[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've finished updating the campaigns with my new changes. While I was at it, I also fixed some bugs. Both my own, and a few vanilla ones, that I overlooked the last time. The biggest one is probably the enabling of the outro cinematic of the TotA campaign. I was always wondering why it never worked. Now I know. The scenario file was pointing to the wrong directory.After that, I updated the regular scenarios to work with Autumn, and fixed their bugs, because... well, why not? I went through most of the accessible files of the game to fix the bugs, so I might as well add those files too.The tech trees also saw some more minor changes. I moved the Sensors-techs back to their old place behind Interstellar Construction, the Thalan have once again access to Space Weapons and Starship Defenses, and for the Krynn, Advanced Hulls is unlocked by Robust Hull Design again. The biggest, though only cosmetic, change is that I removed the groupings from several techs. This means, that they will show up as individual techs again. It's a minor change all by itself, but the visual effect it has is pretty big. The tech trees look much better now, at least in my opinion, and resemble the vanilla ones much more closely.As for my idea regarding the ship modules, it didn't work out as well as I hoped. Generalised ships are weaker now, but not quite as much as I intended. For some reason, I didn't take miniaturisation into account. Still, it should be good enough, now, that I had another look at the ultimate weapons. Just to give you an example, here are the values of the ultimate weapons and defenses for a huge hull:Doom RayCost 115Size 14Damage 28Nightmare TorpedoCost 130Size 21Damage 40Black Hole GeneratorCost 100Size 18Damage 35Invulnerability FieldCost 55Size 9Defense 20Aero Missile DefenseCost 55Size 7Defense 20Zero-Point ArmorCost 55Size 8Defense 20As you can see, the ultimate defenses are much stronger now, even though their actual defense value is unchanged. Along with my other changes to the ship modules, this should lead to much more interesting choices during ship design.I still need to test it a little more, and adjust some of the AI values, but, if everything goes right, I'll release v1.1 in the next couple of days (16th Dec. at the latest).
Hi everybody! Version 1.1 is finally out.It took a bit longer than expected, but then, I also didn't intend to completely rebalance the ship modules. I've already posted about most of my changes before, so here are some of the lesser ones I didn't mention:I fixed the bug that grants the Persistent Trade Routes ability to all races.I (re)added Stellar Cartography as a starting tech to the Thalan and Krynn. The Terrans are now the only ones who don't start out with it.I increased the maintenance cost of the standard morale improvements, the Thalan Recuperation Center, and the Iconian Replicators from 1bc to 2bc.I fixed the bug of the TechRevolution01 UP proposal that granted too many techs.I readded the ChangeGovernment01 UP proposal, and changed it from Star Democracy to Star Federation.I added a new UP proposal that forces Evil races to pay a weekly tax for humanitarian aide. There are three versions, each with a different duration (1-3 years).Plus a lot more...The most recent addition to the mod, however, will probably delight all those who like to trade techs. I've added two variants of the TechTree.xml with more lax restrictions for tech trading. You can read all about them in the OP.Well, I hope you all enjoy the new version!
I guess, today is as good a day as any to announce it*: I'm officially putting Autumn Twilight into maintenance mode. Unless someone reports a serious issue, don't expect any more updates.To clarify this, I'm not completely ruling out any further updates. They're just going to be unlikely. Especially with the GalCiv 3 alpha coming out in a few months.I've pretty much achieved what I set out to do. Well, more in fact. When I began working on Autumn Twilight at the end of April 2008, I only wanted to fix a few bugs that were annoying me. Over time, I added more and more stuff to the mod. Now, I've fixed almost all bugs in the XML-files (as far as I'm able to), the campaigns, and the scenarios. I completely rebalanced the game, and made some of the races either more unique, more powerful, or both.The AI is also playing much better. While it is still making some mistakes, it is now as good as I can make it. Even though I occasionally cursed at the AI, because its stupidity frustrated me to no end, it really is great overall. If Frogboy hadn't done such a good job at programming the AI, I probably wouldn't have been able to improve it as much. At least not with the limited way of influencing the AIs decision-making we modders have.Lastly, I want to give thanks to MarvinKosh, Tolmekian, MabusAltarn, UnleashedElf, and all the others who provided feedback, either positive or negative, over the last two years since I first began posting about my mod. I really appreciate it! Without the feedback, Autumn Twilight wouldn't be what it is today.There is only one thing left for me to say: The mod is done. Time to start playing again.*Today is the anniversary of the release of the first beta of Autumn Twilight, in case you're wondering.
Yesterday evening, I began playing a game as the Arceans on Crippling difficulty. The start was as expected. My survey ship went straight to a wormhole, sending it half-way across the map. I rush-bought several colony ships at full price, and began immediately to build up infrastructure on my new worlds, tanking my economy (idiot). I eventually managed to get out of the deficit, but it cost me a lot of time.While designing some new ships, I noticed that a few of the core ship designs still had Life Support modules on them. I thought, I had removed them from all of the unlockable ships. Apparently not.Meanwhile, I made first contact with one of my immediate neighbours. The Yor owned the cluster directly south of my starting position. They had a good amount planets (more than me), but their population was surprisingly low. After taking a closer look, I noticed that their approval rating was very low. 49% on a planet with only about 640 million people? N1, what did you do!? I had enough, and took control of the Yor to get a better look. Turns out, they never built the Maintenance Grid. Even though it's been a year since the start of the game. The amount of Charging Stalks (already built or still in production), however, is okay. A look at their finances reveals the biggest problem. Their running a tax rate of 70% and still loose money. Well, no wonder, they are also loosing population due to the tax rate. If they'd run a tax rate of 69% their approval would be much better, while their tax income would remain unchanged. Looking at the tech tree reveals the source of the Yor money problems. They haven't researched Efficiency Studies.Typical! During the tests, everything works fine. As soon as I want to play, however, they're starting to screw up. Shortly after meeting the Yor, I make contact with the Iconians, who own the cluster to the west of the Yor. I quickly notice, that they too have morale problems. A closer look shows, that they didn't built any Dream Conclaves on New Iconia and a few other worlds. The rest of their planets are fine, but their tax rate is still exceedingly high. In any case, I'm pissed. I changed them to AIP 8 in order to prevent exactly this from happening. I unveil the map and take a look at all the other races, to see, if they too have those problems. Turns out, that only the Thalan are in money trouble, because they've built quite a lot of Manufacturing Matrices on Thala. Everybody else is doing fine, and even the Thalan can turn it around, once their population grows a little.Anyhow, I quit the game and began fixing those problems (increase the AIValue of the Maintenance Grid, the Dream Conclaves, and the Efficiency Studies techs, and add the missing ship designs). Once I was done, I started up a new game. This time, playing as the Torians.A few weeks into the game, I get a notification that the Yor have build a Maintenance Grid. Well, at least something worked.I decide to design a faster colony ship, and notice, that some designs are still having Life Support modules on them. What's going on here!? I make contact with some minor races. The Scottlingas, the Dark Yor, and the Paulos. They've got scouts all over the place. I take a look at one and notice, that it only got a sensor range of 2. It should be 4. I double-click on the ship to get a look at the details, and see, that the scout has no Sensor modules on board. In fact, it's an empty hull. I look at the scouts of the other two minors, and it's the same. Strange. I guess, I made the Sensors a little too expensive. They more than triple the cost of a tiny hull.By the time I found their homeworlds, the Scottlingas colonised almost their complete home-system (three out of four planets), the Paulos also have three colonies, and the Dark Yor have... only their homeworld? With two colony ships in orbit? And several habitable worlds within range? Huh, I wonder why that wo... Oh, crap! I've set them to AIP 7! >facepalm<Anyhow, I quit the game again, and went back to fixing. The Dark Yor are now on AIP 8. So are the Snathi, who were previously on AIP 11. The Sensors are back at their original cost of 10, while Sensor Arrays cost 5 now. After making sure that I got all .shipcfg files from the Twilight\Data\ShipCfg folder, I notice, that I forgot the ones from the ShipTemplates folder. I add and update those, and start a new game to test my changes.The AI still removes the Sensor modules from the scout design. It's weird, but I guess, that this is just a vanilla issue I never noticed. Wouldn't be the first one. It's also not that big a problem.Most of the designs and templates are fixed now, but there are still some with Life Support modules left. There are even some scout templates with HyperDrives (seriously?). I really don't get it. I've added and updated all the necessary ship designs from TotA. There are none left... except for the ones from Dark Avatar of course. >double-facepalm<I've added the remaining designs and templates from DA, which should finally fix this problem. I still need to take a look at some of the survey ship and scout designs, because my removal of the Life Support, HyperDrive, and Sensor modules destroyed some of the symmetry. However, that shouldn't take too long.I still need to take a closer look at the Yor and Iconians, to make sure, that my changes to them are really working.Going from "I'm finished with the mod" to "I still need to fix something" in less than 24 hours. That must be a new record for me. I consider this an emergency/maintenance patch, but it is still both embarrassing and annoying. Anyhow, expect a new release in the next couple of days.
Hi everybody! Version 1.11 (or, as I like to call it, the "final" final patch) is out.The ship designs are now all fully updated. The only downside to this is, that the Ship Designer takes a bit longer to load.The Yor are faster at building the Maintenance Grid, and are also better at researching the Efficiency Studies-techs. Not great, mind you, but noticeable better.As for the Iconians, I had to adopt a more radical approach in fixing their morale-issues. The problem was, strangely enough, that the Dream Conclaves are too good. A planet with two Dream Conclaves is hardly affected by a high tax rate, while the approval of a planet without one will drop under 20%. The empire-wide approval-rating will also stay relatively high, making the AI think, that everything's okay.The Dream Conclave now provides only a 40% morale-bonus (same as the VRC), while being cheaper to build (50), and much cheaper to maintain (1bc). Tests have been very positive, but, once again, far from perfect. However, it's as good as I can make it.I've had another look at the Altarians, Drath, and Arceans. They're now much better at going after Divergent Evolution\Weather Control.The maintenance cost of the standard Labs and the Research Collectives is now 3bc, while the one of the Technology Matrix is now 5bc. The previous value was a little too high when compared to Schools and Slaveling Labs. Speaking of Slaveling Labs, I increased the base-research value from 4rp to 6rp. They still total out at 12rp, but the early versions are now much more productive. The Research Matrix also saw a slight boost. It now provides a research-bonus of 20%, instead of 10%. To compensate for this, the maintenance cost is back at 3bc now.The biggest change, overall, is to the minor races. I provided them with unique versions of several techs (primarily morale and economy), in order to prevent them from loosing access to those. The Dark Yor are now using Factories and Labs, instead of Manufacturing and Research Collectives, while the Snathi are now using Factories, instead of Slave Pits. The Snathi also no longer have access to the Industrial Starbase-techs, and are now using Black Markets, instead of regular Markets.Lastly, I moved the tech tree variants into their own folder, called "Variants", because they seemed to have an effect on the game while being in the main folder.Well, this is it. No more "there is still something I need to fix" or "I'm not quite happy with something, after all". Like I said before, if you find something strange, or potentially game-breaking, I will take a look at it. Other than that though, there won't be any more updates. For real, this time. In any case, I hope you have fun with the new version!
Well, it looks like I'm wrong again. I found a couple more issues/bugs.
For one, the Korx don't start out with Stellar Cartography. I completely forgot, that I removed it as a starting tech from them.
Starbase Domination still requires Starbase Mobilization instead of Starbase Projection. I was certain, that I had changed that, but apparently not.
I got an empty war declaration from the Korx while playing the Yor. I think, I found the reason for this, but I still need to test it.
My fix for the Persistent Trade Routes ability appearing for races that shouldn't have it doesn't work after all. It works fine if you play normally, but if you reload the game, PTR appears among your abilities. So much for that.
I'm also going through the tech tree again to find the remaining typos and grammar issues. Well, at least I'm trying to. My English isn't that good.
So, yes, there'll be a v1.12. However, it'll be a while before I release it. I want to make absolutely sure, that I got everything this time.
While going through the tech tree to fix the typos and grammar issues, I came across the government-techs. I wasn't truly satisfied with how the Imperium and Hive government-techs turned out (primarily their names and details), and always wanted to change them. However, I completely forgot about that over the last year. Now, I finally did it.The biggest change is, that Imperium and Hive are no longer individual techs. Instead, they work like the Korx Corporation techs now, in that they are the standard government-techs just with different names and bonuses. I just didn't like it, that a major game mechanic wasn't available to half of the races. Sure, it may seem a little strange, that the tech calls the government by one name, while the rest of the game calls it something different, but there is nothing I can do about that.I also removed the Diplomacy bonus from the standard government-techs, which should make them a little bit more even with the other governments, and increased the Influence bonus from Star Federation from +5% to +10%.Overall, the total bonuses of the governments look like this:Standard: +20% InfluenceCorporation: +20% InfluenceImperium: +20% LoyaltyHive: +20% Social and Military ProductionSocial Studies: +20% MoraleOf the five, Hive is probably the most powerful, but that seems only fitting for the Thalan. I would have liked to give the Corporation a Trade bonus, but, due to their Super Ability, that would have meant, that the Korx start out with those techs already researched. An Economics bonus would have also fit, but it seemed kinda redundant. In the end, Influence seemed like the best choice. The Korx could use it too, due to their Loyalty penalty.Social Studies is the name for the Yor "government". Yes, the Yor have access to the government-techs again. No, I didn't reduce the Economics bonus from the Efficiency Studies techs in exchange. Considering that the Yor don't have any spammable economy structures , and a higher population is not enough to compensate for the lack of those, it seemed only fair to give them another boost.Speaking of the Yor, it is weird seeing some of their techs mention, that their population growth is slower than that of the biological races, because it isn't reflected anywhere. To fix this discrepancy, I decided to give the Yor a small Pop-growth penalty (-10%). This isn't too high of a penalty, and the bonuses granted by the Charging Stalk improvements more than compensate for it.I also had another look at the true low-population growth races. The Thalan are supposed to grow the slowest. However, due to their starting techs, they actually grow faster than the second slowest race, the Drath. The problem is, that I can't just remove Xeno Biology and Xeno Medicine, because that would make it impossible for the Thalan to research the cure for the Plague and the Disease. I also can't make the Thalan not start out with those techs due to lore reason. So, I decided to simply increase their Pop-growth penalty from -30% to -40%. This means, that the Thalan start out with the same penalty as the Drath, and eventually end up with a Pop-growth value of 0%.The Drath will also end up with a Pop-growth value of 0%, because I removed Fertility Acceleration from their tech tree again. However, they still have the pop-growth bonus from the Biosphere Modulator, which should more than compensate.Sadly, I had to remove the WarCrime UP proposals again. For some reason, Neutral races are sometimes also affected by this tax, even if they have already researched Xeno Ethics. It didn't make any sense, and, because the proposals are all hardcoded, there is nothing I can do to fix it. Well, there are a couple more changes (including a new GA: Omega Shipyard), but I'll keep those for a future post.
Well, as it turned out, the way Super Isolationist works makes the Warp Field Disruptor entirely pointless for the Yor. So I've decided to give this module to the Arceans, because it seems fitting enough for their strategy. Slow the enemy down, so your ships are fast enough for a first-strike. Also, I've changed the speed reduction of the Warp Field Disruptor from -1 back to -2. The Arceans are the slowest race in the game. It's only fair for them to be able to slow their enemies down to their level without too much effort.In exchange, I decided to give Yor a Repair-Assist module. I originally didn't want to add it, because it is highly unbalanced, but so was the Warp Field Disruptor (if it had worked for the Yor). Repair-Assist works by healing a fixed amount of HP for all damaged ships in the area of the starbase. I'm using a value of 1 HP, because anything higher would be completely OP for tiny and small hulls. If you want a higher value, build more military starbases close by, so their areas overlap.Another thing I've addressed are the costs of some of the Thalan techs. Industrial Adaptation costs now 1000 to research, and Technology Adaptation 1500. The Thalan just took far too long to research either of them. I also reduced the cost for Space Weapons and Starship Defenses to 50 each. That should speed up the Thalan' weapons and defense research.As I've mentioned in my last post, I've added a new GA, the Omega Shipyard. It is unlocked by Master Hull Building, and increases both the quality and the HP of ships built on the world it is located on by 50%. The Hyperion Shipyard is now unlocked by Superior Hulls, and is slightly cheaper (500 instead of 600)I've went through all the GAs and SPs again, and adjusted the costs and bonuses of some of them. The starting GAs have been primarily affected. I've standardised their cost (50) and bonuses (one planetary bonus and one Racial Ability bonus). Due to this, the Innovation Center saw a major nerf (all research bonuses are gone, but the Creativity bonus is +10% now), while the Maintenance Grid saw a small boost (the Morale bonus is now +25%, and it also has a +25% pop-growth bonus too).Of all the other GAs and SPs, only the Shrine of the Mithrilar saw a big change. I removed the production and research, and added a +10% Morale bonus instead. It never made much sense to me, why the Shrine would increase either production or research, let alone both. A Morale bonus makes much more sense (especially considering the tech description). Due to this change, I was considering to turn the Shrine into a GA, but decided against it. A +10% bonus is too small to warrant that change.
TL;DR Increased the overall Trade ability of the Korx; gave the Arceans a second Warp Field Disruptor module, in exchange of the Interstellar Navigators module; made some more changes to the UP proposals and added two new ones.
One of the biggest remaining problems is the performance of the Korx during the colony rush. They occasionally do fine enough, but they loose too much time building freighters instead of colony ships, even if there are no races to trade with close by. The reason for this is the high Trade bonus the Korx start out with. It makes them value trade a lot.
There are two ways to fix this: 1. reduce the Trade bonus of the Trade techs, and 2. give the Korx another Super Ability, because Super Trader makes them automatically start out with any tech that provides a Trade bonus. Neither is something I'd like to do. I originally increased the bonuses of the Trade techs in order to make trade more worthwhile. Reducing the bonuses again would defeat the point. Super Trader is the only SA that really fits the Korx. Also, giving them another SA would diminish the uniqueness of one of the other races.
Instead, I decided to further increase the Trade bonuses of the Korx. If the are forgoing colonies in order to make trade routes, then I at least should make it worth their while. The Korx racial bonus to Trade is back at +50% (from +25%), Xeno Mercantilism provides +50% instead of +25%, and the Mercantile party also provides now +50% (up from +20%). Overall, the Korx start now with a Trade ability of +250% (instead of 170%). In my tests, the Korx didn't perform any worse than before, so the new value should be okay.
The Arceans also saw another small change. I replaced the Interstellar Navigator starbase module with a second Warp Field Disruptor module. This brings their speed reduction to a maximum of -3 per military starbase. It also makes more sense, because the Arceans are the turtle among the races. Trying to make them catch up to the speed of the other races, goes against what they are about.
Last but not least, I had another look at the UP proposals. I changed the text of some of the proposals, undid a few my changes (mostly how the AI would vote), made some more changes to the values, and added two more proposals. The new ones are just copies of the TechRevolution proposal and the Terror Star ban proposal. They are identical to the originals, with the only exception, that the second Terror Star ban now has a time limit (5 years). Of my changes to the other proposals, the ones for the starbase module restrictions is the most noteworthy. I changed the amount of modules for each option (3, 6, 9 instead of 2, 4, 8), and made the second proposal have a permanent duration again.
All in all, the new version is shaping up nicely. So far, I haven't noticed any more bugs or issues. I still want to test a little more, before I release it though.
Over the weekend, I had another look at the political parties. I wanted to balance them, so that the bonuses of every party are worth 4 customisation points. For most parties, this was already the case. Two, however, needed a little boost: the War Party now provides a Weapons bonus of +15% (instead of +10%) and a Soldiering bonus of +20% (instead of +15%), and the Technologists now provide a Sensors bonus of +2 (instead of +1).I also wasn't quite satisfied with how of two of the parties were build up: the Pacifists and the Populists. It didn't make much sense to me why being a peaceful race would make you able to build faster, or why focusing on the needs of your own people first would make you better diplomats. So, I decided to replace the Social Production bonus of the Pacifists with a Diplomacy bonus, and the Diplomacy bonus of the Populists with a Population Growth bonus.The tech trees of the minor races and the Dread Lords saw some major changes. I re-added almost all techs, that I originally removed, and the Snathi are now using the standard labs, like all of the other minor races. It felt a bit unfair, that they were the only minor race, that is unable to improve their labs in almost every game (unless both the Drengin and the Korath are present). The Snathi still have those problems with their Economics and Entertainment techs though. I'm already considering to give them the Minor Race tech tree instead. Might as well. Their tech tree already barely resembles the Korath tech tree. Or maybe I should switch back to the Drengin tech tree for them? I'm not sure yet
Made an account to say that I love your mod and can't wait for v.1.12!Have you ever pondered about doing an Extras addon?For example, add more powerful weapons for those of us that play Immense games?Doom Ray Doom Ray XChaos Beam Entropy Beam Pandemonium Spectrum (ultimate)Nightmare Torpedo Nightmare Torpedo XOblivion Devastator Mayhem Devastator Apocalypse Ballistic (ultimate)Black Hole Gun Black Hole Gun XSupernova Cannon Quasar Cannon Genesis Artillery (ultimate)(after Hyperwarp III):Transcendence Engine ITranscendence Engine IITranscendence Engine IIIAlmighty Engine (ultimate)
Thanks! The new version is almost ready. I haven't found any more issues yet, so a release this weekend might be possible. However, I'm not making any promises.
No, I haven't. At this stage of the mod, I'm also not going to add anything new. Doing so would require me to update the scenarios and campaigns yet again. Plus, I would need to test the new changes, which would require me to postpone the release of v1.12. Not to mention that adding new weapons/defenses/engines would diminish the worth of the original ultimate versions.
Hi everybody! The ultimate version (1.12) is finally out.Unlike usually, I'm not going to write up what changed, because I've already mentioned all the big changes in my previous posts.The only noteworthy additions are the Readme-file and the Full Changelog-file. The latter replaces the previous changelogs, and incorporates all the changes to the games files (only exceptions are the scenarios and the campaigns). This should make it easier for newcomers to learn what is different, without having to go through several files. As always, there is still a changelog for what is new in this version compared to the previous one.Well, I hope you like the changes and have fun playing!
Hey, just saying thanks for keeping this updated. Makes playing Gal Civ II even better.
I made a personal copy of zoomable 4427 x 5290 .PNG Tech Tree Posters for 1.12 Ultimate using the Tech Viewer Tool. Its really easy to do if you wanted to see the Tech Trees. I have Windows 7 64bit and it worked for me. even in a .zip its still 183 MBs for all the Races and Minor Race Tech Trees.The link to the Tech Viewer Toolhttp://www.i-mod-productions.com/downloads.php?do=file&id=121Also Autumn Twilight works great with LogicSequence's High Definition mod if you copy everything in the mod to Autumn Twilight except the Data Folder. Thank you so much for this mod, your Changelog is 99 pages which I am reading out of curiosity.
You're welcome, and thank you.
I've tried it before, but it didn't properly work for me. It showed technologies in the tech trees that shouldn't be there, like the starting techs of the Thalan in the Terran tech tree.
You can add the StarTypes.xml without issues. Also, don't forget the HeightMaps. Without them, the planets don't look nearly as good.
You're welcome. Even though I called it "Full" Changelog, it is missing several changes. Mainly typo and grammar fixes, and several changes to the descriptions. If I added all of those too, the Changelog would be even bigger.
Hi everybody! I've uploaded a small update for v1.12.As it turns out, I've overlooked a few things after all. It's nothing major, and only really affects the 'Battle of the gods' scenario, and some of the campaign-missions. In other words, you don't need to download it, if you don't play the scenarios or the campaigns.Here is what changed:For one, I forgot to add the word "Minor" to the DisplayName of the Dark Yor-version of the Cybernetic Support techs. This means, that the Yor don't start out with those techs fully researched in some of the campaign-missions and the 'Battle of the gods' scenario, due to the way the Scenario-editor works.While I was at it, I gave the Dark Yor a minor race-version of the Efficiency Studies techs, because I didn't found it fair, that they are unable to improve their economy, if the Yor are in the game.Then, there is a small chance of loosing the Starport, if you start out with Soil Enhancement (though you can simply rebuild it). This too is only a problem in the 'Battle of the gods' scenario and a few of the campaign-missions. I fixed this by removing the Terraforming techs as starting techs in those cases.I also made some changes to the 'Battle of the gods' scenario in general. Range is no longer unlimited, and the minor races have been enabled.Lastly, I forgot to change the DisplayName of the Psyonic weapons techs to "Psionic" in the main tech tree and the FullTrade variant. I originally made that change only in the LightTrade variant, for some reason.I'm sorry, should this inconvenience any of you.
In my past 3 games the Iconian Refuge are highly overpowered. What happens is that because of their Super Adapter ability they spam colony ships and then to have 3-5x more colonies than 2nd person in a 9 player game. They have lead in all categories and usually have astronomically high Population, Influence, Treasury and Research. I think the Colonization techs need to be divided into 3 or 4 parts (Colonize Barren Worlds I, Colonize Barren Worlds II, Colonize Barren Worlds III, Colonize Barren Worlds IV etc with production increasing 25/33% until it becomes 100%).Or maybe one of the stats is wrong or something?
What are your map settings and difficulty? I've tested the mod on several different map settings and Tough difficulty, but I mostly play on Immense maps, with Abundant All, Tight Clusters, and Occasional Extreme Worlds, and Crippling difficulty. The Iconians are usually among the strongest races in my games, but not by as long a margin as in yours. Often enough, they are outcolonised by the Altarians and Thalan.
Overall, I'm rather satisfied with the Iconians. They've gone from one of the weakest races, to one of the strongest. However, I'm going to take another look at them, to see, if they've gone too far in the other direction.
As for splitting up the Extreme Colonization techs, I'm not going to do that, because it has a bad effect on AI-performance. The AI usually takes either too long to go for those techs, or goes too soon for them. That's just for the first tech, mind you. All subsequent ones will take even longer. During that time, the AI will not even really benefit from those worlds.
As stated, I had another look at the Iconians.
I tested them on a few different map sizes (Large to Immense), Star Densities (Tight Clusters to Scattered), and amount of Extreme Worlds (Occasional and Frequent). Everything else was set to Abundant, and the difficulty to Tough. I played each game only until the start of 2230, because it should provide a good enough estimate on how things are going.
The amount of colonies the Iconians manage to get is a bit random, but generally well above average. If Extreme Worlds are set to Frequent, then the amount of colonies will usually increase too. So far, however, I haven't seen the Iconians have as many planets as AzuranPrime stated (3-5x as many as the 2nd race). It's possible, that the Iconians had an exceptionally good starting location in his game.
In my last game (Immense size, Scattered Stars, Frequent Extreme Worlds), the Iconians had 44 colonies by the start of 2230, and where on 2nd place. On 3rd and 4th place where the Altarians and Thalan, with 34 and 33 planets respectively. The 1st place belonged to the Torians with 77 colonies. However, they also seemed to have money problems. I got a message, that the Torians couldn't afford to pay the Thalan, because they've gone broke.On the other end of the spectrum, we had the Drengin and Yor, with 3 and 2 colonies respectively. However, that's to be expected on those settings. AIP 7 just doesn't work on Scattered Stars, and Frequent Extreme Worlds makes it even more difficult for it to colonise.The Arceans and Drath had 12 colonies each. They started right in the middle of the map, surrounded by the Thalan, Altarians, and Torians. The Korx only had 9 colonies, but their starting locations was pretty bad (but not the worst). They were far off from the rest of the races, and most of the planets in their area were extreme.I didn't colonise at all (well, except for Mars), which probably skewed the results a little. If I had colonised, then the Iconians would have lost maybe three or four planets. I had the misfortune of having the worst starting location. The Iconians were right next to me, and almost all of the planets close by were extreme.
I'll continue to keep an eye on the Iconians, but, so far, I don't see a reason to nerf them.
I'm currently playing a game as the Korx, and have received war-declarations by the Altarians and the Drath. Both declarations were empty. I'm not entirely surprised by this. The GC2_Conversations.xml is the hardest file to test after all. However, I was still hoping, that I had fixed all of those empty messages by now.
I have no idea what the reason for the war declaration is. It is likely, that the Altarians and Drath have been paid-off, all of the current wars are due to bribes, but I'm not sure. If it is, then they've been ripped off. I have the fourth best military in the game, while they have barely any war-ships.
Anyhow, I've went through the GC2_Conversations.xml again, and added entries for all races in all the war-specific topics. Even in cases where it, theoretically, shouldn't be necessary. That there is no documentations about this file, however, makes it difficult to tell where those changes are necessary and where not. I don't even know, if the file contains all possible topics, or if there are some missing. Not to mention, if the existing ones contain any errors in their InternalNames.
However, one good thing about the GC2_Conversations.xml is, that it isn't added to the savegame, like most of the xml-files. This means, that all changes will show up, even if you load a save instead of starting a new game.
Well, I continued playing, and got a war declaration by the Iconians. It was empty.
I have no idea what else I could do.
Edit: I've run a couple more tests (i.e., I began a couple new games), and I think, that it is fixed now. It's strange though. I didn't make any other changes, which means, that my previous fix did require a new game after all. Which makes no sense, because changes to the GC2_Conversations.xml never required a new game to work before.I'm still not 100% certain that it is fixed. It could just be, that the reason for war is a different one this time.
Well, I found another bug. I forgot to change the tech-requirement for Extended Lifetime to Xeno Medicine in the variants of the TechTree.xml. This is only a minor bug, but I will release an update eventually to fix this an the empty war declarations (once I'm sure, that the latter are actually fixed).
I also have the burning suspicion that the UP proposal AddTradeRoute01 doesn't work. At all. It's supposed to add two more trade routes, if voted for, but doesn't do so.The only thing I did to that proposal was to change it from a multiple-choice to a simple Yes/No question, because it only ever added two new routes, no matter how many got voted for. That shouldn't have any effect on how it works, because the mechanic didn't change. In fact the proposal is now identical to how it was in GalCiv 1, so it should work.Just to make sure, I also tested it in the vanilla game, with the same results. It didn't do anything. I find this extremely weird, because I'm 100% certain, that the proposal worked previously.If anyone could test, if the proposal works on their end, I would be very grateful.
Edit: Just in case, I was testing if the proposal works in DL or DA, but no luck. Unless I get feedback to the contrary, I'll have to assume that the proposal doesn't work anymore.
Totally off topic, but do you see something like this ever happening for GC3? I know it's way too soon to ask?
Other thoughts:
- Right now Torian seems to be a very consistently powerful force. More powerful than I'd like, but not at the boundary of "OP".
I hope not. Spending close to six years fixing one game is more than enough. Still, we'll have to see how everything goes.
I'd recommend at some point submitting this to Stardock for them to look at and maybe making this officially patched.
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