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:
Well, I guess I'll just eat that last reply. I noticed the problem with Stinger V and AMW during a playtest and tracked it down. Unfortunately, it's the kind of error that only pops up when you actually research through to Stinger V, so it's hard to notice. I have yet to recreate your observations about Titanium and Harpoon IV. I think you're not the first to mention the * problem, but I don't know what the issue could be yet.
Now that I know how it happened with Stinger, I seem to recall seeing similar things during other tests. I guess I need to go through and test every one now.
Thanks for pointing it out.
Hey again (again) Tolmekian. Sorry it took me a week to respond, but better a wall of text later than never, right? First off, let me just start by saying that I am totally, 100%, completely naked right now. Second, I think I forgot to mention before how much I love this friggin mod! It’s like playing a whole new game! I think it’s what ToA was SUPPOSED to have been all this time, instead of the broken turd they left in a flaming bag on our doorstep. It’s just too bad that players had to fix it instead of the devs themselves. So, THANK YOU THANK YOU THANK YOU for all your hard work in making this game the very best it’s ever been! Seriously, I dunno if you play City of Heroes or not, but if you’re ever in Paragon City, drop me a line (@Plug Nickel) and I’ll hook you up with the goods.
Anyway, dig this…
Minors. I went back and checked my save game and I really don’t see what I was talking about with regard to majors making treaties with minors. All the treaties are accounted for except the Korx and everyone’s at war with them (including me). Also, I never even realized that you could get different reports on the civ you’re trading with just by using that little menu window! I dunno how many hundreds of hours I’ve spent playing this game over the years, but I’m still amazed when I find something like this that I’ve never seen before.
Offensive Meditation. Yeah I do indeed play with tech brokering disabled. I actually wasn’t sure what the hell tech brokering was. I’d thought that maybe it was like when one of the minor races swipes all the techs from a major race and then wants to sell the hubcaps – but I really had no idea. It sounded scary though, so I turned it off. What exactly is tech brokering then? Does it just mean that I can only get unique techs from the civs that start with them, and not through third parties?
Random Team. Haven’t done the campaign, and I never mess with the relations setting, so I dunno where that team came from. Maybe a virus I picked up from fatsweatyknockers.com. Who knows?
Spies. You guys are likely right about why they were swarming me. It sure was a lot different than the ToA espionage that I was used to though (but not in a bad way). I did notice that you tacked on an espionage bonus to Counter Espionage and I thought this was great! I can’t think of another tech that gives an espionage bonus in the Terran tech tree, so it was welcome. I also noticed the +10% loyalty bonus in the Secret Police Headquarters tech, and thought that was damn cool as well. Unfortunately, the Secret Police Headquarters sucks balls and I would never ever research this tech (unless I’m missing something, it looks like a clone of Restaurant of Eternity, with the added bonus that I can have one of these turds on each of my planets – oh happy day!). If it gave a bit of an espionage bonus in addition to the loyalty bonus, it might be more attractive to me, but loyalty by itself isn’t very useful (in my games anyway).
Tech Tree. Glad to see that Warp Bubbles and Electric Tulan Cappuccino Whisks are making a comeback! Unfortunately, because of how expensive weapon techs are (and I know this has nothing to do with your mod) coupled with my very slow research setting, the good/bad guys of the galaxy aren’t likely to see the fruits of their alignment until long after the game is over now that good/evil civ bonus techs are way down at the end of the tech tree. But screw them, I say. Screw them straight to hell.
Galactic Achievements. You said that your mod only fixed Galactic Stock Exchange, Galactic Monument, and Hyper Distribution Center (all awesome by the way), but I thought I saw a few more in there that I’d never seen before. What about U.P. Headquarters? That was a new one. And I think there were some others in there as well, but they were from alien techs like the Shrine of Mithrilar andMercenaryAcademy (which I’d never noticed in a normal game of ToA). Of course they might have been there since v1.1, but they’re all new compared to the dev’s version of ToA, which is what I’m used to. (I only played a few games with your 1.1 mod and could only recall that it fixed the AIs and made them playable again). Oh and with regards to Eyes of the Universe, please don’t take any nerfing glances at this galactic achievement on MY account – I’d hate to be the guy who screwed up everybody’s favorite wonder and risk getting beaten up. Besides, I guess I can just change the value for myself in the xml right? It just friggin bothered me because you have to research all these Sensor techs and then you build this one achievement and suddenly there’s no need to even put sensors on any of your ships ever again! Crud.
Trade. Hey thanks for letting me tweak stuff! Your trade numbers were likely great for the majority of players though. I’m just a bastard, and I’m no good. Actually, since I’ve been granted carte blanche to dick with stuff, I was thinking of messing with the civ customization points system to make it more uniform. It always bothered me that there were “efficiency plateaus” that made certain point-spending habits more economical. For instance, spending 2 points on Economy gives you a +10% bonus, but the NEXT 10% bonus only costs HALF as much (1 extra point, so +20% costs a total of 3 points). I’d like to standardize these values according to how many points you spend. Do you think this would break anything?
And here’s a couple more thoughts…
Starbase modules. Since you got rid of the cost of starbase modules, doesn’t that sorta give a middle finger to the evil races, since free starbase modules used to be one of their perks? And since they don’t get their big guns until so late in the game, might they now be unjustly boned?
Missing dialogue. I remember reading about a mod a few years ago that reintroduced a crapload of lost dialogue that was in the game but never got used because of a bug or something. Even though I never downloaded it, it sounded like a damn fine thing. If this is what qrtxian is talking about, I really do hope that you can bundle his mod with yours! That would friggin rock! I dunno why they put junk in the game that people will never ever see. This game is like a haunted tomb filled with secret doors, and every time you open one, a bunch of treasure that had been there for centuries comes spilling out. Anyhow, THANK YOU QRTXIAN, and THANK YOU TOLMEKIAN if you include his mod with yours!
OK I guess that’s it. Sorry again for all the text.
(Disclaimer: fatsweatyknockers.com is a fictitious website and does not exist. Believe me, I checked.)
Pretty much what Gaunathor said. I would add that tech brokering actually does affect the event in which a minor steals another race's technology. If you disable tech brokering, the minor race won't be able to trade any of the stolen techs. All that said, I always play with tech brokering off. If you play with tech brokering on, the AI normally engages in such vigorous trading and retrading of techs that it's like you vs every AI combined in the tech race.
And the good news is that qrtxian sent me the conversation fixes and they'll be in the v2.1 release. I just need to finish up a playtest and maybe do a bit of polishing, then I'll release it.
Edit to add:
I share this concern. I haven't put any starbase module costs back in, but you may be right about evil losing out. I'm not sure any fixes will make the 2.1 release, but I'm open to ideas about how to handle the evil weapons - and while at it, the good defenses.
What if there were evil weapons at the end of every tier? Say they did better damage, but retained the size and cost of the previous weapon? It would essentially be equivalent to the top weapon of the next tier, giving evil a fast-track to more powerful weapons without being game breaking. The same could be done for defenses.
I hope you mean defences for good alignment, 'cause they ain't get much else of a selling point.
Gaunathar & Tolmekian,
(Sorry, I don’t know how to do that multi-quote thing, but check this out…)
Regarding the Secret Police Headquarters – I mistakenly compared it to the Restaurant of Eternity (which is, in fact, awesome). What I meant to compare it to was the Galactic Resort (which I feel is pretty lame). It looks like the Secret Police Headquarters actually gives less of a morale bonus than the Resort, though you do get the +10% Loyalty bonus that comes with the SPH tech itself. And I didn’t mean to knock loyalty (I think it’s great), just that a mere +10% (which is about all I’m likely to squeeze out), isn’t of much use in the games I play. I never expect to flip Yor planets because I’m pretty sure they’ve got some crazy racial loyalty bonus of like +100% or something. I’d LOVE to have that bonus – but am not likely to bother with just +10% unless I’ve got nothing else to research. Anyway, I still think both SPH and Galactic Resort are crummy.
As for the “alien” galactic achievements, I’m sure they were always there, but as you said, I just never saw them because the computer couldn’t pull them out of its tech trees. But since I’d never seen them before, they were certainly “new” to me, and I was just saying how cool it was that this mod introduced so many wonders I’d never seen before.
As far as tweaking the customization numbers, I was wondering how the computer players pick their abilities. I mean, if you play with the values, will they still end up with the same bonuses? I was just worried that they’d try to buy the same stuff they were supposed to have and the totals might not add up.
Evil Weapons (and Good Defenses) – Tolmekian, that idea sounds great to me. So it would just be an extra weapon tech at the end of each tier, right? That’s simple, and they’ll get their bonuses in stages, which always gives them something to look forward to. Plus they’ll STILL have the biggest guns on the block at the end of the line, like you had it before.
Anyway, glad Qrtxian’s conversation fixes are making it in! Can’t wait for v2.1!
I do mean good defenses, of course.
My observation was that the AI either doesn't use it's customization points, or uses them oddly. Changing the number of points won't mess them up, but you should just assign the bonuses yourself instead of letting the AI do it.
I thought the evil/good thing sounded decent. It's not actually that much work, so it'll probably make it into v2.1.
I'm not going back to review the tape, but either way I didn't plan on putting them back in. In v2.1 I removed the ModuleRequirement for pretty much every module, with a few exceptions. Weapon, defense, and assist modules all require either Battle Stations I or Starbase Defenses I. Otherwise, the only stepwise lines I left in were Battle Stations and Starbase Defenses (2 requires 1, 3 requires 2, etc) and the culture modules. I still don't like the idea of having to pay for them, but I realized that only needing 2 constructors for 100% bonus and 3 for 160% was going to get out of hand pretty fast.
I'll need to think about it. Many of the culture modules ended up "below the line", ie the AI can't use them. So, cost is only an issue to the player. I haven't tested to see just how obscene culture starbase spamming can become without a cost.
Input?
I didn’t realize that the SPH gave an additional +10% loyalty to the planet it’s built on. I never actually built the thing, but right-clicking on the icon when you’re looking at the tech tree just shows that it gives a +20% morale bonus. After loading up an old save game and building the SPH, I didn’t see any loyalty bonus in the little window where improvement bonus icons usually appear (on the planet screen). However, sure enough, written right there in the description it says it gives “a boost to planetary moral by +20% and loyalty by +10%”. I guess I should read the descriptions more, instead of just looking at the symbols! It would be easier to see, at a glance, what actual bonuses an improvement gives if they put all of them in the box next to the description (the one with the little symbols). Or maybe it’s supposed to, but for some reason this loyalty bonus doesn’t show up there.
Anyhow, thanks for the info!
1. Only a valid assumption if the values per module haven't been tweaked; otherwise you're looking at 5 useful modules plus an initial constructor for 6 total.2. With decent industry it should be perhaps two or three turns, but okay.3. As influence is a square root function of distance, you want to get them as close as possible to the planets you're trying to flip-and, generally speaking, you won't need all four.4. It shouldn't take that many turns, and based on using half the constructors per starbase as well as half the starbases, that's only about a quarter of your estimate.5. Yeah, until you tear them down and build them elsewhere.6. TA's MCC means little to no waiting.7. True in practice, but not in theory, as at 100 logistics starbases are free to construct.8. Yes, however, it doesn't seem that influence SBs were designed to be permanent fixtures-when you're done with that set, you tear them down and rebuild them elsewhere.9. Or capture Hyperion Logistics Systems. Granted, the AI can't do this.10. Was the AI actually using the influence modules anyway?
The bottom line is that the costs aside from those determined by starbase number are not that significant compared to the cost of building the constructors themselves, and as the starbase cost formula is hardcoded into the game executable that's not something we can change.
That could be taken as an argument for or against, though...
Why not? It won't specifically seek them out, but it can certainly capture them.
This is why I should proofread my posts better. That's what I meant: The AI doesn't know how to do it, but it can happen by accident.
Actually, in my experience you can - some seem to value it much higher then others, but in my experience all AIs will eventually build one if they live long enough after researching Expert Logistics. Generally, unless the structure itself is bugged, the AI will build any super/galactic improvement as long as they can research the necessary tech.
And for the record, AI 11 does make use of influence starbases, though not to the full extent a human would, and generally more in a defensive then offensive manner. I have seen the Krynn (default AI 8) use their unique influence modules as well sometimes, but that's about it for the other guys.
Also, has anyone tried this so far? It wouldn't be perfect - the AI wouldn't know how to use a "command ship" and so would likely build tons of these things - but it seems worth a try.
And as far as the discussion of hull modules goes, I'm not clear on whether HP modules were also removed or not, but the AI very definitely uses these, and they should stay accessible. It's only the offensive/defensive/FWB that give it trouble.
What this means, precisely, I can't say-I don't really have an opinion here, and it could be taken as an argument either for or against module fees. But I'm fairly positive it's relevant information.
How does that make the Yor better?
With, say, 30 starbases (is this an unrealistic number?), the last one will cost 13,650 to build with 57 logistics (first 10 are free, although if memory serves the free quantity may change based on galaxy size-that's a Gigantic number, for reference).
30 influence SBs might be a bit much, but when you consider that this counts economic SBs, military SBs, and even mining SBs, it's not that many. Actually, mining SBs are counted for determining your next SB build cost, but they don't cost anything themselves.
At a rough estimate, based on DA's economics bonuses, even with four stock markets per planet and an economic boom at 20B population per, it would take ~750 turns (over 15 years) in order for a single planet to repay 100 fold. TA has the potential for somewhat higher bonuses, even without the MCC, reducing it to just under 12 years.
Any game that goes on that long (with the exception of when I found myself 531 million bc in debt due to a bug back in DA 1.7) is already won. I suppose in TA with Very Slow research one could make an argument for 12 years, but 15 or 16 is still unrealistic.
A more accurate number might be 10-fold, as that's only a bit over a year to a year and a half, per planet per starbase.
I'm beginning to suspect that SBs would work much better if logistics were to reach 100 via the tech tree, and simply have the costs tied up either in modules or the constructor module. Of course, logistics for hull sizes would need to be rebalanced...
I have one game with Normal tech speed in TA that is currently in 2239 - year 13 - and is still at least a year from finishing. It can happen, though not usually (and maybe not on your settings).
That's interesting. How did you manage that, out of curiosity?
In any case, that's for a 1:1 ratio of influence SBs to target planets. Even I suggested it might take two. How's 24 years sound to you?
So I'll stand by my estimate of closer to 10x than 100x. Which still suggests that logistics may need a change.
It's a combination of quite a few factors, but primarily 1) some extraordinarily protracted wars (this is the game I posted about a while before where the Arceans refused to surrender despite being at war with literally every other major race), 2) a Dread Lords Mega Event that actually caused a lot of trouble, and 3) two very powerful AIs - the Thalans and Altarians - who couldn't be easily conquered nor allied with. The Thalans have probably had it by this point, but I'm still not quite sure how to deal with the Altarians.
That aside, while I've had games of similar length before, and I expect I'll have them again, in my experience the average duration of a TA game is around 8 or 9 years. So your point still stands.
Artificially prolonging the game doesn't really count, though. I too like long games, but if I'm not deliberately drawing them out they'll rarely reach a decade.
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