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:
Ah, so that's the reason...
You probably missed it in the wall of text, but I was wondering if you'd be willing to share the conversation fix? I'd like to package it with the 2.1 release.
Sure, though I wouldn't know where to upload it.
Hey again Tolmekian. It’s been a couple of weeks and I’ve had a chance to play a few games using your v2.0 mod so I thought I’d throw some feedback your way. You know, because I’m a helluva guy or whatever. Anyhow, I’ve rounded up all my notes and hopefully at least some of this will be useful to you. Oh yeah, it’s long, so I hope it fits in one post and I hope it doesn’t hurt your eyes…
Right, so I played three games using the mod, although the first game doesn’t really count because I quit less than half way through (the U.P. voted to double trade revenue and one of the things I wanted to get a feel for was how trade would work in a normal game). The other two games I played as a custom race (maxed out trade bonus) that used the Terran tech tree, with the following settings: Gigantic galaxy, occasional habitable planets, and very slow research (I love very slow tech, even with the inflation explosion, although it does mean that I almost NEVER develop weapons that do more than 2 damage).
In no particular order, here are some thoughts/observations…
Holy crud, that was a lot more than I intended to write! If you don’t want to read a wall of text, I’ll totally understand. But if you do, please don’t think that I’m complaining – these are notes I made during my games, and most of it is just odd stuff that I’d never seen before (not bad – just different). None of these are a big deal, and some of them are pretty trivial, but they were things I noticed as I was playing so I made note of them. Play testing seems like it would consume a huge amount of time, so I figured that as long as I was playing, I’d gather as much info as I could in order to help out. Sorry this is so long. I suppose I could have sent this to you in a pm, but I didn’t. Does that piss you off? Sorry.
AI used trade to get lots of money --> lots of spies and big fleet's.
I build espionage centers to counter that (AI doesn't build them, I haven't seen one at least) --> too easy to drown them with spies, that you don't use to nullify spies + steal technology when you capture planets (those are the only times I have managed to steal tech at least <-- Espionage level Advanced?).
I tried your suggestion and while it doesn't remove the problem completely, it certainly reduced it considerably. Most races won't bother with the offensive modules anymore and the defensive modules will be researched much much later. This seemed to depend somewhat on AIP, race and research output. In any case, most races now have a much better chance to research something useful before the Yor start to wipe them out.
Good enough for me! Thanks again!
BTW, I found out why I never saw the AI adding defenses to influence bases. While both AIP 8 and 11 make good use of economy, mining and military bases, only AIP 11 really uses influence bases. AIP 8 builds them, but thats it mostly.
For the most part, I have been concentrating my efforts on the AIP 8 races in my mod lately. Even if AIP 11 races are in the test game, they usually don't have the time to build influence bases, nevermind upgrade them. Especially if the Yor are present, too! While trying to improve the Arceans, I turned the Yor into an unstoppable war machine, somehow. They have yet to lose a game!
I've noticed something very peculiar. I took over a minor a while back and it seems that some are removed from the MinorRace techtree. For example: Space Militarisation and nearly every propulsion tech seem to just disappear. The techtree still connects properly but the techs in between are still needed to continue a research line.
I've yet to notice a minor develop weapons because of this.
Can anyone confirm that this is the norm or isolated to my install.
I can confirm that. Though the MinorRace_TechTree.xml is fine, certain techs are not showing up for them in the game. It happens in both the un-modded game and mods. My guess is, that this is a hardcoded limitation to further differentiate the minor and major races. This doesn't hamper their ability to research weapons, though. At least not in my games.
I have a question: what do we know about how the AI customizes ships? The ShipCfgs list some basic modules on ships, like Basic Support. The AIs don't remove modules from ships unless they and changing the effectiveness of a module, right? Because they have templates for each category of weapons; if I was the designer, I might make the ship customizing AI just smart enough to only improve on the systems already extant in the templates.
What if you forcibly installed fleet modules on the largest size vessel templates that the AIs use? They'll either not build those ships, remove the modules, leave them there, or possibly upgrade them, the templates having 'primed the pump'.
I think I might test this as soon as I get my GalCiv II accounts all straightened out; it seems there was a 2.04 update that I never downloaded. Unless of course, and it is likely, that such shenanigans have been tried already to no avail.
Wall of text.
It's all good. I'm kind of a wall-of-text guy myself, with no aversion to reading. I appreciate all the feedback and the time you took to make notes. Your commentary was entertaining, as well, so that helps.
I'll hit your comments point by point:
Minors. Since smart minors can't colonize, they're left to build constructors and warships. I'm surprised at their aggression, but if they have a military and the majors don't, I can see how it happens. AIPersonality 5 (the minor AI), also looks to be optimized for life on one planet. That means heavy research into weapons and trade, for one. They also have what I think is a unique ability to build new structures over existing ones. As far as I know, minors neither give nor receive treaties with the other AIs. It's never happened in any of my games, even with colonizing, semi-major minors. Are there any races you haven't encountered? It could be that the treaties are going to an unknown race, in which case it won't show up on the treaties screen. Also, in the trade dialogue, if you change your view to Relations, it will show who they are at war with, allied with, and who they have treaties with. You can hunt down the lost treaties that way. If you still have any save games, could you try it out and let me know?
Loyalty. I didn't do anything to loyalty, other than make a couple techs and improvements boost it. Your problem could simply be influence. You need to break 4x influence for planets to start flipping.
Double buildable icons. The Induction/Recruiting Center is a known issue. It's the only way to make the same building available with 2 different techs. Not much I can do about it, but it doesn't hurt anything.
Extreme Colonization. Extreme and Advanced Colonization actually are the same tech. They just have different display names in different tech trees. Since they're the same tech, you can't double up on it. You research/trade for one, and you can't get the other. As for gateway techs, they needed something. Glad you like it.
Offensive Meditation. This is an Altarian tech. I'm assuming you have tech brokering off if you can't get it from anybody else. You'll have to beg the Altarians for it. And don't overdo the cologne, they have sensitive noses.
Mercenary Accadamy. The Mercenary Academy grants War Profiteering of 2%. That means you get 2% of the economy from each race at war. They don't lose it, you just get it. Only once for each race, no matter how many wars they are in.
Unique techs in Diplomacy. I'm guessing the Drengin and Korath techs may not have asterisks because they share them. Since they are in more than one TechTree, I guess they're not unique. 2 Imaginative Researches? Don't know what to say for that. Okay I just reread your comment - I don't know why some techs have it and some don't, if they're all shared between the two. Hmmm.
Random Team. I've heard of this. Shouldn't have anything to do with my mod. Do you play campaign at all? Just make sure to check you relation with each race while setting up and make sure it's either unknown or neutral. I prefer neutral because then you can talk to all the races at game start, even if they're on the other side of the galaxy. They can also join in UP votes, so no 1 or 2 race votes for the first few years.
Defenses. I'm not sure offhand how my sizes stack up. I tried to stick somewhat close to the originals. Since I upped the strength of defenses, I may have upped the sizes a little to prevent ships with outrageous defense.
Trimming the tech tree. At present, only the unique weapons and Fleet Warp Bubbles got the axe. The good and evil weapons/defenses have taken the place of the ultimate weapons/defenses at the end of the appropriate line. Maybe that makes good and evil wait too long for benefit, but that's the way it is for now. You'll be happy to know that the fleet attack/defense/warp bubble techs are all coming back in v2.1
Hull spaces. What you're thinking of is SizeMod, which increases the component size based on a percentage of the hull. I may have relaxed that some. I'll look back and see if it bears any changing.
Spies. Like Agorwal88 said, more money = more spies. I also gave Counter Espionage a 10% Espionage bonus, which helps, I think. Also, if you were the big-money galactic leader with your trade empire, you could simply be the target of everyone else's spies.
Non-weapon/defense balance. Never really considered systematic balancing of other things. After reading about how people don't use Industrial Sectors and reading your comment, I think I may have a look at them. Not sure about Warp Drive. I'd like to get v2.1 out in the very near future, so I'm not likely to tackle too much more at this point.
Galactic Achievements. Glad to hear you like the changes. The only one I added, I think, was the Hall of Justice for neutral civs. I did that mostly because I needed something for Balanced Vision. I restored 3 that were lost due to typos - the Galactic Stock Exchange, Galactic Monument, and Hyper Distribution Center. Maybe in a future version I'll tweak some. I may have a look at the Eyes of the Universe right now. You realize, though, if I nerf it everyone will be looking at you . . .
Quantum Power Plants. Heard about it. They may have fixed some, but I think some are still broken. I don't think I can do anything about it. I'll put it on the list of things to look at, though.
Trade. Coincidentally, I also reduced the bonus to 50% for v2.1. I appreciate your respect for my ownership of the mod and the effort and all, but please feel free to do with it what you like. The whole idea of the mod is to make the game more enjoyable for everyone. If there's something you don't like, change it and be happy. I reserve the right to kick you in the balls, though.
Alrighty then, that was a fun little slog. Thanks again for all the input. It looks like you'll be happy for v2.1 when it comes out. I just need to get the conversation fixes from qrtxian and look at a couple small things, then it's on!
I haven't noticed this issue, and I've been looking at minors extensively in my last few playtests. They are geared toward weapons research and often hold their own pretty well unless they're right next to a hostile major.
The only issue I have was with Neutral History. I put it into the Minor TechTree so they could have Markets, but it looks like minors simply can't have that tech. I had to make up a new one for them.
I've considered this, but never done it. Please do, and let us know how it works. It would be cool to include a batch of templates with the mod so that the AI could use them. That would require a whole new round of optimization, though . . .
I just did this and it seems to work. I thought I had a good reason to do it the other way. Best thing I can think of is that I changed it early in the process, before I knew that I could give the same tech a different name and extra bonuses for a specific race.
I guess it does make it a non-unique tech, and since everybody gets Space Mil pretty early, you'll never be able to trade it.
It's weird, just like the whole Neutral History issue. It seems the minors are hard-coded against having certain techs.
How to fix it? Copy the whole tech tree and rename it Drengin-minor or Snathi or whatever. Then, you have to go through and change the ID on each tech that won't show up, along with the requirement for any higher techs. Then you have to make duplicate improvements/starbase modules for the new techs, each having the new tech ID as a requirement.
Or you could just suffer without. That's a lot of work. Or make new tech trees for the minor races. Yikes.
I can suffer without it. Getting the major races to use their tech trees properly is enough work already.
I'm sorry to ask such in idiotic question but how do I get this to work? I'm reinstalling GalCiv2 from scratch because, well, with civ4 being such a great earth-type 4x game, I plumb forgot about Galciv2 and I'd like to get it right the first time. Where do I install it? What do I do once I've loaded it up? Are there any special options I have to put in while I'm building my game? I'm grabbing the minors colonize link.
Also, since... um, politics, is there anywhere else you could upload these? Rapidshare is being all subscribey now.
Thanks a lot and keep up the good work. I'll let you know how badly I suck... I mean how great your mod is.
Put the extracted folder into the mod folder of the game. The standard path under Win 7 would be: "C:\Program Files (x86)\Stardock Games\Galactic Civilizations 2\Mods".
In the game options activate "use mods" and change the path of "current mods directory" to the new "Tolmekian's Tech Tree Fix" folder. You have to restart the game after that.
Those are all the necessary steps for the mod to work. If you want, you can further edit the races in the opponent selection screen. But this isn't necessary.
So they all, by default, use the 8 ai (or whatever)?
You can download from rapidshare without subscribing, just scroll down to where it says Download.
Tolmekian set them all to AIP 11. You don't have to do anything in that regard.
Toot-sweet. Thanks for the info.
You're welcome.
Has any one else noticed that at least the Iconian tech trees are screwed up in the last version. There are no requirements for titanium amour or for stinger V/advanced missile weapons. The two of them seem to be combined, which seems like a mistake since beam and mass driver still have they advance weapon separate form laser/rail guns techs. Also the tech harpoon IV is named todo: display name, which is separate from the other harpoon techs. Also in same games computers have techs that no name just a * and blank spaces
Why does it say unavailable and incorrect downloading settings?
Everything looks fine on my end. I'd suggest to download and install again and see how it works.
I don't know. I just tested all four of my links and they work fine. Sorry I can't say much for this.
There are many great features available to you once you register, including:
Sign in or Create Account