[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)
BTW do you know why the Dreadlords tree isn't accessable?
No idea, sorry.
The DL are set to civtype 5 (like the pirates), which is a special type. You could set them to 4, making them a major race. However, the game only allows 12 major races + a custom race. You'd either have to disable one of the existing ones, or make a .raceconfigxml for the DL (effectively turning them into a custom race). Making the DL a minor race (by setting their civtype to 3) is another option, but brings its own can of worms. Additionally, I'm not sure what exactly governs the hardcoded bonuses of the DL, but it's very likely that they will lose them, if you do any of this. Some of those bonuses (like the +750% bonus to Soldiering, or starting with all techs already researched) can be replicated easily enough, but not all.
That's odd. Are you certain that you deleted all copies of the tech tree? Also, did you remove all references to it in the RaceConfig.xml? I'm wondering, if it's possible that the game generated a new tech tree with that name, just because one race was still using it. The game definitely does that in case of mods. If the game is set to use a certain mod, but the folder no longer exists, then it will generate a new one with that name.
What baffles me more is that the game allows identical internal names in the first place. Any other game would throw a fit, if you tried that. Well, rather any non-Stardock-game.
Well, RaceConfig.xml contains 0 mentions of a "MinorRace_Techtree", I just searched through with Notepad++. All my Minors use their own tree, which in any cases are separated own files.
Judging from what I can see in the CustomRace's techscreen I'd venture to say that the game presents the MinorRacetree of DA or DL - there's WarpDriveIV & V present (or perhaps he looks at the non-modded TotA...) and alot of empty techs devoid of a name....
Nevertheless I'm simply going to copy the Terran tree and store it as general Minortree that should work as a fix.
AFAIK the +20k bcs/turn income derives from AIP3. Also, the tendency to not research techs or not colonize is brought to the AI by this.
Very interesting re: the CivTypes. So, once the Minors are all finished I could turn them into Stock races and vice versa, which would make the Minors easily accessably for a player. Or perhaps just to examine how they playout when having a sphere-of-influence present. As of now, I've cut away all influence & loyalty stuff from their trees and replaced with other bonuses because it's of no use to them. Maybe I need to reconsider that. Very interesting. The more I learn about this the more I become aware of the enormous possibilites that lie in here
What happens if I would create more than 8 available Civ3 Minor races? Will the game randomly pick among them or allow more than 8 for any game?
What happens if I set a race to Civ-type 5 - will they then only appear from an Event? And would I need to specify that event in the first place?
edit:
BTW are there any other CivTypes apart from 3-5 available?
DL and DA didn't have a minor race tech tree. All races shared the same tree. Are you still running v2.04? That would explain why WarpDrive IV and V are still there (plus all the empty techs). Also, where exactly did you remove the minor race tech tree from? Only the mod, or the base-files too? If it is only the mod, then the game will automatically use the original file.
When you play with less than 8 minors, the game will pick them randomly. I guess that will happen too, if there are more than 8 available. However, I don't think this will allow you to exceed the max limit of 8 for minors on the map.
Yes, they will only appear due to an event. However, those types of events are all hardcoded. You won't be able to change them or add new ones.
Those three are the only ones actively used in the RaceConfig.xml. There might be more in the code, but I don't know if that is the case.
Yep, still 2.04 with the CU as mod, because I've got work in progress and I'm waiting for the finalization of 2.20, because I will have to drag my own works manually into the new update, which is quite some work to do, and I don't wanna repeat it twice.
So I guess the game looks also into the original folders to present any other existing techtrees (although it really shouldn't do that....)
Hey I've just encountered a bug and am wondering if you know anything about it.
Thing is that the Torians racial design is too weak IMO - you can actually be so much stronger with a Custom Race. I think this is in order to mitigate their strong SA but then, again, a Custom Race suffers nowhere. So I was wondering if I could do the same to them like the Thalans setup (more starting techs) esp. since the Torians have a weaker research.
So I gave them XenoEthics - so they may build HarmonyCrystals early, quite fitting. Now the problem:
If I start a game with more than 3 enemies (as Torian), AND with the first slot occupied, then the game will forget about XenoEthics and also not open up any ethical techs.
However, if the first slot is unoccupied, or, at least, only 3 enemies or less are present, then it works out as intended.
This reminds me somehow of a bug that was present in DA where you could always contact diplomatically any faction via quicksave/reloading - bare the one AI sitting on the first slot.
Suffice to say I find no solution to it
Yes, I know of this bug. It's the reason why I changed the Battle of the Gods scenario so none of the races start with Xeno Ethics already researched. I don't know a solution either.
True, but I consider this part of the appeal. Having some races be inherently be weaker (or stronger) than others makes for more interesting gameplay, in my opinion. For example, trying to win with the Torians against a custom race with Super Breeder and abilities to make full use of the SA can be quite a challenge sometimes, but also very satisfying when you achieve victory.
That doesn't really fit the Torians, in my opinion. They don't have much in the form of scientific discoveries. Everything they do know stems from reverse-engineering the equipment left behind by the Drengin.
That's certainly true, but if I would be in need of a weak race I could just use the custom race and leave the distribution points/SA out. IMO there has to be a reason why someone would pick the Torians - or any other Stockrace for that matter - they need to excel at something. Now I'm not saying they should be OP, because they certainly are already strong. Just to giv them something you just can't re-create using a Custom Race.
Well, that depends. For example, if we would be visited by some technological advanced aliens which leave some ships here I think it would greatly help us. Even if Torians aren't that much interested in research - they could teach themselves to change that, I mean they build schools.
Nevertheless, as of now, I've deleted XenoEthics and given them access to HealingPools & EnhancedAdaption. Torians seems to have some affinity to water & colonization, besides I want them to build a lot of moral improvements. Therefore I've also cut away Capitalism (bringing Market Centers) & Entertainment Networks. IDK but there's just too many different starting improvements available, some even ranging from different techtrees. Torians have the strongest moral buildings ingame, which are unique to them, so I want them to build these!
Well, we'll see how it goes^^
Well, I always play as one of the stockraces, because I just don't get the appeal of creating my own race, or recreating ones from other franchises. Sure, from a purely mechanical standpoint it might often be better to play as a custom race, but they don't share the same lore and might clash with the game's universe. I occasionally use custom races, but only in order to test something, or if I want a specific opponent (like in my Torians vs. Future Torians games).
I get what you mean though. The Torians need to be mechanically interesting too, because not everyone cares about the lore-aspect.
It's not that they aren't interested in research. The scientific method is simply a new concept which was forced on them by the Drengin during their enslavement. They just have a hard time coping with it. To give an example, it's like an Amazonian tribesman, who is suddenly forced to work on an assembly line in Detroit. Only much, much worse.
Wait, why do they have Entertainment Networks? They don't have them in the vanilla game, and the CU didn't change that.
No, but the CU did actually change some stuff with history techs & their improvements. In vanilla most of these history techs held unique stuff like GAs etc the CU somehow now splits moral buildings into them. There was just alot of homogenization there, eg. Drengin also get Market Centers instead of Black Markets etc
So I just labelled the Entertainment Network to Capitalism, because moral is much more related to money than the Torian history. Suffice to say, I cut Capitalism away from Torians because they have absolutely no money problems at all.
I'm currently working on the Krynn. I can't get them to research their special unique improvements, like Order of Krynn for example. This building is so powerful, esp. since I find that Krynn should be an influence monster type of civ. And they do actually research cultural stuff, but more like Trade & Governments. So, apart from Consulate, their planets look like normal generic ones. Boring... and also doesn't really add to their strength.
Then, there is this problem with (AIP8 I believe) that they transfix theirselves on a weapon and every 2 tech will be a weapon researched. Even during the colony rush, even without wars, even when they already have a good weapon etc pp. And because their planets are so underdeveloped, this takes like forever with tier1 labs. And for that amount of research they could practically plow through half the rest of the techtree gathering immense bonuses!
I think what I need to do is to have more - but smaller - weapon techs in general.
I know. Most of that was done by me. There were two reasons for this: 1. some races have access to improvements they are unable to upgrade, because they use a different tech branch later on (Drengin: Black Markets, Korath: Slaveling Imagination Lab, Altarian/Drath: Entertainment Network), 2. the minors can lose access to those techs, so splitting up the improvements across multiple techs would decrease the loss (which ended with minor-specific versions of the techs and improvements).
In retrospect, it was a bad move, and there are better ways of doing this. For example, giving the Drengin access to the Korath econ-techs, instead of the regular ones (just like how I gave the Korath the Drengin research-techs, instead of their truncated version of the regular ones), and make the Entertainment Network upgrade to the Temple. That's what I ended up doing in AT. I also got rid of all the minor versions of the techs and improvements, and the multiple copies of the same improvements.
Having multiple buildings with the same internal name causes issues with the improvement editor (I don't use it, so I forgot to test it before). It shows the right number of improvements, but they all use the display name of the first entry (e.g., they all show Traditional Factory, instead of one showing that, and the other Minor Traditional Factory). I'm not entirely sure, if that means you can only edit the first entry of the building, but I'd rather not risk it (i.e. I want to get rid of them in the CU too).
That's the thing though. The Torians do not get the Entertainment Network in the CU. Only the Terrans (Innovative History), Arceans (A Glorious History), Korx (A History of Mercantilism), and minors (A Minor History). So I really don't know why they would have it in your mod.
Have you tried setting the Category to Pure Research? That always worked for me.
You're reading my mind here. TotA did introduce alot of nice new improvements, so it'll only add to the flavour of a race if they rather use a complete set of their own, in a way like Yor or Thalan.
Not anymore, this was just a side error that appeared when I readjusted the moral stuff. As of now, Torians start out with Central Mine, Aquatic Transport, Temple of Memories, Schools, Harvester & Healing Pools. Further I've removed the generic econ-tree from them completely - using moral structures in conjunction with high taxes will also net enough money. That way they'll use entirely unique structures - at least, immediately.
The Jihad of Krynn is already labelled Pure Research, my observance from a number of testplays shows that the Krynn does ignore this also in a lot of cases - as he does ignore the other research techs, as well, like Xeno Research.
Most of his planets have still tier1 labs & facs at the end of y1 present.
He basically researches 50% weapons. It's like this:
1. He picks a miliary tech.
2. Then another, non-military tech.
3. Bounces back to military tech.
4. Again, non-military
repeat ad nauseum
after 8 techs he's already researching tier1 weapons, which, even at fast techspeed, take 10-20 turns. So at the end of y1, he may have a tier2 weapon, but only a very miniscule amount of other techs. And that right during the colony rush.
The thing is that it's actually counterproductive to research weapons that early because usually there are no wars present here. And he's going to arm Colony-, Freighters, etc pp and these will cost them money but it will not give him any benefit. Even if the seldom incident of early war would appear, any Cargo Hull with just a single weapon will loose against a tiny fighter.
So what I'm thinking about is to split the weapons tree into more techs - with their costs also split evenly to not increase the total amount of RP necessary to get to a specific tier. The result will be that this AIP will bounce back & forth faster & therefore, get more empire-building bonuses.
The new techs wil hold some minor bonuses that are somewhat interrelated to shipcombat, like Miniaturization, Weapons, Defense, Hitpoints, Logistics, MP, Repair. But I'm not simply going to just present new stats, instead I will take these away from their respective tree. This could solve a problem in its own - I'm kinda surprised to sometimes see an AI adamantially diving for superexpensive weapons when they don't even have Basic Miniaturization & Logistics etc...
Mathematically it's better to develop your stats in a balanced fashion, because they correlate with each other. So, such a techtree setup could actually contribute to the developing strength of an AI two-fold.
Even more, because there's another AIP (I think 11) which does handle weapons-research even completely differently - it will research all tier1 branches together. And dig into defenses, too. OFC this is complete non-sense, if you, for example, already popssess Laser3 then it is best to go for ParticleBeams and not for Miniballs or Seeker...
But if the Miniballs/Seeker branches would hold some general bonuses like (+3% weapons, +5% mini) then, at least, there would be a minor compensation for their AI design failure.
Plus, trading inferior weapon techs would still become desireable.
OMG so many ideas and so much work
So, you're going to make their econ similar to that of the Yor? Except without any Econ-bonuses? I'm not sure how well that would work. The base-income from population isn't that high.
That's not what I'm seeing in my games. Autoplays are also not the best way to ascertain the AIs research-behaviour, because the AI has a lot less time to determine what to research next. Also, are you using the new executable provided by Frogboy? If not, then that might explain why the Krynn aren't going for Research-techs. The v2.04 AIP 8 completely ignored Research-techs. It might go for Xeno Research (because it is cheap), but nothing beyond that.
Don't worry, I'm getting there. While it is true that a Stockmarket will gradually net more income than a HotSpring, the HotSpring is not far away from it. And because of the strong ties & bonuses a Breeder gets from high moral, there are other benefits. Econ is one thing, bit then, the Torians actually have the strongest economic early game wjen judging from the graphs. Besides, I've made some general tweaks that actually helps the AIs in their economic game. As of now, none of them has to reduce their slider to 20% anymore. (with the exception of some stupid AIP that constantly quickbuys into negative balances....)
Yes, I'm using the latest exe.
How much time would you give them for each turn if I would select them as opponents and click turn manually?
Around 5 seconds. Maybe 10. More is only needed for the AI to calculate better moves. In any case, the Krynn should have Laws of Krynn by the end of year 0, year 1 at the latest. That has been my experience so far.
hey do you know what
<Tech>Root</Tech>
was supposed to do in the orig raceconfig.xml for the minors?
I have no idea.
and while we're at it^^
can you remember that event when you get informed that your spies did work together with a minor race - which were then able to steal all techs from another civ. And that this minor wants to sell all these techs in trade for some planets.
I got this multiple times - but whenever I contacted that Minor he had no techs for me whatsoever, and offering planets didn't change anything.
I'm wondering if perhaps that bug could be responsible for that? Or did you ever get something out of it?
Yes, I occasionally got something useful out of this. Mostly generic techs, because most of the race-specific techs aren't tradeable in both the CU and in AT. The "would be willing to sell the techs in exchange for planets" part always felt like flavour text to me. Actually offering planets rarely provided better deals than simply using money or techs.
guess in all those instances I must've had all these techs already^^
I'm wondering what the term
Debug Message: Drengin Empire: Intellence -> 120Debug Message: Yor Collective: Intellence -> 120
in debugg.err means?
(if that's supposed to be "Intelligence" it made my day )
Nevertheless, it's 150 for suicidal, 120 for obscene, 100 from maso - challenging, 50 for normal....
So I'm inclined to believe it's not tied to the actual percentage diff bonuses, because AFAIK they start at maso with +25%, obscene +50% & suicidal +100% for most stats. Also a game on Maso is quite different than on Challenging the AI gets definitely more production bonuses.
But AiAbilities goes from 0-100, NaturalResources from 0-200... so what does it relate to?
Hey everyone! I'm currently working on a new version.
It's still going to be a while before I'm finished, but I wanted to give you a little view of what's to come.
So, what's new?
Almost all of the techs removed by the CU are back again. I also undid some of the name and cost changes of several techs. This, combined with some changes to tech requirements and the availability of certain techs, made the tech trees look even more like the original ones. It's still not 100%, but close enough. I'm quite happy with the result.
The planetary improvements are very close to vanilla status now. With the exception of Intensive Farming, all of the removed improvements are back. The majority of the Trade Goods, Super Projects, and Galactic Achievements have their old values and tech requirements again. The regular improvements are very close to it too. Primarily their output. Their cost and maintenance is still a bit different, though I'm not too bothered by that. It's mainly for game-balance reasons.
Ship weapons and defences got a major overhaul again. I'm using Dark Avatar as a base this time, and combined it with the modifications from TotA (weapons unique to certain races, not everyone has access to every weapon/defence, etc.). The values of the components are almost completely unchanged. I only did some minor tweaks here and there. The techcosts saw the biggest change (primarily the missile and mass driver techs).
Engines and sensor also got a small overhaul. They are now a bit closer to the vanilla values (or a bit larger in case of some of the engines).
The changes to the ship components may brake existing ship designs (especially if they use Dynamic Shields II or III, or Chaff II, because those components no longer exist). I'm sorry about that.
There are a lot more changes, but this is meant to be only a short overview. If you'd like a more detailed look at the current state of the planetary improvements and ship components, you can download the spreadsheet I use for AT here.
Hi,
it's good to see someone is still working on GC2 mods.
I understand you consider many changes made by the CU too extreme, and want to make a step back in the vanilla direction; do you think you can improve the game balance of the CU in this way?
Or your main focus is to get back to the original gameplay?
I'm asking this because, for me, balance is, by far, the most important aspect when playing a strategy game. Of course there are other aspects, which can convince me to start playing; but after that, balance is what makes me keep playing or discard a game.
My main goal is to go back to the original gameplay. However, the original game has some balancing-issues too, and I try to fix that, as along as doing so doesn't change the gameplay too much.
If you haven't yet, take a look at the spreadsheet I linked to in my previous post. I'm still tweaking some of the values, but it should give you a good overview over how things stand in comparison to the original game. It doesn't contain the tech trees and the ability bonuses you can get from them, but everything else is there.
Version 2.1 should be done in about a week. Two at most.
Sure,
I'll be busy in february, but in march I'll get back to gc2, and after playing CU I'll check your mod, for sure.
Thank you.
Hey everyone! Version 2.1 is out.
Well, a lot has changed since the last version, and I do mean A LOT. The changelog increased from 80 pages to 120! It's too much to give a detailed report on, so I try to keep it down to a general overview.
1. Planetary Improvements
The values of all the planetary improvements are now almost identical to the vanilla ones. There are only some minor changes remaining now. Over all, maintenance is much higher again (though not quite as high as in the original game), which makes keeping your budget balanced more of a challenge.
2. Weapons and Defences
As I mentioned last time, I made a complete overhaul of the weapons and defences, using DA as a base. Of course, some races still deviate from the standard tree. Either because they use different weapons, or because they lack access to certain defenses (for better or worse). So, don't be surprised, if you can't protect yourself properly from the enemy's mass drivers, if you are playing as the Drengin.
While working on the weapons, I also changed some of their visuals and/or sounds. TotA got a ton of new visual and sound effects for the weapons, but most of them weren't used for some reason. However, I have neither the expertise, nor the tools, to get all of the settings right. So some of the visual effects may look a bit off in the Battle Viewer (especially the mass driver ones). Still, combat looks and sounds better now, in my opinion.
3. Starbases
The defense and military-assist modules got a complete overhaul. I used the vanilla versions of the Starbase Militarization and Starbase Fortification techs as a base, and adjusted the number of modules accordingly. Excluding Battle Stations, there are now 18 standard defense modules (3 for each attack and defense type) and 15 standard military-assist modules (4 for each attack type and 1 for each defense type). The strength of each module is higher than in the vanilla game, because the total amount of modules is lower. However, the total amount of the bonuses is still the same as the original one.
4. Tech Tree
The overall layout of the tech tree looks more like the original one now (only better). I also made some tweaks to the tech requirements and the ability bonuses of some techs, and changed all the techs that got turned into modifications of other techs into real ones again. Additionally, almost all of the removed techs are back in again.
5. United Planets
I changed some of the UP proposals (as far as it was possible), in order to make them more worthwhile. The result is, that some of the proposals are now much more costly. For example, if you are playing the Korx (or any other race that highly relies on trade) then you should think twice whether to let the Trade Federation proposal pass, because it will cost you 20% of your trade income.
Well, that's it for the overview. If you prefer more details, you can either take a look at the spreadsheet (though it doesn't contain the tech trees), or the changelog itself.
In any case, have fun playing!
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