[Disclaimer: Stardock does not endorse or support this mod. This thread has merely been stickied so users can more easily direct comments or questions to the authors of this popular modification.]
About:
Autumn Twilight v2 is a overhaul mod for Galactic Civilizations 2 - Ultimate Edition. Its purpose is to remove the more extreme changes made to the game due to the integration of the Community Update, to make the gameplay more like how it was in the last official version (v2.04), and to fix as many of the remaining bugs as possible.
Highlights:
restored a lot of content that got removed/replaced by the Community Update (e.g., technologies, planetary improvements, starbase modules, etc.)
changed the tech trees to more closely resemble the original ones, and made a few balancing adjustments (primarily to the weapons trees)
changed a lot of techs so you can trade and/or steal them again
restored the original gameplay values (i.e., abilities, planetary improvements, and so on) and made some small balancing adjustments
undid several changes to the UI made by the Community Update (e.g., the removal of the ability to buy planets from the AI)
and more...
For more details regarding the changes made in the mod, please take a look at the changelog.
For a comparison of the gameplay related differences between Autumn Twilight and v2.04 of GalCiv 2, please take a look at the Comparison spreadsheet.
You can download the mod on NexusMods.
Questions, feedback, and general comments are always welcome!
I hope you like Autumn Twilight, and have fun playing it!
Installation:
1. Download and unzip the file, then place the Mods folder into GalCiv 2's Twilight folder.
The exact path depends on where you got the game from and where you installed it.
For example, the standard-path for the Steam-version is:C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations II – Ultimate Edition\Twilight
While for the GOG-version it's:C:\GOG Games\Galactic Civilizations II\Twilight
1.1 This part is optional. If you don't care about the campaigns, then continue with point 2.
Place the unzipped Campaigns folder into the following folder:...\Galactic Civilizations II - Ultimate Edition\Twilight\Data\English
1.2 When asked to overwrite the existing Campaigns folder, press 'Yes'. None of the existing files will be overwritten.
2. Start the game and go to the Options menu. On the 'Game' tab, activate the 'Use Mods' option.
3. Now click on the 'Change' button in the lower right corner of the 'Current Mods Directory' box. This will open a new window. There click on 'Default'. This will close the window and cause the game to use the mods directory for the expansion Twilight of the Arnor instead of the base game.
4. Click on 'Change' again. Now select Autumn Twilight and click on 'Done'. The 'Current Mods Directory' should now look like this (depending on your game-version and installation path): C:\GOG Games\Galactic Civilizations II\Twilight\Mods\Autumn Twilight
5. Restart the game, so the changes take effect.
6. If you have played the game or a previous version of Autumn Twilight before, go to the folder User Name\My Documents\My Games\GC2TwilightArnor and delete any files with the ending .raceconfigxml. Otherwise, any changes to the races can't take effect. You will also need to start a new game, because mod-changes cannot affect games currently in progress.
Uninstallation:
1. To uninstall the mod, change the 'Current Mods Directory' to 'Default' in the game. Then delete the Autumn Twilight folder under Galactic Civilizations II\Twilight\Mods and repeat all steps from point 6. of the Installation instructions.
2. To uninstall the updated campaigns, delete all files starting with AT from the Campaigns main and sub-folders under Galactic Civilizations II - Ultimate Edition\Twilight\Data\English\Campaigns
Credits:
MarvinKosh – for inspiring me to expand my original mod to fix the tech trees too, and inviting me to help with the CU (which ultimately lead to this new version of Autumn Twilight)
Tolmekian – for discussing several balance changes in the original version of my mod with me, and providing general tips
Sole Soul – for providing information regarding several game mechanics (especially logistics and taxes)
MabusAltarn – for providing information regarding some issues with the minor races' tech tree and how the espionage flavour text entries work
MisterAedan – for helping with the testing of my original mod, providing feedback, and giving me an idea for some small changes to the Drengin tech tree (part of which are still in the new version)
UnleashedElf – for helping with the testing of my original mod and providing lots of feedback and encouragement
Spinorial - for providing a fixed version of the RaceImage05_neutral.bik (fixes the flickering)
Maiden666 – for discussing several balance changes with me (primarily to the ability bonuses, political parties, and UP proposals)
Hi everybody! I uploaded a new version.
What changed?
For one, I made some changes to the starting ability bonuses you can buy. Trade Routes are much cheaper now (1 point per route instead of 3 per route), and Morale had some small adjustments. You can see the details and reasoning behind the changes here.
Fertility Acceleration now has a proper details entry. It's not great, but better than what it was before. I also reduced the Pop-growth bonus to 15%. It just felt too high at 25%.
I took back a change I made to the Welfare UP proposals. The accused race would always vote for itself, which made no sense in the context. The original way it voted made was much better in that case.
Other than that, I also made a few changes to the dialogues of the Drengin, Torians and Korath, and added new espionage entries to the Torians regarding the Drengin and Korath.
I haven't made an changes to the AI yet. That's the next part I'm working on.
I'm currently in the middle of a test game, and it is pretty wild. The Arceans and Drengin are in the top five. So too are the Paulos and Akilians of all races.
Anyhow, I hope you all like the changes and have fun playing!
I have been using/following this mod for a long time now and it brings this game alive. I really appreciate all your hard and continuous work on this great game
Thanks! I try my best.
Well I guess I have had enough time in playing Autum twilight to reply. I've liked what U have done with the Yor. From what I've been trying to say on other sites. I'm not trying to change the mechanics of the game. Only to enhance them. The things I'm not posting on r things I either don't have an opinion on, or don't know about.
Off subject but I'd like to know if you and the other major mod makers are going to be heavily involved with the making of GC3. GC2 TA was horrid without your mods to fix the utterly broken AI. It was like playing a 4x with only one side. Stardock was going through a bad time between their incomplete work on GC2 TA and Elemental, basically making both purely to sucker folks out of cash for broken games.
They've made amends since with their work on fixing Elemental up to Legendary Heroes, the game Elemental should have been in the first place, and you guys fixed GC2 for them as best you were allowed. They never fixed GC2 themselves though so I don't have a lot of confidence in their AI ability. Are you, Tolmekian, and Marvin Kosh onboard with the new project? I'd love to support it but having you guys that followed through what they didn't would go a long way in showing their intentions with GC3.
I already purchased the Founder's Elite Edition to get Alpha access. So, that's a definitive 'yes' from me. MarvinKosh, I believe, will join up once he has the money. As for the others? No idea. I haven't heard from Tolmekian and MabusAltarn for some time.
I would say (based on my latest test game) that the AI is basically sound, but TA introduced quite a few new things which threw it for a loop. High-maintenance, low-yield buildings for one!
It's no huge surprise that mods will probably get me interested in the beta. Tinkering with buildings and ship components is fun.
Barring a new patch, yeah I'm forced to agree that all that has been done may be done improvements wise. What we need is a patch addressing the buggy AI 7 script, and the other AI script that is buggy, plus an AI that manages the bonus tiles.
I've been testing some changes the last couple of days, and it's going pretty well.MarvinKosh is currently working on the Life Support modules in his mod, which has reminded me of an idea I had a while ago. I didn't follow up on it at the time, because I was close to releasing v1.0 and didn't want to mess anything up. I also wasn't sure, if it would work. Now, I finally gave it a try after all. So, what exactly is this idea all about?1. The Yor will no longer have access to Life Support modules. In exchange, the bonuses to the Range ability from the Cybernetic Support techs are greatly increased (currently 60%, 60%, 80% and 100%). The Yor will also get a replacement for the Hyperion Re-Supply Center (Spark of Life Amplifier), which provides a 50% bonus instead of 25%.2. The Basic Life Support module gets removed completely, and the Life Support techs will no longer provide any bonuses to the Range ability. The Hyperion Re-Supply Center will also be removed (for the moment, at least). This means, that the Torians are currently the only organic race, that can get a bonus to the Range ability (unless you spend some points during race customisation).3. The Life Support modules will become a bit weaker. Their range (currently 4, 6, 8, 10) and cost (currently 2, 3, 4, 5) gets reduced, while their base size gets increased (currently 4).4. To prevent the Yor from getting access to the Life Support modules, the Life Support techs will become untradeable and unstealable.This is an attempt to make the Yor a little bit more unique. So far, it's looking good. One of my main worries was, that the AI couldn't cope with this change, but that seems to have been unfounded. In fact, the AI is using the increase in free space to arm its freighters, colony ships, and constructors. While I have seen the AI do this before, it was never to this extent. Quite unexpected. The only downside is, that the AI isn't researching the Life/Cybernetic Support techs fast enough, but I'm working on it. Another area I made a couple changes to are the SPs and GAs.For example, I've changed the Maintenance Grid of the Yor to a GA with a 30% bonus to the Morale ability. I did something similar during Beta 2, but wasn't quite satisfied with it back then. Now, I'm pretty sure it'll work. I'm just not certain about the value yet. I'll either keep it as it is, reduce it to 20%, or change it to 25% and add a 10% pop-growth bonus (similar to how most of the starting GAs of the other races work).The Precursor Library of the Iconians is also a GA now. This is actually in line with what the tech says (Allows us to construct a Precursor Library.), so it's perfectly acceptable. This is also an attempt to reduce the overabundance of must-have 1pps for the Iconians. At the moment, the Library is using the same values as the Omega Research Center, but with the cost of the Tech Capital.I've also considered turning the Merchant Trade Complex into a GA, but ultimately decided against it. A 50% bonus to your Economics ability is just too OP, and I'm not going to reduce that value. Also, if you would loose that GA, it would hurt your economy tremendously.Lastly, the Drengin got the Artificial Slave Pods back again. Well, sort of. It's actually the Artificial Slave Center, but with a Drengin paint-job. The reason for this change is that multiple ASCs in the hand of one race is completely overpowered (which is possible to achieve, if there are several Evil races in the game).The 50% bonus to military production of the ASC doesn't increase your Military Production ability, but directly increases the base production of all of your colonies. This means, that, if you have four factories on a world, they will now effectively produce as much as six when building ships. Your bonuses from production enhancers and your Military Production ability are then added on top of this. Should you get another ASC, then your ship production capacity will be doubled, compared to what it originally was. If you acquire even more ASCs... Well, you get the picture.I tried turning the ASC into a TG (like it originally was in GalCiv 1) and then a GA, but neither worked. The ability of the ASC is apparently not only hardcoded, but only works as a SP. Replacing the ability with a bonus to the Military Production ability is out of the question. This is one of the few abilities that actually change how parts of the game work. I'm not going to remove it. Lowering the bonus will also not happen, because the value is fine as long as you only have one ASC. Limiting the availability of the ASC, so only one race can have it, is, therefore, the only option left.I ultimately decided to give the ASC to the Drengin, because they only have one unique SP/GA (the Brain Washing Machine).I made a couple more changes besides those, but I think, that's enough for now. As for when the new version comes out, I cannot say. The AI still needs some work, before I'll release it.
I've had it with AIP 11! It's too damn frustrating to work with! Don't get me wrong, AIP 11 is pretty good when it comes to researching. Building up its worlds or running its economy, however, is a completely different matter. At least as far as the Iconians are concerned. I rarely see those problems with the other races on AIP 11.In my last test-game, the Iconians were running a tax-rate of 92%, yet they were making hardly any money. The reason for this was twofold:1. About two fifth of the Iconian colonies had an approval rating of less than 25%, because the AI never built any Dream Conclaves on them, and each one had a population of only a few million people. The empire-wide approval-rating was in the high 60s, because the rest the planets had a very high rating. This meant, in the eyes of the AI, that everything was a-okay. So, lets increase our taxes some more, shall we?2. Espionage. The way AIP 11 treats the espionage-slider is very binary. It's either off or on. 0% spending or 25% spending. Nothing inbetween. Also, once the AI begins to train spies, it'll never stop. The Iconians spent over 800bc per turn for spies. This was their biggest expense by far, and the main reason why they didn't make much money. If they had run a 69% tax-rate and set the espionage spending to about 11%, they would have made more money and got a spy every 5 turns (not to mention, that they would have had more taxpayers).This isn't a singular incident. I've seen this behaviour in countless test games, and I've had enough of it. Originally, I thought I could work around this problem. "As long as I make sure that the AI builds Dream Conclaves on every world, it won't be so bad." I was wrong. No matter how high I set the value for the Dream Conclaves, the AI won't build them on all worlds. So I'm setting the Iconians to AIP 8. It's the only choice left.The first few tests are already very promising. The Iconians build up their worlds much better, even though I haven't yet changed any of the values. Research is also going pretty good, though it can still use some work. AIP 8 has its own share of issues, especially regarding the Colonization-techs, but I'm certain, that I can work around them (this time for sure).Another change to the Iconians I made was to the Molecular Fabricator. I reduced the maintenance from 8bc to 4bc, and the manufacturing bonus from +75% back to +50%. It still is the most powerful production enhancer in the game, though just barely. This was primarily an attempt to help the Iconian economy, but also a try to make the MF slightly less OP in the hands of another race.In exchange, I added a +10% Social Production bonus to the Interstellar Refining tech, and a 10% bonus for both Social and Military Production to Molecular Fabrication. If my calculations are correct, the social production output should remain the same, while the military production output is only slightly weaker than before.
Learning about Gal Civ 3 (yes I'm late to the party) got me to reinstall Gal Civ 2 and give it a try. Played it a ton back in the day.
I wanted at least some mod to overcome basic glitches. Gaunathor appears to be very knowledgeable so gonna give this one a try! Appears I'm getting version 1.01.
3 questions.
1) Are there any other mods you would consider "must-have" (or close) that would compliment this one (Autumn Twilight)?
2) In another thread https://forums.galciv2.com/438957/page/1/ you mentioned this mod may not be ready for prime-time, thus didn't fully recommend it over others (very humble of you). Do you feel it's more or less "ready" now?
3) <related to (2)> Is what you're working on now for Autumn Twilight(if you are) things you feel are critical to game balance or just nice-to-haves (or somewhere in-between)?
Thank you thank you thank you for all your hard work. Much appreciated!!
Ayreon5
I haven't tried that many mods, so I don't know any must-haves.
Still, if you're interested in better graphics, then I can recommend the High Resolution Graphics Mod (I explained here how to merge it with Autumn Twilight), and if you'd like more options to customise the abilities of your race, I made a mod that allows you to add negative ability values in exchange for more customisation points.
However, I would consider both to be only nice-to-have.
I made that post during the early Beta stages. Autumn Twilight has been ready since at least Beta 6 (end of April).
They're in-between. Some of my changes (especially regarding the AI performance) are critical, while others (like some changes to a few planetary improvements) are only nice-to-have. You can read up on a few of them in the two posts above yours.
However, it's going to take a while before I release the next version. The AI requires a complete re-evaluation due to some of my changes. Until it is ready, v1.01 should more than suffice though.
You're welcome.
I've finished my first passover of the AI. It went much faster than I expected. The AI is handling my changes surprisingly well. For the most part at least. There have been two or three instances where a race didn't have any colonisable planets nearby, and, instead of trying to increase its range by building starbases, decided to turtle up. However, I consider this to be negligible, because it happened only two/three times out of over 40 test games.The AIP 7 races are doing well too. The reduced range helps them to not fall too far behind, because it limits the expansion of the other races as well. I also saw something quite astonishing today.I was testing the Altarians, Krynn, and Yor. The Yor were missing XTR-17 in their home-system, and they had only a few habitable worlds close by. I was ready to give up any hope for the Yor in this test, when they suddenly managed to extend their range far enough to grab an economic resource in the area between the Altarian and Krynn territory. This not only created a buffer zone, but also put several habitable worlds within Yor territory. The Yor didn't waste any time, and immediately sent colony ships to grab those worlds. They managed to get the two, that were close to the economic resource, but the Altarians beat them to the other two worlds (by only one turn). The Yor retreated their colony ships to the closest planet, and, once in orbit, immediately sent them out on a course to two extreme planets (one barren, the other toxic) behind the Altarian border and colonised them. That's highly unusual. AIP 7 normally doesn't colonise planets within enemy influence, so there must be something different with extreme worlds. It's the only explanation I have for this behaviour.Speaking of the Yor, I decided to reduce the bonus to the Morale-ability of the Maintenance Grid to 20%. 30% felt just too powerful for a starting GA.Based on the current progress, I might actually be able to release this version sooner than intended. Maybe early December. No promises though.
I'm currently in the middle of a game, playing as the Terrans, and I've seen AIP 7 colonise planets under foreign influence again. Non-extreme worlds this time. Take a look:
The planets my arrows are pointing at, have been within my territory for months (Mars obviously). There is no way, that the Drengin could have sent their colony ships there before those planets came under my influence. Something strange is going on, but I like it. This makes AIP 7 much more competitive.
The Drengin are doing pretty well in this game. They have the second biggest empire (13 planets), and already tried to extort a planet from me (they've got Stingers II).
They Arceans are also doing well, with 11 colonies. They don't have a military yet, but that is only a matter of time.
The Altarians, on the other hand, lost the colony rush. They only have 8 colonies. At least their research is going well.
At the moment, I've got the biggest empire (18 colonies soon). I don't have a military yet, but I have the necessary tech (bought Stingers from the Drengin), should I need it.
We'll see how long the Drengin tolerate my presence.
Hmm, interesting observations. Maybe the changes to life support are responsible for this shift in AI 7's strategy?
I would hazard a guess and say that AI 7 will only send colony ships a certain distance from its influence. Now that empires are more contiguous, that isn't as much of a problem.
Could be.
Makes sense. The foreign influence isn't as strong that close to the borders, so the threat of losing planets due to culture flipping isn't as high. However, that doesn't explain why the Drengin colonised Mars. It's in the middle of my territory, so it should have been clear, that my influence there is pretty strong.
Beats me then. Unless the original assumption about AI 7 not colonising inside foreign influence is incorrect, and there is some other calculation at work.
Gaunathor research bonus squares appear to be bugged. If the research facility placed on them adds research AND adds research by percentage the square's multiplier is reading the research by percentage and adding that number as extra research in addition to adding percentage bonus to the planet as a whole.
Example1: Tech Capital gives +16 research and +100% to research for the planet. If the Tech Capital is placed on a +100% to research square the Tech Capital is giving +16 research and +100 research for 116 added to research PLUS apparently +100% for the planet instead of +16 research, +16 research for the +100% bonus square (total 32) and then adding +100% to the planet overall.
Example2: A research facility that adds +12 research and +10% to research for the planet when placed on a +100% to research square is giving +12 research and +10 research (total 22 research) PLUS +10% for the planet instead of giving +12 research, another +12 for the +100% from the square, and then +10% research to planet.
The bottom line, the +100% for the square appears to be reading the +% to research for the planet from the facility and turning that into a number plus adding to the +% of the planet.
Note I'm not sure if the +% is actually being added to the planet but the proper percentages are listed in the planet summary.
This is a visual bug in the UI. The game shows the wrong numbers in the Summary, but the actual calculations are using the correct values.
I've noticed the same bug happening with the manufacturing and the food bonus tiles too.
Thanks for clearing up the research summary bug confusion!
Subject change: I always hate to hear about Race specific GA's, such as what you are doing now with the Yor morale building for one specific reason. If more than one race uses that same tech tree one of them will be crippled when the other one puts in the GA, forever blocking them from getting a GA their race was built to get. That is a real downside already with playing Thalan based tech if the Thalan are in the game too. Your adjustment will cause some of the same problem for the Yor since that is their main means to combat low morale.
I'd much rather see all race specific major projects made to be SP's. I know that can lead to opportunities to capture both but I'd rather see that happen than one race get crippled. Perhaps there is a way to make such buildings SP's but get destroyed if the planet is captured?
I've changed the starting GAs of the Thalan to SPs in my last beta version, back in May.
In my mod, the Yor have Morale bonuses in their tech tree (+30% total). I also increased the morale bonus of the Charging Stalks (+5%->+10%, +15%->+20%, +20%->+30%). So, even without the Maintenance Grid (+20%), they will still be better off than in the vanilla game.
I understand your reasoning, but this isn't something I'm going to change, because it only affects custom races. My mod is primarily about the stock races. Those GAs signify an important achievement of the respective race. Something nobody else can do. Changing them to SPs would diminish that, in my opinion.I only made an exception for the Thalan starting GAs because it is very likely that, if the Thalan send another team back in time, that they would have the same equipment available to them too.Balancing factors into this as well, but not to the same extent as the uniqueness of each race.
In any case, here is how you can make those changes yourself:
1. Open up the PlanetImprovements.xml in the Data folder of my mod (any text editor will do).
2. Search for the GAs you want to change (they're all at the end of the file, so you can start from there).
3. Change the <S_Type> tag from GalacticAchievement to SuperProject.
4. Save the file, and start a new game.
No, SPs, GAs, and TGs are hardcoded to be indestructible. There is nothing we can do to change that.
I have some feedback for you relating to the Thalan drop off mid game. They always seem to start well but following their initial expansion era they throw all their resources into making constructor ships. They use those constructor ships to make dozens of starbase husks, mostly influence and economic but a few military thrown in too. Unfortunately they never upgrade any of these starting husks. They will have thirty husks sitting around their space draining their economy from maintenance costs but doing nothing for them since they never upgrade them even once. They do appear to have upgrades available but they never put in a single upgrade.
Unfortunately the Thalan will keep pushing constructors to make husks for as long as they are at peace, effectively taking themselves out of the game. Once at war they will build military ships mostly instead but still won't upgrade any of those starbase husks. They will send constructors to special resources but I'm not sure if they upgrade those past the initial build either. In my most recent game the constructors would sit on the initial starbase at special resources but not upgrade it, whether at war or peace. Eventually they will get new orders and move somewhere else (usually to start a new influence starbase that they will never upgrade).
I've seen the above listed behavior repeated each game but it stands out most if the Thalan get off to a good start. I've seen some of this same behavior from other races, perhaps the Krynn being the most common, but none are as extreme as the Thalan. This appears to be the key reason the Thalan go from an early contender to a non factor waiting to be overrun. It may also be why the Kyrnn appear to weaken after early expansion too although they aren't as focused on this task as the Thalan. Other races do this to some degree too, creating empty starbase husks around their area of influence then doing nothing with them.
Perhaps there is something missing that would allow the Thalan (and others) to upgrade those starbases. They often have dozens of constructors swarming their space, ignoring already made starbase husks. Maybe they'd even move on the other strategies if they weren't getting stuck on this one.
That would be either money (for the defense, culture, military, and speed modules), or the necessary techs to unlock the modules. The module requirements themselves are okay. I made sure of that.
I'm currently working on the starbase defenses, because I wasn't happy about their performance (too strong early on, too weak later). I was also wondering whether or not I should change the costs of those modules. I'll make those changes now, and see if they help.
The Thalan only need the tech Hyperion Starbases to unlock most of their modules. They already go after it pretty well in my test games, but I'll keep an eye on it (along with the other races).
Thanks for the feedback! I really appreciate it.
TL;DR: Starbase defenses and military-assist modules much stronger, rebalanced the cost of the starbase modules, completely overhauled weapons and defenses, reduced the cost of fleet module techs, next version will (hopefully) come out in two weeks.As I mentioned in my last post, I'm currently working on the starbase defenses (again).I've completely restructured the damage and defense values of the Battle and Defense Stations, and added a fifth version too (the Starbase Projection tech is back again). The current damage values are 5, 15, 25, 35, and 45 (total of 125), while the defense values are 5, 15, 35, 55, and 75 (total of 185). This means, that starbases are no longer "invulnerable" early game, and much stronger late game. However, a fully decked out starbase is still no match for a dreadnaught with ultimate weapons. Depending on how many military resources you have, it may survive one or two lone dreadnaughts, but a fleet will tear the starbase apart in no time. I'm fine with this. The ultimate weapons are supposed to be powerful game-changers.The military-assist modules also saw some changes. Their values are now 2, 3, 4, 5, and 6 (total of 20). This brings the defenses to the level of one of the ultimate defenses, while the damage is now about on par with tier 6 weapons.As for the module-costs, I decided to go with the following:-the standard defense modules cost 100bc each-the Thalan defense modules cost 250bc each-the franchise-based culture modules cost 100bc-the Krynn culture modules cost 200bc each-the Thalan culture module costs 300bc now (the Good-only module remains free)-the standard military-assist modules cost 200bc each-the Korx military-assist module costs 200bc now-the Thalan military-assist modules cost 500bc each-the Arcean speed-assist modules costs 200bc now-the Yor slow-enemies module costs 200bc nowI haven't had time to test this, but it should work better now. The rest of the weekend (including Monday) was spent on another change.Giving beam weapons low damage, but compensating for it with a low size, was a good idea in theory, but, ultimately, it didn't work out. At least not with the current size-values. However, reducing the size would make balancing even more difficult. In the end, I decided to increase the damage to average (about the same level as mass drivers), and tried to compensate with a higher research cost. However, balancing that turned out to be just as difficult. The main problems were two-fold:1. The higher tier weapons start out at a lower base-size. This made balancing difficult, because I would need to reduce the base size for beam weapons even further, making them completely OP.2. The weapon categories have different amounts of tiers (beam weapons the fewest, missiles the most). This made balancing difficult, because I couldn't directly compare the weapons from each tier. Doom Ray, for example is a tier 6 beam weapon. The tier 6 missile weapon, on the other hand, is the Quantum Torpedo.In the end, I decided to do, what I should have done a long time ago:1. Standardised the weapon sizes. All weapons start out a fixed size each tier (10 for beam, 14 for missiles, 12 for mass drivers). Size-reductions (2) and the size-modifier (3% for beam, 5% for missiles, 4% for mass drivers) are also fixed. Weapons, that are unusually big or small, will only have a different base-size, not a different size-modifier.2. Each weapon-tier will have a max-amount of 3 (three) entries. No more Lasers IV or Phasors VI.3. Each weapon category will have 7 (seven) tiers (8, if you count the prototype weapons from the Theory techs). This means, that the missile weapons have lost one tier (Positronic Torpedoes), while the beam weapons have (re)gained one (Disruptors).Overall, this has made things much easier. I have also adopted this change for the defenses, but limited them to 6 (six) tiers. This means, that Duralthene Armor is gone now. Shields, on the other hand, still have only 5 tiers. I haven't been able to come up with a sixth one yet. So, if anyone got an idea, I'd be much obliged.The last big thing I've been working on are the fleet modules. Mostly the techs. I only did some small changes to the actual modules. The big problem with those techs is, that they are useless for the AI, because it can't use the modules. For this reason, I originally added the ability bonuses, and made some changes to prevent the AI from researching those techs. The last part never worked out. Now, however, I decided for a different approach. I've reduced the research-cost (quite dramatically in some cases), and re-opened the techs for the AI. Should the AI now go for those techs, it will no longer waste as much time researching them.Well, I still need to test those changes, and, once all is clear, update the campaigns. If everything works out, I'll release the next version in about two weeks.
TL;DR Added a new beam-defense tier, rebalanced engines (bigger on smaller hulls, smaller on bigger hulls), rebalanced sensors (bigger and more expensive), rebalanced the Eyes of the Universe GA, rebalanced Fortitude modules (bigger), rebalanced Large and Huge hulls.Well, I've found a name for the my tier 3 beam-defenses: Multi-layered Shields. I'm not entirely happy with it, but it's a start.After I was done with the weapons and defenses, I had a look at the other ship components, starting with the engines. I hadn't done much with them originally, especially the tech costs. So, it's about time I did something.I used the same approach again as with the weapons and defenses: limiting all tiers to a maximum of three entries (i.e. getting rid of Warp Drive IV and V), using a fixed size-modifier, and starting all tiers with the same base-size. The current base-sizes are 14, 10, and 6, and the size-modifier is 10%. This means, that for smaller hulls, the first two generations of each tier are much bigger, while for bigger hulls, all engines will be smaller. I also reduced the speed of the HyperWarp Drive Mk. III and the Stellar Folder to 4 and 5 respectively. In return, I also made them much smaller and cheaper. HyperWarp is also now available to all races. So, good news for the Torians, Krynn, and Yor.Next were the sensors. I removed the Sensors Mk. IV tech and module, and increased the cost of the Sensors Mk. II and III techs. The Galactic Guide Book is now unlocked by Sensors Mk. II, and Eyes of the Universe and the Sector Scanners starbase module are unlocked by Sensors Mk. III. Speaking of the Sector Scanners, I increased their sensor-range bonus from 2 to 4, their cost from 100bc to 200bc, and removed Perimeter Scanners. As for the sensor ship-modules, I'm using a size-modifier of 5%, while the base-sizes are 6, 4, 3, 2, and 1 (for the Sensor Array). The Survey Module is also affected by this change (i.e. it's slightly bigger). Plus, I reduced its sensor-range from 2 to 1. All around, only the Terran Sensor Array has a sensor-range of 2, making it the best sensor modules in the game (but limited to one-per-ship). To top it all off, I also increased the cost of the sensor modules, from 20 to 30. Not that it matters much, if you got the Eyes of the Universe GA (it reduces the cost of sensor-modules to zero).Speaking of Eyes, I nerfed it (again), while also giving it a small boost. Wait, how does that work? It's simple. I replaced the bonus to the Sensor ability with a direct bonus to the sensor-range. Previously, Eyes would increase your sensor-range by 4, and that's it. Now, it provides 50% bonus which is entirely dependent on your ships sensor-range. If your ship has a sensor-range of 3, Eyes will increase it to 4. If it has a one of 6, it will be increased to 9. This makes Eyes much weaker, if your ships have a low sensor-range. Once your ships have one of 10, however, Eyes will be stronger now (but that's also it, because sensor-range is capped at 15).The Fortitude modules (HP-booster) have a size-modifier of 3% now. The only exceptions are the Integrity Grid and Hyperion Hull Point (2% both), and the Organic Layer (renamed the Organic Hull Plating), which remains at 0%. I also increased the HP-boost of the Hyperion Hull Point from 5 to 8, and made it slightly more expensive. This makes it better than the Integrity Grid, because it is slightly smaller. However, on bigger hulls, Organic Layer is the best Fortitude module, because its size remains constant.Lastly, I changed the cost and size values of the Large and Huge hulls back to their original values. The bigger size values I used were making balancing too difficult. I was already considering to increase the logistics cost for those hulls, but going back to the old values seemed the better choice. It also played much more into what I had in mind with balancing.By now, I hope you can see where I'm going with those changes. I'm trying to foster ship-specialisation. Previously, it was relatively easy to make strong generalised ships. Especially when using Huge hulls. Now, however, it's going to be more difficult. Weapons are bigger, Defenses are bigger (in general), Life Support is bigger, and so on. You have to make more trade-offs now. What is more important to you? Strong firepower? Good defenses? Big speed? It's still possible to make generalised ships, but they won't be as effective as before. At least, that's the plan. We'll see, if it works out that way, once I get to testing.
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