[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)
Why? I think the new Korath color is ok, but the Korx need some work perhaps.
I didn't mean the colour. Click on "View all edits made to this post" and keep in mind, that I was still using AIP 8 without noticing it. The screen shots probably won't work anymore, however, because I removed them from my dropbox account.
As for the Korx needing work, I think so too. You wouldn't happen to know the RGB values for the green that is used for Dollar bills?
Edit: Found it! Well, or at least a tone called "Dollar bill". Wikipedia really does seem to know everything.
So, what do you think? Korx are in the upper-right corner.
How about a more thematic pale pink? Because their default ship color scheme has some sort of light purple-pale pink.
How about 255,143,143? Anyway here's a little gift I use for designing websites: http://www.mediafire.com/?9yosu90qi9kpjec
Here is my suggestion:
Here is yours:
Color-wise, does any other race use anything like the bottom one - is there any chance it could be confused with the Drengin or the race beside the Korx to the left on post 77?
I don't think so. At least not at first glance.
Here is a screen shot with with the races who have the most similar colour to each other. Yor and Thalan at the top, Korath, Drath and Drengin in the middle, and the Korx (with bbr91's colour) at the bottom.
Yeah you're right, the not-so-manly pink looks awful on ships and more so on the mini-map. I guess your green is ok then, it is very distinct. If you can make it the default color for the Korx hulls, then you should stick with it. It will take some getting used to after all these years of purple or whatever color the vanilla is...
I think, that is the case with all colour changes I made. Thanks for the feedback. If you have the time, I could use some more. Ahm, see the bolded parts.
Warning! Wall of Text incoming!As you have probably noticed from my last big post, I'm taking a look at the Thalan at the moment. However, unlike what I stated in the next big one before I deleted it, AIP 11 does a decent job. It still has some problems now and then, but, for the most part, it's good. Certainly better than AIP 8.I'm currently pitting the Thalan against the Arceans and the Drengin in my AI vs AI test games. In those instances were the Thalan are winning, they often end up allying themselves with the Arceans. Only rarely do I see those two duking it out. I'm not certain, if that is because I reduced the Aggression value for both races to 50, or if it is because both use AIP 11. This is an unexpected development and I'm not sure, if I should even try to do something about it. The Drengin still manage to win quite regularly, but I'm not yet ready to call them "good". While they are faster to research Slave Canyons, it still isn't as fast as I'd like. I also have yet to test, if they manage to do as well in an actual game.I made a couple more changes to the Thalan tech tree and improvements. The most obvious one is the removal of farms. Farms did more harm than good for the Thalan AI. Depending on the planet, it either build no farms at all or two or more. However, it never utilised the morale improvements properly. It's painful for me to see a planet with a population of 20b and only one Zero-G Amusement (if they even get that far in the tech tree). Why isn't this a problem for the other races? Because they have other improvements available from the start. The Thalan only begin with a handful of unique improvements and farms. Once they are able to research new improvements, the next farm-level is among the first they take. Removing farms not only helps the AI in this regard, but also adds a drawback to the Thalan and makes sense based on the lore. According to their description for Planetary Invasion, there just aren't enough Thalan to waste as cannon fodder.To help Thalan morale, I made some adjustments to those improvements. Zero-G Amusement is gone, because it just didn't make sense at it's current place and was too hard for the AI to get. In exchange, the Recuperation Center got a boost. It now provides a +35% bonus instead of +15%. However, I also changed the cost back to 50. Overall, this should allow the Thalan to set their taxes much higher early on.However, the biggest change I made was to Industrial Adaptation and Technology Adaptation. As I mentioned in an earlier post, I was considering to turn those two tech lines into one tech each. That is what I'm currently testing. The AI still has some problems with researching those techs, going either for Tech Adaptation early on and taking Industrial Adaptation some years later, or doing it the other way around. Only sometimes does the AI go for both techs early on. Still, it is an improvement compared to how it was before. Balancing this change, however, will be much more difficult.Right now, Industrial Adaptation costs 500 (reduced from 800) and Technology Adaptation 800 (increased from 500). The Manufacturing Matrix costs 100, provides 12MP and has a maintenance of 6bc, while the Technology Matrix also costs 100, provides 16RP and has a maintenance of 8bc. As you can see, the Thalan can get those buildings pretty quickly. Fully utilising them, however, is not so easy early on, because of the maintenance cost and lack of citizens to tax. However, I will probably need to increase the buildcost, especially for the Mfg. Matrix due to the construction bonus from the Super Hive ability, to balance it out with the factories and labs from the other races. Although, there is another way to balance this, but it requires more work.When I began to work on this mod five years ago, it was just a small assortment of bugfixes for planetary improvements. Shortly after, I decided to address some of the balancing issues, like odd jumps in buildcosts and maintenance. I came up with two ways to fix this. The first was, to keep the scaling, but use a stable increase, so there would be no sudden jumps. The second was, to use a fixed value for both buildcost and maintenance (so more advanced improvements would just provide more output, but are otherwise the same as the old ones). I tried both approaches several times over the years, but ultimately ended up using the first one, because I was afraid that a fixed value would be too unbalancing. In beta 5, I went back to a fixed value for maintenance, because the AI had trouble to cope with the scaling. Now, I'm considering to do the same to the buildcosts. (You can probably see now, why it took me so long to release my mod. I'm constantly changing game mechanics, because I'm either unsatisfied with how they work, or afraid of what they might do to the AI and balancing. Well, that and several RL issues... )Going back to a fixed buildcost has both pros and cons. The biggest argument for it, is the upgrading of improvements. Both the player and the AI spend a lot of time money just upgrading their buildings to the next best version. This happens several times over the course of the game. Unlike the player, however, the AI can't just disable auto-upgrading and wait until it has the ultimate version of the building. I already alleviated this problem somewhat, compared to the vanilla game, by reducing the buildcosts for most of the improvements, but it is still noticeable. Building up a new colony in the later stages of the game would also take less time with a fixed cost, because the improvements won't be as expensive to build. This would give especially the AI a leg up, because it doesn't use rush buying as often as the player.The cons, as far as I can see them, are twofold. First, it could cause a serious imbalance between the empire building phase of the game and the war phase. Colonies will be build up much quicker than usual, leaving more time and money to build ships. This means, that wars will brake out much sooner than usual, and possibly makes the game less fun for those who prefer to build up empires (like me). Still, I haven't tried to use fixed buildcosts in two or three years, so it might not be as bad as I remember. The second con is, that it makes no sense. New technologies are more expensive to produce. This is the case in real life (for the most part) and in the game. New weapons cost more. New defenses cost more. Bigger hull sizes cost more. Why should planetary improvements be different? Because they exist to help the player to achieve his goals. Be that crushing the enemy races with a huge fleet, using influencer starbases to flip one planet after the other, or going up the tech tree to win a research victory. Does the constant increase to the buildcost of more advanced improvements make this more engaging or fun?Well, that is the question. I don't know. I don't know about a lot of things anymore lately, but I really want to put an end to this constant back and forth. So, I'm asking you. Should I go with fixed buildingcosts or keep the improvements as they are now? If you need to play it first, before you can make a decision, I will provide a new PlanetaryImprovements.xml with the necessary changes. Once decided, there is no going back though. No matter the decision, however, I will re-adjust the techcosts for the labs and factories of all races. When I released the first beta, I had already changed them so they cost roughly the same for each race. However, they still feel off in some places, so I want to address this.Speaking of costs. Does anyone have a opinion about the cost of the defense and military-assist starbase modules? I get the feeling that they are a bit too expensive, especially the ones for the Thalan, but maybe that is just me. If they are, I could probably reduce the cost or use a entry fee, like for the culture modules. However, I want to hear from you first, before I make any changes.Well, the post is already much longer than intended, so I better stop here.
I tried to use AIP 11 with the Thalan a couple years ago, but eventually changed them back to AIP 8 for some reason. Now I remember why. AIP 11 is a little... eccentric about how to run its economy.
(If you are wondering about the strange colour mish-mash: I was testing the Drengin in that game. and took control of the Thalan after it was over, to have a look at them, too.)
I went over the costs for factory and lab techs today, and reduced them considerably. Except for the ones of the Thalan. Those got an increase. The costs for manufacturing techs currently range from 5100 (Thalan) to 6700 (regular factories), while the costs for lab techs range from 1650 (Thalan) to 5650 (regular labs and Yor). I'm not yet certain, if I reduced them too much, so I will keep on testing. For the Thalan, this was definitely the case, as they had researched the whole tech tree by 2233 in a couple of games (medium map, common all, normal research speed). I reduced the output of their Technology Matrices back to 12RP, and it seemed to help, but I'm keeping an eye on them.
Edit: I had another pass on the tech costs. Factory techs are unchanged, except for Industrial Adaptation, which I increased to 1500. The costs for lab techs went up a little again. Just so you can compare them, here are the combined numbers I currently use for the tech-costs and, in parenthesis, what they were in the vanilla game:
Factories 6700 (13400)
Slave Pits (Drengin): 6600 (19300)
Slave Pits (Korath): 6600 (21800)
Industrial Replicators: 6600 (12600)
Manufacturing Matrices: 5600 (14900)
Collectives: 6600 (10600)
Labs: 7850 (10650)
Slaveling Labs: 6300 (10200)
Technology Matrices: 2150 (11650)
Schools: 6600 (8100)
Research Collectives: 7850 (10850)
They work for now, but I may have another go at them later. There is just something off about them. Somehow, I get the feeling, that they are too homogenised, even though the distribution over the individual techs is different, depending on the race. They also feel too cheap, but there is nothing I can do, if I want to keep Industrial/Technology Adaptation as one tech each.
Well, I continued to adjust the techcosts some more. The lab techs haven't changed, but the cost for manufacturing techs have increased. The Yor have now the cheapest techs (7100), while the Thalans have the most expensive (10700). The Iconians (9600) and everybody else (8100) are in the middle. To be entirely accurate, though, the values for the Thalan haven't changed. I just forgot to include the costs for the Hive-techs yesterday.
The tests have been mostly positive overall. I saw some noticeable improvements in the Korx and Iconians. If left to their own devices, the Korx can become a serious threat. They may not always win, but they can put up a fight now. Their research still isn't optimal, however. The Iconians, on the other hand, have become a real beast. In almost two dozen test games, they haven't lost a single time. They either crush their opponents outright, or hold them off long enough to win a Tech Victory.
The downside is, that the Yor have become worse. In over 40 test games since yesterday, they have only won three. In each case, an Alliance Victory. I'm a little worried that the costs for research techs are too low now for the other races, making it difficult for the Yor to keep up. It may not be entirely the case, though, as in some of the games, the starting position of the Yor was terrible. I'll keep an eye on them, and if it doesn't get better after adjusting some AIValues, I may need to take another look at the costs.
I changed the costs for lab techs back to what they were before. The Iconians don't care about it, however, and keep on crushing all opposition. Well, at least the Yor got slightly better again. Still, I have one remaining question to N1.
How can you loose with a homeworld like this!?
Yesterday, I began updating the campaigns to be compatible with my mod. The maps and mission-texts are done now, leaving only the scenario-files. I'll do them once I'm certain no more changes to the tech trees are made, because I don't want to have to redo them every time something changes.
The biggest bug, I noticed, was in the maps of the DL campaign. The Dread Lords still used their old race-number, which means, that they are classified as Krynn in TotA. This could make a mission unwinnable, if the main-objective is killing the Dread Lords. As is especially noticeable in the mission "Apocalypse". I think Stardock fixed this bug in one of their patches, but obviously not by fixing the problem, just the symptom.
Did you know, that the DL campaign has a branching storyline? If you loose certain missions, you can go on another mission to eventually reach your goal. There was post, a few weeks ago, that mentioned this, and I could hardly believe it. I've been playing this game since release, and I didn't knew this.
While I have played the DL and DA campaigns several times over the years, I have played the TotA campaign only twice. Once at release, and another time after v2.03 came out. From what I remember, there was this one bug in the last mission that really annoyed me and never got fixed. The bug was, that on first contact with the Iconians or Krynn, they wouldn't say their usual greetings. Instead, they would say "Iconian morality msg 0" and "Krynn morality msg 1" respectively.
Now, after having a look at the files, I can say that this isn't a bug at all. Instead of real greetings, the Iconians and Krynn just have those placeholders assigned to them. This has been the case since release.
Why do I even care anymore?
Beta 6 is up. So what is new?As discussed previously, the Iconians, Korath and Korx got new colours. I also fixed some issue with the colours of other races. It takes some getting used to, but I think they work well.I still use the same costs for manufacturing as I mentioned in my last post. They are slightly lower than in the previous versions, but more differentiated between the races. Factories are difficult to research, while the Power Plant techs are comparatively cheap. The Drengin/Korath have it the other way around. Slave Canyons are relatively easy to research, while Devil's Forge, and the like, are comparatively expensive. For the Iconians, Industrial Replicator I got more expensive, while IR III got a little cheaper. The Yor saw a cost reduction to Collective Manufacturing IV and Distributed Energy Matrix, but remain otherwise unchanged.Farming saw a pretty big change. The AI always had trouble with farms. It either build too many or not enough. I tried many ways to fix this, but never succeeded. Either because the AI wasn't cooperating, or because of a bug. Now, I finally did, what I should have done a long time ago. I got rid of all the upgrades and techs. Farms are now just one building, unlocked by researching Xeno Farm Construction (or Xeno Farming in case of the Drengin/Korath). The only races starting out with a farming improvement are the Iconians and Yor, who both remain unchanged, and the Torians. The Thalan no longer have access to farms. I was considering to give them a new unique farm improvement, but ultimately decided against it. The current pop-limits are:Standard: 12bArcean / Torian: up to 14b (Xeno Farm + Weather Control Zenith / Xeno Farm + Harvester)Iconians: 14bThalan: 8b (with the exception of the planet housing the Hyperion Matrix and/or Gaia Vortex)Yor: unlimited (at least in theory; the game has a 100b pop-limit per planet)Some of the AIs had trouble researching the Starbase Fortification techs. Which means, that their starbases remained relatively unprotected when compared to those of the other AIs. To fix this, I decided to merge the Starbase Fortification and Starbase Militarization techs. I'm not entirely happy with this change ("Military Bases"? Seriously? How lame of a name is that?), but it is the best I could think of. For now at least. The cost for Defense and Military-Assist modules was another area I wasn't entirely satisfied with. In the end, I decided to use the same approach as with the Culture modules. You only pay for the first module. All the subsequent ones are free. The costs, for now, are 400bc for Defense modules (500bc for the Thalan) and 600bc for Military-Assist modules (800bc for the Thalan).The rest of the changes contain a few bug-fixes, changes to some techs (mostly different Categories, so the AI has a easier time researching them), typos and general polish.Overall, I'm pretty satisfied with the current state of the mod. The AI does a much better job at researching and building. While there is still some room for improvements, it's getting close to a point of diminishing returns. The tech trees work and fit the races. Most bugs are ironed out. There may still be some in GC2_Conversations.xml and UPIssues.xml, not to mention a specific one I have a hard time removing, but not many. (The description for Star Federation disappears from the Government and Ethics tab, if you choose Evil as alignment. If anyone know how to fix this, please tell me. Nothing I tried in English.str and screens.str works.) Finding the remaining bugs is going to be tough. Some of the dialogs only appear rarely, so it isn't easy to tell, if something is fixed or not. Still, it's pretty minor stuff compared to the rest. So, if nothing major comes up, this is going to be the last beta-version (except for maybe a small update).The biggest remaining parts before the 1.0 release are fixing and testing the scenario-files of the campaigns, and consolidating all the changelogs into one file.
I think "Starbase Militarization" is a proper name to encompass both the merged trees.
It's really amazing how much work you've put into this mod already and you're steadily improving it with each version.
However, by reducing the farms to only one building, and thus the maximum population to said values, aren't you eliminating the morale aspect?
(My biggest problem while working on this mod: making a decision and sticking with it. Instead, I constantly switched from one idea to the next. Well, at least I found out what works and what doesn't. If only I could apply this to my RL... )
Ok, I have been busy IRL, but I have noticed the following since the new beta
1. The Thalan as expected do not wage war nearly as often
2. The ENG, Evil-Neutral-Good type alliances that end up in struggles for control tend to be more common now with the Thalan now less aggressive
3. Overall Thalan performance seems to be pretty much average - not remarkable, but not near the bottom either, unless they get a really bad starting position
I'd agree that the Yor might need a slight buff. Will play more next week and see.
Buffing the Yor is something I did when I first began working on this mod. I reduced the cost of the Collectives, removed the 1pp limitation of the Efficiency Center, and added a couple new buildings and techs with no regards to balance whatsoever. This made the Yor completely OP, and sucked the fun right out of the game, because there was no challenge anymore when playing as them.
The Yor are my favourite race, so I'm constantly afraid of doing the old mistake again, because I just don't want to see them loose. So, keep a close a eye on any changes I make to the Yor!
I've got some ideas of how to make them stronger. The most obvious one is to reduce the cost of the Collectives.The Mfg. Collectives are the second most expensive factories in the game. I'm not going to change that. Only reduce the cost by 5 or 10 points. Still more expensive than the stock factories, but not quite as expensive as before.The Research Collectives have currently a lower maintenance cost than the standard labs. I might swap that to a lower build-cost instead, but am not entirely sure yet. The Yor are high on efficiency, so a lower maintenance cost makes more sense.
The second idea is something I used in first my misguided attempt. Giving the Yor a unique Planetary Defense structure, based on their Terror Drones. This time, however, I would replace the regular Planetary Defense tech and building with the new one. The new building would also be only better by 10% and not 4x, like before. The downside would be, that the Yor could still get the regular Planetary Defense tech from the other races. This could make their planets even more difficult to invade, possibly rivaling the Arcean.
The last idea is something I had previously in for all the races, but removed it before the release of the first beta. A tech that grants a bonus to the Repair ability.It's currently pretty hard to increase the Repair ability, if you don't put some points in it at the start of the game or get the Micro Repair Bots. The only race that can easily get a bonus are the Iconians. As a cybernetic race, however, it would make perfect sense for the Yor to know more about repairing ships than the other races. Still, they won't be able to beat the living ships of the Iconians. A bonus of 20% should be enough.However, from what I remember, there is a bug with the Repair ability. It works fine once you get it, but if you load a save from a point after you got Repair, it doesn't work anymore. I may be remembering this wrong or it might be fixed, so I will need to take another look at it, before I do anything.Should it be still bugged, however, I could try another approach by adding a Repair-Assist module. I have enough space for a few more starbase modules, so adding it would be no problem. However, I have no idea if the AI is even capable of using Repair-Assist module, because I never tested that.There is also the issue of scaling. The R-A uses a fixed value. This means, if I use a value of 1, the R-A will heal 1 HP per turn for all ships in the area. For tiny or small hulls this is pretty good. For medium or bigger hulls, however, this is a joke. Of course, you could use several starbases in close proximity to get a stronger effect, and this is were the fun really begins. You can make your tiny or small hulls almost indestructible this way. As long as they survive the battle, they will be back to full strength the next turn. Well, depending on how many HP they got from all the leveling. There is also the small effect, that the R-A always add the full value to the ships HP. So, if the ship is only missing 1 HP and the R-A heals 4 HP per turn, the ship will have 3 HP more than it should have the next turn.I think I remember now why I didn't put the R-A module back into the game, or why Stardock removed it in the first place (even though the manual still mentions it). So much for that idea.
Well, all of those ideas will remain just that, until it is clear, that the Yor really need a buff. I consider them pretty strong myself, with only the AI needing some more adjustments, but I'm pretty biased in that regard.
Collectives sounds interesting. Yet another option may be to buff their manufacturing output by 1 per building.
The problem with giving them another defensive structure is that the AI may or may not build it and of course, even on front line worlds, they may not demolish their buildings to make it happen.
Repair assist is worth a shot. I don't know how well the AI will take advantage of it though.
I suppose that for now, it's a matter of wait and see.
As the for the military starbase module costs, I have not seen the Thalan AI building very many. I do not know whether this is because it's too expensive though. Thalan is kind of in a situation with a big upfront cost to modules right now.
I tested the Repair-Assist module and the AI doesn't seem to be using it. Therefore, I'm not going to add them, unless somebody can come up with a good reason for doing so.
In the meantime, I finished updating the DL campaign. There were more bugs in it, than I anticipated. Some races began play with no homeworld on certain maps. In a few missions, there were inconsistencies between the mission briefing and the actual scenario. In one case, the referenced mission text didn't exist, so your allies would greet you as if you two had just met for the very first time. Plus a couple bugs more. All of this should be fixed now. In some cases, the mission will probably be much harder than before.
One thing I noticed during testing is that the tech-limitation of the minor races also affects the Dread Lords. This isn't quite as bad as for the minors, because the DL start with all techs already researched. However, there is one little problem with this. The DL use Industrial Sectors for production. So, if only one major race with Industrial Sectors in their tech tree is on the map, the DL will have a hard time building their ships. In other words, the DL will be a pushover. This is especially apparent in some of the later missions of the campaign. I already considered giving the DL some more advanced techs for some time. This is a good enough time as any to actually do that. I just need to figure out a way to balance them, so they are better, but not totally OP.
So much for "almost done".
Edit: I also made another change to the Drengin and Korath. The Drengin use Market Centers again instead of the Black Markets. This means, that the Drengin will have a much stronger economy compared to the Korath, but it will also cost more maintenance. In exchange, the Korath are now the sole user of the Aul Power Center. However, the Economics-bonus of the APC has been reduced from +25% to +15%. It also costs 500 to build now instead of 1000. The previous build-cost was a bit excessive, considering that the APC is almost identical to the Galactic Stock Exchange which only costs 500.
Yeah I'd agree that the AI doesn't seem to be using Repair Assist.
Stardock used campaign specific folders because mainly of tradition, I think it's because that's how it was when the game first launched. Anyways, to modify, I suspect that something else underneath would have to be changed.
One option is to give the DL their own production facility, ex: Collective IV-2, only this upgrade would be super cheap. When a player captures it, the buildings will self destruct.
Yeah I think the decision to swap back the Drengin to market centre will do the job.
I fixed that in my mod by cutting and pasting those magic line of code that I used to make the minors smart:
<AIAbilities>50</AIAbilities> <Aggression>99</Aggression> <FinancialResources>100</FinancialResources> <CPUUsage>100</CPUUsage>
Without those (Aggression aside), it seems the default is the lowest of low, ultra dumb mode.
I already added those lines, but they don't help that much in this case. The base AI of the DL just isn't the best. It also seems to depend on when the DL appear. If they appear early in the game, they seem to be doing fine, and sometimes even manage to crush everyone else. If they appear later, end of the 2nd or beginning of the 3rd year, they may be able to survive for a time, but eventually get destroyed. Mostly because they are unable to conquer any new worlds. Strangely enough, the DL in the campaign seem to be doing better.
Speaking of the campaign, I'm done now with fixing and updating all three of them. However, I still haven't decided if I should incorporate the files into my mod, or make them a separate download.
I also made several more changes, mostly to the morale improvements and techs, and the Yor. The Drengin, Iconians, and Thalan also saw a few edits.
I really should have learned it by now, though, that everytime I say, that I'm finally satisfied with the current state of the mod, something new comes up. Well, it happened again.
One of my newest changes had a very bad effect on the AI. I'm not sure how or why, but the AI isn't researching and building improvements as well as it used to anymore. Not just the AI of one of the races, but all of them. It looks like I'll have to re-adjust them yet again. I did that several times during the pre-beta phase, so it shouldn't take that long to bring them to roughly the same level as they were in the last version.
I'll try to get the next version out by the end of next week, but I can't make any promises.
Okay, time for a status report.My current design principle would be best described as "going back to basics".I changed several improvements back to how they where in the vanilla game. Either exactly or quite similar. The Thalan starting GAs are probably the best example. UnleashedElf had the idea of turning them into SPs, but I wasn't willing to do so as long as they provided ability bonuses. What originally prompted me to change those bonuses from planetary to civ-wide was that the AI had trouble using them. Especially the morale bonus of the Temporal Entertainment Matrix caused a lot of problems. I had another look at it, and may have found a way to fix this, so a change to SP would be possible now. No guarantees, though, as it may not totally work. Right now, I'm using the original values for the TEM, and a 100% econ-bonus for the Economic Direction Unit (just like the Econ Capital). Depending on how things go, I may drop the bonus for the EDU to 50%.The Stellar Forge of the Arceans is a GA again, and provides a 25% bonus to the HP ability instead of ship HP and quality. I'm not entirely happy with this change, but I think it was necessary, because the Arceans had just too many must-have improvements.The Space Cannon and the Graft of Ages have their morale bonuses again, while Robotic Farms once more provide 3mt food (40% bonus), but only at a maintenance of 1bc instead of 3bc. This is all part of my current restructuring of the morale and farm improvements. I have either finally gone crazy or actually found a way to make the AI use them properly. Not sure which I find more likely. In any case, Robotic Farms are now limited to three per planet, while Xeno Farms are limited to two per planet. Charging Stalks remain without limit.The starting morale improvements also have no limit anymore. Instead, they have a much higher AI value across the board, with the exception of the Drengin/Korath/Snathi improvements and the Yor Charging Stalks, because AIP 7 is already quite eager to build them. This had the effect that AIP 8 and 11 build two to three morale improvements per planet, just like AIP 7. It isn't perfect yet, because other buildings, like factories, get neglected, but it looks promising.I also moved some of the morale and economic ability bonuses from later techs (like Xeno Entertainment and Xeno Economics) to the starting techs, and made the bonuses a bit more equal among all races (with some exceptions, like the Yor and Krynn). The standard value is now 25% for economics and 30% for morale. Due to those changes, the Arceans, Drath, Drengin, Iconians and Korath saw a 10% increase to morale, while the Torians saw a 5% increase. The Thalan saw a 15% decrease to morale (mostly due to the loss of the 25% bonus from the TEM) and a 40% decrease to economy (again, mostly due to the loss of the 25% bonus from the EDU), while the Korath saw a 5% increase to economy.Maintenance and building costs saw another overhaul too. I reduced the maintenance for the standard factories, Replicators, Manufacturing Matrix, Collectives, and standard labs by 1bc. The Replicators now use the same build cost as the standard factories (25 -> 35), while the Collectives have become slightly cheaper (50 -> 45). The Mfg. Vortex has also become cheaper (200 -> 150) and a little more powerful (15% -> 20%), while the Distributed Energy Matrix has become much more cheaper (400 -> 250). There are more changes than this, but they are too numerous to list.As for getting the AI back to how it was in the last versions, I made some progress, but not much.
Right now, I'm primarily looking at the Terrans, Drengin, Altarians, Arcean, Torians, and Yor. Among those, the Yor are worrying me the most. They are constantly tanking their economy. Mostly because they are running extremely high taxes (usually around 80%), even if they make a huge surplus, and are not researching Efficiency Studies at all. I tried to fix the latter, but to no avail. Everything I tried either didn't work or made matters even worse. This is quite frustrating. I'm used to seeing this sort of behaviour with the Iconians and Thalan, but not the Yor. If anything, the Yor should be the ones with the least morale problems. Well, at least N-1 isn't running a 106% tax rate like Icos the Wise, or does some something stupid like Tlas Kzienta of the Torians.Seriously, what can you even say to this?
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