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:
Getting very curious now.
Also, there's a way to see a starbase modules requirements before you try to put it on a starbase?
The module description shows up in the tech tree, when you look at the individual techs. Putting the requirement in the description would allow you to see it there. Space is limited, though, so you have to get rid of the fluff descriptions and stick to the facts.
v2 Release
I don't even know where to start. I've done so much and had this back-burnered for so long I can't just rattle off everything that makes it different from v1.1. I'm pretty sure I've fixed all known bugs. The majority of the work has been in further modifying the TechTrees to optimize them for the AI and, in my opinion, to improve them in general. Let's see what I can think of . . .
Well, those are the major things I can think of. There are other things, I'm sure. I'll just toss it out there for everyone to check out. I do have a couple concerns, though.
And without further ado, here it is. After nearly a year, I give you Tolmekian's TechTree fix v2.
Tolmekian's TechTree Fix v2 - No colonizing minors, but I did add the code that should make them at least somewhat intelligent.
Tolmekian's TechTree Fix v2 + MOOII Minors - You know the drill. Start the game, quicksave, and reload. Bam. Instant colonizing MOOII minors.
Hope you enjoy it.
I had previous set all my Ais to generic..with this mod can i set them back and expect races like the dregin and yor to function and thrive ?
Unfortunately, no. AIPersonality 7 (Drengin, Korath, Yor) is fundamentally bugged. That is, it's hard coded and not something that can be fixed by modding. AIPersonality 10 (Torian and Iconian) is also bugged. Our only hope is that they follow up the minimal 2.04 patch with a substantial update that addresses these known issues.
However, even when set to Generic, many races will fail miserably because of numerous bugs in their tech trees. Bugs like designating Space Weapons as Point Defense rather than Weapons. That means that 3-4 races won't ever research space weapons unless someone else has missiles and they try to defend against it. Ever have those games where the Altarians or Korx never made a single warship, then got annihilated when the fighting started? That's why.
If you want to know the full extent of it, follow the link in the original post to the Space Weapons Fix mod and read that thread. It's actually really bad for some races, like the Iconians.
This mod fixes those issues and many other issues in the Twilight XML files. You can use AIPersonaltiy 11 (Generic, Altarian, Korx, Arcean) or 8 (Thalan, Terran, Drath,Krynn).
Just a heads up: It looks like v2.1 will be coming out sooner than I expected. Sorry for any inconvenience, but I wanted to finally get v2 out.
v2.1 tackles starbase modules and the entire Advanced Starbase Construction branch of the TechTree. Short version: I'm getting rid of it. Does anybody actually research their way through Starbase Fortification, etc? The AI certainly never does, nor should it.
I took the starbase attack and defense and assist modules and spread them among the appropriate weapons and defense branches. Net result is that all modules are still available, but you don't have a separate branch to deal with. I also like that you need to research the appropriate theory and weapon/defense tech to put those kinds of modules on your starbases.
Oh, and I'm pretty sure I'm doing away with Terror Stars. Given enough outcry I guess I could work in a way to save them, but it's the same principle that I've been following all along: optimize for the AI. Terror Stars are fun, but the AI just can't use them. Thing is, I haven't been able to get them to not research the tech. Even at AIValue 0. I guess I could designate them as Defense. I'm pretty sure a Defense tech at AIValue 0 will never get researched. I think.
Anyway, let me know what you think and expect an update soon.
So you're confirming that the AI will not use Terror Stars? I'd seen reports of this, but I've never been completely certain as I haven't ever seen any AI finish research on all five techs.
It might be a worthwhile experiment to try building one, then giving it to an AI to see what they do with it. In fact, I might try this myself.
Well, when you put it that way, I guess I'm not providing confirmation that the AI absolutely won't use terror stars. I haven't done any hard tests to figure it out. I was basing my statement on my experience observing the AI, which tells me that there's no way it could build and use a Terror Star appropriately. It would be pretty hard to make the AI research the techs in a reasonable way. Even if we could, I have serious doubts that the AI could pull it off.
Let me know what you come up with. I may try it out after I'm done with v2.1.
Well, I've seen the AI research Terror Star techs, and I've even seen them focus on it, but I've never seen one actually finish researching all five techs. However, this is at least partially a matter of how long their research times are, so I haven't seen anything thus far that conclusively shows me an AI cannot use Terror Stars. I've read claims that they won't build or use one even if they research all the techs, but I have no evidence for that.
So I'm going to fire up a test game where I give myself all the techs, build a Terror Star (or auto-spawn one, if I can find the right cheat), give it to an AI who's at war, and see what happens. My experiment isn't really about how to get the AI to use Terror Stars, merely to find out if they're utterly incapable of it. If so, there's no point in trying to fix the problems with the techs in the first place.
Update - my test experienced something of a setback when I realized that, as I was "playing" as a minor race, I wouldn't actually be able to trade the AI a Terror Star. I did, however, gift all 8 of them the techs required. Despite playing for three years, none of them built one. So I think we can safely conclude that the AI will not use Terror Stars.
Hey Tolmekian. Never posted in these forums before, but I'm a big fan of your ToTA fix v1.1. Last night I downloaded v2, but I haven't installed it yet and now that I read your notes a bit more closely, I'm wondering if I should.
See, I like stuff like Warp Bubbles and Tulan Waffle Irons and all that. And even though the AIs won't make proper use of these tech tree branches, I say screw them. I'm not hardcore enough to exploit any kind of advantage these techs might give me over the computer - I'm just in it for the funzies, you know?
Also, my custom race are traders, and even though I haven't yet played this new version, I'm wondering if these trade bonus' might not be just a little bit on the crazy side. I know a lot of people don't put much stock in the old trade values, but I never thought they were all that broken before. Maybe in need of a little boost, but am I correct in assuming that each +100 will actually DOUBLE the value of each trade route? So with all three trade techs (not counting Neutral Shipping - does that give +100 too?), the total bonus would be +300%, or four times what trade was previously worth? As I said, I've yet to run the mod, and yeah my head might hurt, but is that right? And what about my custom civ with it's +20% trade bonus? Will that translate into another +200%? That just seems like an insane boost to income and I'd be hard pressed not to feel like I was cheating.
So how much "better" is v2 over v 1.1? Is there a significant increase in the AIs performance, or can I keep the old version and not regret it? After all, all I'm really looking for is a "fix" for a broken game. I do appreciate all the work you've put into this mod though. I wish I could make my own but it's all super science to me, so I must rely on the hard work of people like you. Thanks!
PS, I don’t suppose there’d be an easy way for me to just add those deleted modules back into the game?
My own tests showed the following.
The AI will research Terrorstars even if set to AIV 0 but never actually construct one. So, I build one myself and then let the AI take over to see what it would do. Answer? Nothing. It just sat there and then it disappeared.
Setting the TerrorStar to ID Defenses will pretty prevent the AI from researching them but leaving them there for a player have have a laugh with.
Also if you want the AI to research Starbase Fortification, set it to ID Weapons and it will do just that and it will upgrade its starbase. I've seen defenses up to 60 but again you're not going to fool a human player into endlessly sending wave after wave of ships to meet their death on a starbase so it's no coincidende Defenses/Starbase gets ignored.
qrtxian and MabusAltarn: I guess that's that. I'll try maybe changing Terror Stars to Defense and see if the AI leaves the techs alone.
MabusAltarn: I actually don't want the AI to research Starbase Fortification. It's a long, fairly expensive branch with low payoff in the grand scheme of things. The consensus seems to be that arming starbases is wasted effort after a certain point - a fairly early point. To make it worthwhile to invest in starbase weapons and defense, the modules need to be more easily available and not as costly or cumbersome to install. Weapons and defenses also need to be more powerful.
I'm addressing these issues in a number of ways:
I think this is going to be a big improvement in starbase fortification. I'm running my first playtest currently. I'll let you know how it turns out.
Next up - unintended consequences of making the stock, non-colonizing minor races too intelligent!
PS - I'll reply to you, too, Wetballs.
In 2.0 it still costs money to build the first starbase..given that the poor AI is constantly broke from buying my crappy tech its no wonder they dont get starbases going. They should prob just be totally free as any cost was built into the constructor. The Ai really needs to jump more on the galactic resources..seems to just completely ignore them.
Funny you should mention that. The unintended consequences of making the stock minors intelligent is that they build constructors and start grabbing up all the resources while the majors are still in the colony rush. My playtesting shows that there is a sweet spot for constructor building - after the colony rush and before the arms race. During that time the AI pumps out constructors and does the bulk of its starbase work. During the rush and arms race constructors are a bit of an afterthought.
For the minors, no colony ships means they can start sending constructors out as soon as their scouts find resources. Turns out they also rush Trade technology and start sending out freighters, too. Near the end of year 2 in my current playtest, the Jessuins are the most powerful civ because they actually have a warship while the majors probably don't even have a weapon theory. I get the impression that intelligent minors may end up being somewhat powerful even without colonizing.
Please give it a try. It's not like it will wreck anything. If you don't like it, just switch back to v1.1 and be happy.
I understand. That's why I never had the thought of taking them out until it hit me like lightening right after I started work to finalize v2. It's not necessarily that the AI won't use the techs, it's the very long time spent researching them. I haven't played a game of v2 myself, but i suspect players will find a leaner, meaner AI that gets further along in the tech tree because it doesn't divert to these other techs.
Well, since I don't actually play my mod, I can't really see it from the players perspective. It looks great when I have the AI run it, though. I'm sure some crafty player could max out trading, pick a short, sweet route, and line it with trade starbases to get 1 million bc per round, but I just don't know. How 'bout you let me know?
I think it's a lot better, but I'm biased. It has a lot more of my personal touch than v1.1, but I also did substantial work to continue optimizing and fixing other minor errors. In particular I spent a lot of time making the evil races (Drengin, Korath, Yor) more competitive. My latest playtesting tells me the Yor really are machines and the Drengin are once again the scourge of the galaxy. in v2.1 I'm also finding errors in starbase modules, particularly race-specific modules, that prevented them from being used. So there will be yet another improvement in basic gameplay.
Well, again, please do try v2, then v2.1. And since you gave a good reply and asked nicely, I'd be happy to make you your own little mod that keeps those techs. It looks like I'll also be leaving Terror Stars in, so I'm sure I can find a way to make the AI ignore them, for the most part.
Maybe I'll call it Wetballs 2.1.
Maybe not . . .
Oh I'll definitely try the mod out - I just haven't had time to play for a bit. Also, I didn't mean to come off as though I was complaining about free stuff on the internet, so I'm sorry if that's what it sounded like. As I said I was a big fan of the earlier version, and not just the improved AI performance, but a lot of the other fixes too. For instance, the new arrangement of the farm techs is far and away better than what we had before (and a lot easier to manage). Plus, I never even knew there was such a thing as a Galactic Stock Exchange!
About the trade techs – I’ll certainly play the mod and let you know how it goes. I think trade income might look more or less important depending on what kind of games people play. What I mean is, because it’s a fixed wad of money, it might not seem like much if you play with maxed out habitable planet settings and so have dozens of colonies paying taxes. On the other hand, if habitable planets are set to be more rare, trade income will be much more significant since you won’t have as much tax revenue. In both cases, the game only allows you a maximum of 12 trade routes, and those routes are going to pay the same whether you have 4 colonies or 40 (as far as I know). So maybe I’m just biased since I usually play with habitable planets set to “occasional” in a huge galaxy. Or maybe it might seem to others as though taxes aren’t worth much since they play with habitable planets set to “common”. And/or maybe they only play Good or Evil aligned civs, and don’t have access to Neutral Shipping (or waste customization points on extra trade routes), so they’re used to only having 8 trade routes available.
Anyway, I’m looking forward to playing, and will post a more informed opinion later (though it might not be very soon). It looks awesome! Thanks again!
PS, Also, I dunno if you were joking, but please don’t make a special mod just for little ol’ me simply to include Warp Bubbles! I’d feel like a jackass! (Even though Warp Bubbles and Tulan Crock Pots do help to simulate carriers. How could they not include carriers in Galciv2??? They said “carriers wouldn’t add anything to the game”, but then they go and add TERROR STARS?!? What do Terror Stars add, except a bunch of confused AIs? To quote Bugs Bunny “It don’t make no sense!”)
Another PS, Sorry about the “Wetballs”. I made this account a couple of years ago to download stuff, never thinking that I might actually post. But now here I am apologizing for a ridiculous forum name.
Incidentally, as far as that test game goes, during it I experienced what I can only assume to be a really strange bug, in the form of this unusual plea for help:
For the record, I turned them down, but it wasn't something I'd ever seen before.
I've actually seen this a lot while testing default AI research on auto play but never while actually playing. Kinda weird, probably a bug.
No worries. I didn't take you as complaining at all. I was being serious when I said I'd make a separate mod to put the techs back in. The way I took them out makes it very easy for me to put them back in. Besides, I'm sure there are others who won't be happy not having them. I will have to try harder to make sure the AI doesn't research them. I think I will keep Fleet Warp Bubbles out of the Minor Race TechTree, though. Kinda silly that only Terrans can have them . . . oh yeah, and every single minor race.
qrtxian and MabusAltarn: I've had the pirate bug pop up quite a bit while playtesting. I don't use mega events, so the pirates aren't even in the game. Maybe it has something to do with playing as a minor race. It would suck if the minor races are wasting resources helping the pirates.
For the record, you don't need mega events to get pirates - there are a couple of "normal" events that spawn them, and then there are the pirates that pop up when a civilization is eliminated. Of course, none of that had happened yet.
My apologies for a very basic question, but how/where do you install the mod under windows 7? I've got several stardock, Gal Civ II folders on the hard drive and not sure which one to use.
Also, is there a simple way to tell if the mod has loaded? I've tried making a mod folder within the several "Stardock Games\GalCiv2\Twilight\" folders, but when I check the tech tree I still see warp bubbles listed. Since I belive that tech has been removed in the mod, I'm assuming the mod is not being loaded.
Thanks
Under the basic Galciv2\mods folder -not- in the Twilight folder, then you need to go into the game and tell it to load it under options.
Many thanks, worked like a charm!
Interesting results on playtest 1 of v2.1. Minors end up getting crushed fairly easily despite a strong initial performace. Definitely their best showing and interesting to watch. 3 of the 6 are still holding on by virtue of good placement, decent fleets, and strong starbases. Not only did the minors capture resources and build other starbases, but the new module structure allowed them to fortify pretty well. The Akilians have a starbase with attack and defense totals around 20. The starbases themselves serve to draw a fair amount of flak and thin the incoming fleets.
I noticed that trade helps the minors immensely. They may only draw tax revenues of about 100-125bc, but some had trade worth 200-300bc. I also noticed that the majors put a lot more effort into researching trade techs and sending out freighters. Usually trade is somewhat anemic and a number of races don't even bother. This time around everybody has freighters out and a few had up to 6 trade routes going. I can see how a player might completely break the system, but I love the way the AI has been using it.
Once again the Korath and Yor are dominating the galaxy. I think it has to do with their bonuses and the way I set up their custom points. Time to go back to the method of making identical custom races to test the TechTrees.
More to come . . .
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