. Disappointed I spotted the Space Weapons thread which lead me here and I have to say outstanding work. I started up a game and although i'm probably less than 6 months in it already is looking so much better. The Drengin are relatively close neighbours and you can imagine my surprise (and shock!) to see that they already have 6 colonies to my 3! In my defence I do have a couple more colonizers en route...
Anyway, a bit of a long-winded post, but I'd just like to offer my encouragement for your efforts at salvaging this game. I look forward to further development.
Sorry for a late reply. I've kinda been on vacation lately. I don't know why the Altarians would have issues, but if the minor races aren't expanding the first thing I'll ask is: did you do the quicksave fix? In order to get the minors to act like majors, you need to start the game then quicksave and reload before you do anything else. Reloading forces the game to recognize the minors new personalities.
Otherwise, I'm not sure what to tell you. Perhaps reinstalling the mod will help. Hope you can get it to work!
Hello, just want to throw in my appreciation for this mod! I just want to point out something in your RaceConfigs.xml file for v1.1 that I think was a small mistake. The Korath have two entries for super abilities and no entry for AI personality. It looks like you just replaced the entire tag for AIPersonality with SuperAbility 1 and still left the old SuperAbility 10 entry further down the list.
Looking forward to further updates to this mod in the future! Hope you continue the great work!
I havent used this mod yet but the Stardock devs should be embarrassed and ashamed at the condition they released this product in. Every dollar they get should be forwarded to people like you who are doing their work for them. There has got to be a copyright law somewhere that grants ownership to anyone who takes a broken product that has been abandoned and makes it work.
So with this mod do I need to make any changes myself to the raceconfig or in game personality settings ?
Here I am a month later . . .
Thanks! I really botched that one. Will need to be fixed for an eventual 2.0 release.
It should be good to go, with the exception of needing to fix the above mentioned issue with the Korath.
I've only played one game thus far but it seems like this fix has balanced out the AI pretty well..the races are bit slow militarily (lowering the cost significantly of planetary invasion might be a fix..as it seems to be a motivator for military development), and they dont use non-resource star bases enough. As long as the human player doesnt do an early rush they make for a good game. Hopefully more aggressive military development will come if you are able to fix patch together the evil race AI.
Good work
I disagree with the ultimate weapons removal because of one fact:
Ship Defenses combined with Fleet Modules.
The reason why I win so many of my games is because the fleet warp modules makes ships who has them the number one priority on the to thwack list. Combine this with end game armor and my fleets are untouchable.
Even with evil weapons, they are insufficient to stop my fleets.
The only real way that they can be stopped is with end game ultimate weapons. And even then they are not enough (for my enemies).
Personally, the end game weapons are there for a reason: if you can hurt the enemy, you are doomed.
Besides: end game weapons are awesome!
First off, thanks for this glorious mod. I really love the new tech tree; the game feels much more balanced. I'd like to mess around with the AI personalities a bit myself, but I can't seem to find the raceconfig.xml. Where is this file located? I see it's included with the minors mod, but I'm not currently using that.
timfromgoldsgym: 1) To install the mod, just download it, unzip it, then cut and paste the folder here: C:\Program Files\Stardock Games\GalCiv2\Twilight\mods.
That's all there is to it. Make sense? Ok. Then, when you start the game you need to go to Options. In the middle, under Game Options the first thing will be Use Mods. You need to check the box. Then, under that, you will need to Change the mod you're using. Clicking Change will take you to a screen where you should be able to select the mod. Do that, restart the game, and you're golden.
2) This is all you need to play. Hope you like it!
3) The mod won't prevent you from playing the campaign, but I'm not sure that any of my changes will carry over into the campaign game.
GalacticDuck01: C:\Program Files\Stardock Games\GalCiv2\Twilight\Data\English - nuff said. And, you're welcome. Thank you!
Been thinking about the Korath Super Ability/AIPersonality error above, and it occurred to me that it really does no harm. The game will read the first Super Ability listed, which is the one I intended them to have, and with no personality given it defaults to generic. Basically a silent mutation, for all you biology types.
And finally, I've been thinking about GalCiv again. I may just get around to finishing up v2.
Thanks for the reply! Just to doublecheck though, this mod alleviates the the AI problems with the races correct? (As in they were all set to the AI that was not flawed?)
NEvermind, I just read on the original post that they were all set to AI 11 which answers my questions. Tanks again
Yup. You can also set any of the races to AI 8 if you want some variety. Those personalities would be Thalan, Drath, Krynn, and Terran. Further testing shows that they work just fine with my mod.
This is a very awesome mod.
I was wondering: Is it possible to separate "Fix the stuff that's broken in ToA" into a separate mod from personal balance changes and improvements?
Things like removing Ultimate and unique racial weapons, standardising the weapons costs across types, changing how starbases work etc. probably make for a better game but they also make for a much different game and it would be really nice to be able to just play an unbroken version of ToA.
Well that would be more along the lines of the mod I've been working on.
My own personal mod is largely like that (except that it does have colonizing minors), but I've never bothered to release it anywhere, especially since I think it overlaps too much with Tolmekian's and MarvinKosh's.
That would be brilliant, qrtxian!
Really? From what I read of the changelog it sounded like your mod made a lot of changes to the tech tree et. al.?
It's great to be swamped for choice. I appreciate that very much, thank you.
All the technologies are still there, they've just been arranged and re-prioritised and fixed so that the AI doesn't neglect basic stuff which makes their economy go. The order in which they get improvements to build on tiles is fairly crucial, and making certain technologies mandatory in order to proceed avoids the scenario of the AI building military ships without having a decent infrastructure to pay for the maintenance.
In my book, stopping the AI from doing stupid ape stuff goes in the fix column.
Thank you kindly. The current version - v1.1 - is as close as you're going to get to just fixing the problem without further modification. Yes, my fixing involved rearranging tech trees to make things more uniform. Yes, that takes a little away from what TotA was meant to be, but even fixing the problems like that was a huge undertaking. Fixing every individual TechTree to preserve the intended nuance was simply outside of my time and energy constraints. All the races still have their unique techs and weapons and whatnot, just rearranged a bit.
I'm not sure if I'll get around to releasing a version that keeps the ultimate weapons, but if people really want them then putting them back in is very easy, though somewhat tedious. I just don't think the ultimate weapons were very good for the game. My weapons changes are intended to keep space combat competitive throughout the game, rather than having the leading race sporting warships with 200 attack while everyone else putters around with attack 5 heavy fighters.
Hello. I had a couple questions I'd like to ask about this mod before trying it out.
You said that you set all of the races AIs to AI personality 11, however when I am about to start a game and click "edit" to look at each of the races, they all still are set to their original AI personalities. For example: Krynn uses Krynn, Terran uses Terran, Drath uses Drath, etc. What I wanted to ask was, if it shows this, is the mod still going to work correctly as far as the AI personality behavior is concerned? Also, will custom races I have made for the game (using various AI personalities) also work correctly with your mod if I try to play against them? I realize that some of the AI personalities were reported as not performing very well compared to others, so I assume that is your reasoning for changing it. I would just like to know if the mod is working correctly as intended or if I will have to edit the AI personality to something else in the pre-launch menus to get it to work properly both for the main and custom races.
Also, a similar related question. You said that you had changed the Korath super ability to "super dominator" but when I start it up with your mod it still shows as "super annihilator." Is this normal? And its also another reason I'm raising these questions. Before getting the mod, I had fiddled a bit with each race's stats in the menu (mostly increasing their intelligence while equalizing their bonuses and penalties vs. the player), and was wondering if this might have had any effect. The tech mods you have done show up fine in the various tech trees, its just the race and race personality elements of it I'm wondering about.
You need to move raceconfigs out of your data folder (My Documents\My Games\GC2TwilightArnor) so that the modded ones are used. If you use any other mods which change default raceconfigs in that way, you will need to do the same again before changing the mod folder you're using.
Hmm... I can't seem to find a raceconfig.xml in the mod's data folder. You mean to say that I should remove the raceconfigs from the main game's data folder? I'm only using the tech tree fix, not the one with colonizing minors. Perhaps the modded raceconfigs are in the other mod?
What I mean is the files in the folder I mentioned, with names like this:
Altarian Resistance.raceconfigxml
Those store your current, saved settings for those races. So the game doesn't load the modded ones from the mod folder, as that would overwrite your existing config. Hence the need to delete or move them out first.
Thanks, got it. But it's still seeming to only work for the mod with the colonizing minors. Perhaps this has something to do with the standalone techtree fix not containing its own modded raceconfig.xml.
Also, another question for the modmaker. If I play the Dark Avatar campaign with this mod will the Korath still be able to use their spore ships? Er, probably a stupid question since they wouldn't be super-annihilator.
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