[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)
I updated the OP a little and added a link to the new beta 2 version.Not much has been changed from beta 1, so the changelog is considerably smaller. Mostly some bugfixes and a couple minor changes to some starbase modules, planetary improvements and techs.The biggest change, however, is due to a bug I found, regarding upgradeable one-per-planet improvements. You can read my findings here.
I changed most of the 1pps to now no longer being upgradeable. With the exceptions of the Power Plants (just like in vanilla) and the Slaveling Training Center. Only the first tier farms and morale improvements are now limited to one-per-planet. Higher tier versions are unlimited, but, in the case of farms, slightly less powerful. There are two exceptions to this: 1. Robotic Farms and Dream Conclaves are completely unchanged, because the Iconians can't improve upon them, and 2. the Torian Harvester now additionally produces 1mt food. This means, that the Torians are the only ones who can increase the base amount of food produced (everybody else only adds a percentage). They also have now access to the Xeno Farm Construction techs again, because my new Harvester techs have become useless due to the bug.
Hi, everybody. I put up a new link for beta 3.So, what is new? Well, I continued my attempts in finding a solution for the 1pp-bug, and finally decided to disable the Power Plants, Slaveling Training Center and Artificial Slave Pod. They are still in the file, just commented out, so it is easy to re-activate them. The bonuses have been added to the techs instead. I was a bit weary of this change, originally, because of what it might do to the balancing. After a lot of number-crunching and in-game tests, however, I came to the conclusion that it isn't as bad as I feared. In fact, it turned out to be working quite well.Based on my findings, I made some adjustments: Industrial Revolutions now grants the +10% Social Production-bonus again. Advanced Robotics now grants +10% to both Social and Military Production, and Precursor Studies now grants +10% to Research, but the Iconians lose access to Planetary Improvements again. I also increased the manufacturing-bonus of the Molecular Fabricator to +75%, because the Iconians were always far behind everyone else. This will make them more competitive. They are now slightly ahead of factory-users in military production (except the Altarians and Drath) and about on par in social production. The Yor, however, still surpass everyone when it comes to production (as it should be), so I decided to change the manufacturing-bonus from the Manufacturing Vortex back to +15%. I also increased the cost to 200 and reduced the maintenance back to 4bc. The Distributed Energy Matrix has also become more expensive to build (400) and cheaper to maintain (10bc again).The Yor saw some changes to their tech tree, too. It is now a bit closer to the vanilla-version. With some exceptions, it was mostly tweaks to the ability-bonuses. The Research-bonuses from Computational Matrix, Synthetic Ingenuity and Creative Insight have been reduced to +5%, while the Efficiency Studies-line now grants a combined bonus of +50% (instead of +100%).Last but not least, there were some changes to the starbase modules. The bonuses from production-assist modules have been adjusted so all races can get a bonus of +30%. In hindsight, it wasn't quite fair (or balanced) for the production-challenged races to get a weaker bonus than the races with strong manufacturing abilities. I also added some starting mining modules to all races (except the Thalan), because I had free space and there wasn't much to do with mining starbases in the beginning. At the same time, I reduced the maximum mining-bonus for the Iconians, Thalan and Yor from +36% to +35%. 1% may not sound like much, but it adds up, if you have several mining starbases.Well, those were the highlights. For everything else, take a look in the changelog.Overall, I'm quite satisfied with the current state of the mod. The only thing left to do, if nothing else comes up, is to adjust the AIs research values.
Thanks for making this. How does it compare and contrast with Altarn's Polished Twilight of the Armor mod (https://sites.google.com/site/mabusraeen/)?
I haven't looked at his mod that closely yet, as I just learned about it. We both attempt to do the same thing, but with different methods, which is to be expected. Overall, I'd say that Altarn's mod is more for the purist, who just wants the bugs fixed, while my mod also fixes inconsistencies with the lore and rebalances cost and maintenance of planetary improvements, among other things.
If you are really interested in the differences, though, I'd suggest you take a look at the changelogs we both provide.
Yes my mod is a fix only mod. Any change I make is only done when something doesn't work. e.g. I did change how starbase mods work but only to get below the 100 limit.
I noticed the type in GC2_HINTS.XML as well but discovered it isn't read from the mod folder.
Same goes for the .STR files what provide texts for buttons and pop-up hints.
I removed the file in my next (not yet released) version, because of this. Too bad, that it isn't working. It would have been interesting to add new hints for certain topics (alignment bonuses for the Altarians and Thalan, for example).
Aye it is. I toyed around adding hotkeys to the tooltips in the .STR files so you'd get Rally Point (P), Set Launch direction (L), etc.
By the way, I noticed you are using the default (AIP7) for the Drengin, Yor and Korath. Have you figured out a way to get these guys to colonize properly?
No, but they can work under specific circumstances. They just need enough habitable planets within their influence at the start of the game. If that is the case, they can build up a strong enough base for a military, and eventually conquer all the worlds they need. Getting enough planets for the start, however, is the problem.
I ran several tests, and Common Stars, Occasional Planets/Habitable Planets and Loose Cluster seems to be the absolute minimum for AIP7 to work at least decently. Don't play them on Scattered, that just cripples them. The number of extreme planets should be either kept on Occasional or lower. At least on smaller maps. If you play on Large or bigger, the number of extreme planets doesn't matter that much. As long as the map isn't too crowded, that is.
Okey.
Some info for FlavorText regards to espionage:
[TheirRaceDescription] Shows the decription of the race with relations[RaceDescription] Same[RaceRelations] Shows race relations. Does not work with TheirRaceDescription and RaceDescription. It simply doesn't show up. I'd use this one if you type a custom race description. e.g. Iconians, etc.
Also I was testing some stuff from your feedback and the Giai Vortex does seems to work. After building it every planet I owned over PQ 10 got an extra PQ.
Ahh gotcha. Thanks
Note to self: Never proclaim satisfaction with the current state of the mod, because you are bound to find something annoying afterwards.As you can probably guess, Beta 4 contains several changes. On top of this are two bug fixes. The Drathian Temple now has the correct tech requirement and the Altarians have Enhanced Defenses in their tech tree again. The last bug is actually quite embarrassing, because it was around for almost a year now. When I rewrote the tech trees from scratch last February (for the 8th or 9th time since I started), I forgot to add the tech back in the Altarian tech tree. Or accidentally removed it. Both viewpoints are correct in that case.While we are on the topic of "removing", I scrapped the Yor's Uplink techs. They just weren't adding anything new and felt a little redundant. The Research and Economics bonuses are now back to more appropriate techs, so nothing changed in that regard. In essence, the Yor just have three techs less and no additional Diplomacy bonuses. I also removed the Diplomacy bonuses from the Imperium and Hive government-techs. It just made no sense to me, that the Drengin and Korath are better diplomats than the Yor. The Iconians are now almost back to vanilla-level of Diplomacy. Only the Arceans and Thalan are negatively affected, but it makes sense in both cases. The Arceans are a warrior race, so diplomacy isn't that important for them, and the Thalan are the most alien race in the game.Space Mining, Industrial Starbase Construction and Xeno Refining now require Xeno Engineering. This seems thematically more fitting than Interstellar Construction, which is about ship construction. I also increased the Logistics bonus from Interstellar War Colleges and Righteous Fleet. The Terrans and Krynn will now be able to put at least one more tiny ship into a fleet.Some of the morale improvements now have different icons, which should make it easier to keep them apart. I also went through all of the descriptions again. It should now be more clear what type of bonus (planetary or ability) the improvement provides. Most importantly, I changed the requirement for the Restaurant of Eternity from Trade to Xeno Business.The Torians now use AIP8 and I made some adjustments to their AIValues. Nothing big, but they should be a little better now. However, they still need a lot of work, just like all the other races, before I consider them done.A last note: I think I fixed the empty war declaration message from the AI. However, my test time is limited, so I need somebody else to confirm it. It didn't happen in my last games, but there is always the possibility of it still occurring. To test this, you would need to play a good stock race (not a custom one). The bug doesn't happen when playing against the Terrans, Drengin, Altarians, Arceans, Torians and Yor, so you can leave them out.Well, those are the major changes. For more details, please read the Changelog.
Thanks for the update.
Loving this, thanks
Well, this is a pretty minor update. I mostly worked on the Korx AI. Primarily because I made some changes to the starbase techs, and the Korx are the most anxious to get those.I wasn't really happy with the way defense and military module are spread around the tech tree. You could get advanced versions of those modules before you had the basic versions. Which means, that you couldn't even use those modules. So I decided to move the modules granted by Space Weapons and Starship Defenses to Advanced Starbase Construction. ASC, on the other hand, is now a weapons tech and no longer grants an HP bonus. The Korx tech tree has seen a small change due to this, too. I added ASC and made Starbase Victory Strategy its own techline.The Korx are slightly better now, but still not where I want them to be. For example, they still don't research Fortified Freighters (or only rarely). The other races are pretty much the same as before.Adjusting the AI is the most difficult and time consuming part of modding. Well, and the most frustrating, too. I'll continue working on it, but don't expect any updates soon.
I'm not happy with the changes to farms being a percentage bonus because now the planet tiles that are supposed to increase the food production of farms built in the tile don't do anything.
Well, that is the point of the change. The AI is far too likely to build farms on the bonus tiles, while disregarding the morale improvements necessary to keep the population happy. This leads to high population planets with low morale, making them easy targets for Information Warfare, increases the chance for planetary revolt, and makes it more likely that the AI will reduce its taxes to keep the people happy, thereby weakening its economy (the exact opposite of what a high pop planet should do).
The Torian Harvester is currently the only farm improvement with a regular food bonus. It provides only 1mt/wk (plus another 25%) so it isn't quite as dangerous. For now at least. The Torians are not as eager to research Xeno Farm Construction as I'd like. Which is actually a good thing, because they aren't very eager to research their morale improvements either. Both is something I'm still working on.
Well, Beta 4c is up a little sooner than I intended. I found a pretty serious bug, with the help of MabusAltarn's Mod Validation program, so I decided to release this version sooner.The bug was, that the Torians lost access to the Mining and Production Assist-modules, due to the way I re-implemented Mining Barracks and Starbase Factory. I fixed this by giving the Torians their own versions and making Mining Center and Advanced Starbase Factory independent of the previous modules.Speaking of the Torians, I removed the base food-production from the Harvester. I originally wanted to make the Harvester more unique and give the Torians a bigger food-production. In the end, it was just too dangerous. On the flip-side, they now start out with Basic Farm. So do the Thalan.I split up a couple of the starting techs into several smaller ones. The Basic Farm got moved from Industrial Revolution to Farming. This removed the necessity for the Drengin/Korath Slave Farm, so I gave them access to the Xeno Farm again. The Market Center is now unlocked by Capitalism. The Basic Slave Pit and the starbase modules are moved from A Ruthless History to Traditional Slavery. The Basic Collective and the starbase modules are moved from Cybernetic History to Basic Manufacturing. I'm not exactly happy with the names and descriptions of the new techs, but they will do for now.I only made some small changes to how the Terrans are researching. It still isn't great, but at least their hunt for manufacturing techs should be slowed down a little bit.
Congrats on the new release.
AIP8 is very hard to slow down when it comes to manufacturing, I kinda gave up on it because of that.
I also looked through you mod and I noticed almost all AIvalues are around 10ish and I'm curious why you did that.
I'm having a bit of trouble balancing Hull tech myself. It seems the AI is far to eager to grind through it and you end up with battle cruisers with Laser III.
Any advice or suggestions?
When I was restarting my work at the end of 2011, I began an attempt to balance the weapons and defenses, by removing all of the iterations. Around early/mid February 2012, I concluded that the attempt was a failure. The AI just couldn't handle it. I needed to undo the changes and begin re-adjusting the AIValues again. This time, however, I wanted to try something else. I was curios how the AI would handle the game without any human help. After setting all the AIValues to zero, I began several test games and was quite surprised. The AI was doing quite well. Better than I expected. Sure, it made a couple mistakes, but nothing that couldn't be helped with some adjustments (or so I thought). I set the Values to 10, to have more leeway in either direction, and got back to work. Until my computer began crashing...Now, I let the AI do its own thing, and occasionally nudge it in the right direction when necessary. It is still time consuming to find the right AIValues, but far less so than using the vanilla ones as base.
Thats ok, thanks. I'm going to add some extra tech in the hull techtree and build in some low AIValue stops. My main concern is that a human player will plow through the early techs and then utterly destroy the AIs that are still using small hulls.
Conserning your lowish AIvalues. Aren't you worried some techs will be easy to get that way? Below 20 the AI will give up techs for little cash. WillingnesstoTrade helps but can be a bit iffy to work with. Above 25 the AIs exploit protection kicks in.
I got the hull tech going how I want it now. AIV29 on Advanced Hulls did the trick.
Concerning AIP8. I've given up on it, its just to hard to work with. AIP8 appetite for industry is insatiable and I never managed to dissuade it. It also HATES Branch ID Computing but you've noticed that. What is actually stopping it is the cost. AIP8 goes for the quick and easy research choices and expensive Computing IDd are not on the list.Only by lowering the cost to a fraction of it's original value was I able to get AIP8 to research Research Centres. I even toyed around with the idea of cutting up the research techs into smaller pieces where you'd have to go through Research Centres 1 through 5 to get the structure. Tech 5 would give you the actual building. This would suck for a player through. Another option is to change the ID to Industry instead of Computing that'll get AIP8s attention.
Unlike AIP11, AIP8s also cares very little about AIValues on techs it is much more interested in the ID/Category combination.
AIP8 has the same dislike with Biology IDs tech or anything labelled Colonization. Oddly enough it will go for the specialized colonization tech if it can research them.
Like I said I've given up on AIP8. This has a lot do do but with how I'm building APT 2.0 and AIP11 is just much easier to convince in researching what you want it to.
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