Project origins
There was some discussion on the Steam forums as to how to get an update to GalCiv 2 out there.
Draginol popped in and suggested that an update incorporating the expertise of the fanbase would be the best way forward. A bugfixing update would soon be on the way.
I sent a message to the other tech tree modders, and luckily secured the assistance of Gaunathor, and later MabusAltarn, as well as some dedicated members of the community who posted some valuable feedback. They have been instrumental to the success of the community update, and I'm glad to have played a small part along the way.
Progress report
The community update has been released as part of a rollout of Stardock products on GOG.com and is also available as an opt-in beta on Steam!
Downloads and links
Issues which can't be fixed with XML manipulation.
The file archive folder, hosted by MabusAltarn.
The list of bugs which can't be fixed with XML manipulation.
The spreadsheet of data changes, hosted by MabusAltarn.
Initial discussion on Steam forums
Credits for community member and Stardock staff involvement
Gaunathor - Tech tree changes, descriptions and standardisation. AI value adjustment. Planetary improvement changes and fixes. Keeper of the change logs, spreadsheet and file archive.
MarvinKosh - Typo and description changes (English.str, Techtree.xml). Additional spreadsheet analysis.
DARCA1213 - Tech descriptions.
MabusAltarn - UI changes, tech tree changes, AI value adjustment, keeper of the file archive, spreadsheet and change logs.
Maiden666 - Suggestions for improvement (technology victory bonuses).
OShee - tech descriptions.
SiliasOfBorg - tech descriptions.
Frogboy - executable code changes.
One copy is for the major races, and the other for the minor races. It's a crazy attempt to circumvent the problem that causes the minor races to lose access to certain techs, depending on which major races are on the map.
I'm almost finished with the DL campaign. Only six more missions. Those have to wait, however, because I've got a nasty headache at the moment. Tomorrow is also a private holiday of mine (60th anniversary of Gojira, my favourite movie), so I'm not sure how much I'm going to do. Knowing me, I'm probably going to finish the remaining missions. The other two campaigns have to wait until Tuesday though.
Wonderful.
Is the doomsday generators starship bonus civ wide, and is the hp bonus as well.
You changed nearly all the GCtypes. Its crazy, the changes are mostly minor and that actually makes it more annoying because it screws my designs and changes something that didn't have any problems.
Its just work for me to modd out, and I absolutely vote to revert the weapons/defense/modules values to there regular working stats.
I think the changes to the weapons were done because the highest-tiered weapons were totally overpowered. It now progresses more linearily. However, from what I can tell from the last couple of games is that the MMR rises now faster than ever, and this leads to a problem in the beginning when there are races that do have researched weapons and those who didn't yet: You get bullied far more serious...
Also, the weapons vs hitpoints relation has been changed, giving more importance on first strike - which in most cases gives the human player the advantage because the AI's tactical positioning is idiotic....
It also further increasing the weaknesses of defenses in a fleet battle scenario. This is due to way how fleet battle is calculated, which we cannot change, but *de*creasing offensive fire would actually mitigate the problem (more combat rounds....)
I assume some modules were taken away because of the 100 limit.
There are quite a number of new boni added to alot of buildings, it is not always clear if these are racial or planetary only....
Is this proper english?: "Enables the construction of Discovery Spheres on our worlds, along with the a new Omega-level super project." in TechTree.xml
The AddTradeRoute01 UP vote in UPIssues.xml doesn't work. It does neither show or increase the routes...
Anyway, keep it up
just playing the Drath noticing these typos in Drath_Techtree.xml
The Invisible hand helps the [YOURSHORTCIVNAME] to stay out of trouble and let others do the work for them. When civilizations are at war, the [YOURSHORTCIVNAME] now receive a small percentage of the income being put into war production. They also increaase their diplomacy abilty which allows them to negotiate shrewder deals for themselves.</Details>
@ DARCA
The bonuses from the Doomsday Generator are all planetary. I thought that was obvious: "to ships built on this planet."
@ Maiden666
re Defences
I haven't noticed anything that indicates that defences have become weaker in fleet combat. My fleets held themselves pretty well, both when attacking and defending. I let the game design those ships for me, because I wanted to see how the game handles the changes to the ship components. If I had made them myself, then they would have been even stronger. Still it's possible that this is the case on higher difficulty-levels. I only tested it on Tough difficulty, because I wanted to see how the AI plays without any bonuses and penalties.
If there is a problem, then I'd rather increase the power of the defences, than weaken the weapons. Balancing becomes much harder when you are restricted to low values, in my opinion.
re Starbase Modules
Correct. Though I did it also to reduce the constructor spam.
re bonuses from planetary improvements
Could you point out which bonuses are unclear? From the top of my head, only the Shrine of the Mithrilar really needs a better description.
re AddTradeRoute01
I noticed this before, and Marvin confirmed it last week. The problem is the mechanic itself. It no longer works (I'm 100% certain it did before). This isn't something we can fix. So I disabled the proposal for the next version.
re typos
Fixed. Thanks.
Woa the Doomsday Generator is quite OP, esp. when you keep in mind additional luck+weapons-boni in that tree. There's a lot of stuff overpowered (basically all capitals) but I won't harp on that because there's logic behind it. Basically you've fastened up the game by generally decreasing technology & improvement-costs, lesser maint, and way more additional racial stats boni and powerful buildings. The net effect is that the game develops very speedy, and I think that's the right thing to do, Twilight was a lot slower than DA and if someone fires up the old game again it will feel fresh this way....
On the boni-improvement I mean for example the Temple of Righteousness or Hall of Empathy (lots more actually). You've added some bonus (pop growth, influence) but from the description it's not clear whether it is racial or planetary. Ok, this isn't different with most other buildings but the benefit of the old buildings is usually already known. I assume that most, if not all your newly introduced boni are racial, though I wasn't sure on some (eg +50% infl racial is heavy!)
Then there's the Dark Energy Lab, its description says it will boost "all our" military and production, is this civ-wide? Judging from the quote, I would say so yes, but is that even possible? AFAIK there's no racial production stat, but it should be true for the weapon-stat because there's no planetary weapon-stat either ... And there's further a +10% econ, which is totally omitted in the description.... confusing^^
Why not simply put thing clear there in numbers, either *planetary*- or *civ-wide* boni?
Maybe also a good idea for the boni you get when making the ethical decision. Some of these boni are mentioned quite clearly (+25% trade increase) some not (eg loyality bonus etc pp). To add, the neutral description on their Purchase Now reduction is faulty, because this will reduce not only ship buy but also their upgrade costs, and reduce the bcs of planetary imrovements.
re: Constructor spam
I've made some tests on this a few months ago and am very inconclusive about this in general. I don't think that it will work, I believe that the game will produce ships simply randomised and not by observing the state of its own game, ie. it doesn't ask itself the question if it will even need more constructors" etc... I do not know if this is true in the code, I simply assume from what I could observe in test-game.
I wanted to reduce the constructor-spam as well, and I was further irritated that the AI lost so many imprtant resource mines because he spents a boatload of constructors to increase mining before thinking on +att or +def on them. So I harshly reduced the number of modules so he could only put stuff on that was important (just like now) but the effect was that there were a lot of overflow constructors sitting at planets. It was funny because whenever a resource became free everyone did send all his constructors after it, that's how I became initially aware of the problem because you saw them pinpointing from all around the galaxy to it, even 20 turns after the resource has been reclaimed (the AI usually doesn't re-alter ship-destination before it reaches its goal)....
On the weapons-stuff:
This is a large and difficult (but very important) field, so I'd have to write a wall, but I'm pretty sure you know the topic very good by yourself.
You've doubled the the early wepaons (except the theory) and these weapons are important for the early game, and even more in less-big games (because usually there you don't need to research high tier weapons).
Increased weapons will faster drain the hitpoints from a ship, which means that defense absorption cannot work as good as it should. Defense and hitpoints do boost each other strength, while weapon fire does the opposite.
The problem of defenses in a fleet battle is that all-attack ships will cumulate their weapons but defenses cannot do this because only one ship will be fired at at a time.
Now this is alot of assumptions made on my end but I can give you some maths to exemplify what I mean.
From the game yesterday I take one medium hull, and with my current level of miniaturization build an all-attack ship and an all-defense ship using the same techs/tiers. Because the all-defense must have an attack as well I give the attack ship a small defense as well to make it fair. I get these stats: (using Singularity Driver & Duranthium)
All-attack: +36att +4def +20hp 370MP cost
All-defense: +8att +68def +20hp 480MP cost
Note: the all-defense ship is 25% more expensive, seems to have higher stats and should be better actually.
Let us now simulate a 1on1 ship fight using average rolls (* more to this later), ie simulating with 0 luck
All-attack +18att +2def
All-defense +4att +34def
Result: It very easy to see that the defense ship will totally absorb all damage and destroy the attack ship after 5 rounds of combat.
Now lets simulate a fleet battle, this time incorporating the build costs as well.
4 all-attack ships = (average) +72att +2def +80hp (1480 MP) vs
3 all-defense ships = (average) +12att +34def +60hp (1440 MP)
(some might say 4 vs 3 is unfair but the reality ingame will be exactly like this because you HAVE to take the cost into credit)
If you now calculate round per round you'll notice that the all-attack will totally drain the first target's armour, then its hitpoints destroying it, then draining their remaining fire in the second ships defenses.
The defense fleet will drain -10hp from their enemies. In the second round they're only 2 ships so they will drain only -6, giving the attackship still +4hp.
The attackfleet will again destroy one defender.
In the last 3rd round the last defender is killed while doing -2 damage, the attacker will barely survive with +2 hp.
Result: All defenders are destroyed, all attacker live.
The problem here is that the "invincible defense" is actually not really effective versus cumulative weapons-fire. I've done alot of calculating (actually since the time when I asked you guys about the fleet-module stuff a year or 2 ago) and the common consensus seems to be that defenses are NOT worthwhile at all when they cannot re-load during combat turns. In such a case hitpoint mods are always better.
(*) The ingame reality is even far more worse, because the game doesn't roll averagely but instead randomly, which is giving a huge bonus to the attackers but NOT the defenders. An attacker could roll high while the defender rolls low - in this case the defender is screwed. Butt the opposite scenario, defender rolls high defense & attacker rolls low attack nothing serious will happen, yes damage will be totally absorbed which IS actually already happening at ordinary average rolls.
If we take up the 1on1 fight example the defender needs at least 3 turns to be successful, although this chance will be astronomically low because the defender has to roll 3 times max attack and the attacker has to roll 3 times lowest defense for this to be accomplished.
In opposition the defender only has to roll a single time around -10% of his defenses while the attacker is somewhere above 75% in order to oneshot the defender. And this can happen during the length of the fight. Before I used a +50% Luck my defense ships always lost mysteriously vs obviously lower ships simply because of these unlucky rolls.
You can see from this example also why Luck is so important in the defense-design. No more oneshots, and thinking further, if we would further increase the overall hitpoints vs weaponsfire correlation, this would give defenses even more time to work, to reload.
Not saying now that this would take care about the fleet-battle defense demise - actually it would mitigate it but still the attack ships would win. But increasing weapons while leaving hitpoints as they are is not right track.
Still, this is only a single example and other examples using other weapons/def/hulls etc might bring another conclusion etc. Although I have to say that I consistently get likewise results. Usually ingame defenses aren't that bad... because if they don't suffice you research another tier and at some point they do their job. And of course, a ship equipped with tier 5 defenses will totally outclass a ship with only tier 2 weapons.
That, and the fact that defenses can easily be researched, is the reason why you can't simply buff defenses up. Then, in a 1on1 scenario total absorbtion will be reached quite easily and be a I-win-button, and if all damage could be absorbed hitpoints will loose all importance, ie. you can use Cargo Hulls instead of Medium Hulls. I did this successful in the unmodded TotA for some time, until longer games required ever bigger fleets and thus, defenses became too weak.
I've also played 3 months with simply all hitpoints increased by 100%. Combat rounds are increased, firsthit advantage is reduced (sad for Arceans), even tiny hulls can benefit from a single +10% hitpoints boni, repair becomes important (this used to be an important stat in GalCiv1) but the general problem here was that the additional hitpoints received from level up were too excessive.
As of now, I believe increasing hitpoints to a 1.5 ratio as normal (cumulative through changes in the hull base points and some additional hipoints racial stats) while keeping highest tiered weapon and defenses out of the game is the right track, but I need more testing time in my personal mod.
So, goodnight^^
@Maiden: I am comparing the old file to t the new and 90% of all parts have changed including engines life support, colony modd, sensors, hulls, everything. And surprisingly most is minor, like changing it two sizes up something two sizes down on something size 20 until it basically the same as before but its not and your designs don't work. Also weapon damage increased Maiden not decreased, missiles top out at 28 instead of 25. This just all amount to madness, there was nothing wrong or broken on ALL those parts that needed to be fixed and I've never heard a complaint, much less enough complaints to actually change what you did. Its madness.
@Gaunathor:
I was looking at the file when I wrote it and thought it wasn't but wanted to be sure.
¿Explanation please for the types file?
When I got to version 6B of the Space Weapons mod I did change the hull stats quite a bit.
Basically, I don't mind if light and heavy fighters blow up, because in my mind they should be expendable and you should not be trying to squeeze as many modules on there simply because they have a low HP value. But capital ships should tend to be a bit tougher and have better survival odds in fleet combat.
However, one of the drawbacks of increasing capital ship HP is that you then need to scale up nearly everything else about them. I did a bit of number juggling on the spreadsheet, take a look and see what you think. I haven't gone too far with adding to HP/capacity/cost, and I've left the logistics values where they are for now.
Darca, what I ment with the sentence "it progresses more linearily" is not that end-tier weapons were "decreased" but that eg Stinger, Harpoon etc (tier 1-x) have been doubled (!) in attack. As it were, once you (or the AI) got end-tier wepaons and upgrode his ships you suddenly saw a huge jump in MMR and then that was the game. Now the difference between end-tier and pre-end-tier isn't that huge. The increase of +3 is marginal when that weapon already brings +25 to the table. However boosting a +1 (or +2) weapon to +2 (or +4) can have dramatic effects (see above)
Some changes might be logical, eg there's no more racial range-boni from techs so the range-support modules will have had to be changed. I didn't look into everything. And I hope most changes are minor, since even small changes can have great effect.
Marvin, thanks for the link.
The "cost per capacity" and "capacity per logistic points" are interesting categories I haven't thought about yet.
Ususally when one changes something it is done in order to reach a specific effect, ie. balance something that might appear unbalanced and vice versa. What was your intention? From looking the stats I'd say you wanted to boost the power of medium-huge hull fleets.... I think that Tiny/Small are already significantly weaker in fleet battle than Medium etc ships (because of the decimation of firepower). The only 2 exceptions are with Military Starbase Assist mods but the AI doesn't fully utilize this, and when you have a techtree with a good HP mod (eg humans) and can muster the increased MP to produce HP boosted fleets.
I think the relation of hitpoints in the orig game is well thought out. If you research down hulls you'll automatically get hitpoints boni which will boost these new hulls better then your already known hulltypes. Eg, a racial +30% hitpoint makes a new medium frigate to +26 hitpoints, while a tiny fighter will be increased to merely +6.
What did you do with Cargo Hulls? In the vanilla game there are actually two serious and unsolved problems with them.
That you can mis-use them for medium hulls is one of it, (using hp mods) esp. if you got some bonus hp from survey duties. I play sometimes on techspeed low-very low without techtrade, and researching hulls is a luxury. Very early on I build alot of fast, longrange surveyors that will, after the galaxy is free from anomalies, be upgraded to flagships which are even tougher than medium frigates (there are some weapons that scale better with them although most do not!) and invest the saved RP instead into better weapons giving me another edge. Needless to say the AI does neither use cargos like this nor pursuit anomalies aggressively (he really should!)
The solution was to increase both the buildcost and logistics of cargos to a state they became unattractive for fleetbattle, although still the problem of them making strong standalone ships.
Another problem is that once "enhanced miniaturization" is researched you can stuck capacity mods onto tiny hulls making totally inexpensive freighters, miners and constructors. Small hulls make superior transports. Cargo hulls become irrelevant. Increasing the space these modules take up can balance that - while decreasing their cost in order to rebalance the total cost of unmilitary cargo ships. IMO the game should be that cargos are only for non-fighting capacity ships, tiny/small are for early combat or starbase swarms, and medium++ for the rest of battle, and that miniaturization levels shouldn't be able to change that concept (or, at least, only at superior levels)
I don't know if my changes could be applied here because I haven't looked specifically in the new changes. Besides, on my mod there's been 2 new hull types introduced (defenders and drones) and alot of rebalancing had to happen in order to make "room" for these 2 hulls, so I doubt any 1:1 application would make sense. (I've also thrown huge hulls out of the game [only giving it the Arceans for fun^^] because the delay in shipbuild of these huge and expensive ships possesses a tactical disadvantage: I consistently conquer planets where a huge hull supership is in queue and halfway finished. The thing is that in that situation [planet is defenseless and enemy transport close in] all logic would dictate to change the queue to a large hull which then can be build within one turn or bought for very little money and this ship coud take care of transports.... but instead the AI does nothing and after the planet is conquer *I* just do that to get a brandnew large ship for free..... )
However, from what I've seen from testplay in the last two days the 2 mentioned problems do still persist.
Ah, and before I forget, trading for enemy scouts and upgrading them into freighters is also a much too easy solution. Esp. that scouts have alot of range, and are already at quite some distance away. After trade you can destinate them to a far-away planet and upgrade them to a non-range trade vessel, which actually shouldn't be able to reach this destination but the game here is buggy, it doesn't update itself after the upgrade. You'll get an error message upon reach, but nonetheless, the traderoute will be installed. The whole problem would be terminate if scouts were unable to carry capacity mods.
Well, as I said, small and tiny hulls don't get a lot of hitpoints in the first place. One is available without any research, and the other is available early on. So what I did there was to bring the cost (and therefore the cost per hitpoint) down a little bit. So if you lose them, you haven't lost as much production on building the hull. This change reflects the relative ease in obtaining and using these hulls.
So then I increased the hitpoints and capacities for medium through huge. On the one hand, this does mean that you can fit more modules, so you could create an attack ship with even more guns. However that capacity can also fit a fair amount of defences. Overall, the cost per capacity point increases with the size of the ship. but the cost of hitpoints decreases. This means that although you will lose a little bit more invested production if a capital ship is destroyed, they are in the long run more economic to produce. Especially if you consider their greater survivability in fleet combat.
Gaunathor, there's a small error in "AbilitesBonuses.xml"
<Ability Name="Weapons"> <AbilityIndex>1</AbilityIndex> <AvailableOptions>2</AvailableOptions> <Option0Text>Superior</Option0Text> <Option0Bonus>10</Option0Bonus> <Option0Cost>1</Option0Cost> <Option1Text>Master</Option1Text> <Option1Bonus>20 </Option1Bonus> <Option1Cost>2</Option1Cost> <Option2Text>True Warriors</Option2Text> <Option2Bonus>30</Option2Bonus> <Option2Cost>3</Option2Cost> <BonusUnits>%</BonusUnits> </Ability>
True Warrior cannot be selected because of this, increase to 3 please.
Marvin, I think your design is fine except there's a huge gap between small & medium. If you look at the orig ship stats you'll notice that medium hulls already got a special treatment and scale better than everything else. For example, hitpoints usually increase by factor ~1.5, but medium hull hp increase by 2.5 (!). Medium size is doubled (2.0), while other hullsizes are increased from 1.5-1.9.
I think this is because of the cargo hull-dilemma. In Dreadlords you could even upgrade cargos to become medium hulls lol^^
You've compensated by reducing buildcosts by -5 or -10 MP, although these are negligable for the AI at higher diff. There, even normal planets at mixed slider setting will have +200 +300 +400 MP always and will release a Heavy Fighter every turn anyway regardless of these -5 -10 reduction. For a human player however this reduction can become very interesting though.
What would interest me how your changes actually influence the gameplay? What happens once medium hull is researched and say, you send a fleet of new ships versus an empire that still only uses Heavy Fighter. Do the mediums even loose any ships?
^^I thought that was intentional? Lol
I make all my hulls stats custom, capacity is twice the hp and the cost twice the capacity. Except the tiny/small and huge hulls in some categories e.g;
tiny 15 space 5 hp cost 25. Small is 25 space 10 hp 50 cost. Medium is 50 space 25 hp 100 cost. Large is 100 space 50 hp 200 cost. Huge id 200 space* 100 hp and 500 cost. Cargos are similar to medium s and I don't care about some exploit since I don't use it.
Gaunathor, you are a asset to the community but again you went to far, even with damage changes to weapons to help them scale, sizes, costs, size modds, hulls, it was best to leave them be. It was all fine. at least IMHO it all worked.
DARCA
@Maiden666
re: Doomsday Generator
Yes, it is OP. The reasons for the change were threefold:1. The AI can't use this GA "correctly".2. The HP bonus makes no sense. I mean, when I hear words like "Unimaginable Destruction" and "Doomsday" I'm not thinking of turtling (giant, flying, fire-breathing turtles not withstanding).3. Making the 50% HP bonus civ-wide, in order to fix the first issue, would be too powerful (plus, losing that bonus would be extremely crippling).
Marvin suggested the current bonuses, and I, as I had no better idea, used them. I'm still not happy with them though.
The Stellar Forge and the Hyperion Shipyard were in similar positions. Neither could be properly used by the AI, and the HS felt quite weak (basically a glorified Navigation Center). I made the HP bonus of the Forge work civ-wide, and removed the 25% ShipQualityBonus, while the HS got a 10% Military Production bonus instead of a +1 move bonus to ships built on the same planet. However, I'm thinking of reverting my changes to the Forge (AI-usability be damned), and replacing the MP bonus of the HS with a planetary HP and ShipQualityBonus (basically giving it the same bonuses as it had in GalCiv 1).
So basically the Forge would grant 25% to HP and ShipQuality again. The HS would get the same bonuses. For the Doomsday Generator I'm thinking of 33% to both. Would that be okay?
I'm also thinking of turning the DG into a SP. As it currently is, either the Altarians get it, or the Drath. One of them is then going to get stuck with a tech that does nothing for them. Or I could move the Weapons bonus from the Dark Energy Lab to the Unimaginable Destruction tech.
re: unclear bonuses
Okay, I really need to clean up some of those descriptions (especially the original ones). The Pop. Growth bonus of the Hall of Empathy is civ-wide, and the influence bonus of the Temples is planetary. Just keep the following rules in mind, and everything should be a bit clearer (until I fixed the descriptions):1. Bonuses from regular improvements are always planetary. No exceptions.2. Bonuses from TGs are always civ-wide. No exceptions.3. TGs, SPs, and GAs, can only have one civ-wide bonus. Period.4. Certain bonuses can only be planetary (manufacturing, planetary defense, ShipQuality, food, etc.)5. If a SP or GA has two bonuses with the same name, then the lower one is civ-wide (e.g. Shrine of the Mithrilar: 55% morale, 20% Morale).
re: constructor spam
I was actually referring to the one on the player's side, not the AI one. The latter can't be fixed from our end.
re: weapons and defences
I'm well aware how the combat-mechanics work. However, there is a difference between knowing how something works, and knowing how it is affected by changes. So, thanks for reminding me. I really needed that.
Okay, this is turning into a big problem. So here is what I'm going to do:
1. I'm going to turn done the damage for all weapons again (more or less back to the original values). Including the ultimate weapons. Otherwise, the whole effort to make the damage values increase more linearly has been for naught.
2. Defences are going to get buffed. One defence will be slightly stronger than one weapon of the equivalent tier. The defences are also going to be half as big and cost slightly less than half as much the weapons.
Here are some comparison values:
Doom RayCost: 115Size: 6Size-mod: 3%Damage: 8
Ultimate InvulnerabilityCost: 50Size: 3Size-mod: 3%Defense: 9
Nightmare TorpedoCost: 130Size: 10Size-mod: 2%Damage: 14
Aereon Missile DefenseCost: 60Size: 5Size-mod: 2%Defense: 15
Black Hole GunCost: 100Size: 8Size-mod: 3%Damage: 11
Zero-Point ArmorCost: 45Size: 4Size-mod: 3%Defense: 12
You can look up the remaining values in the spreadsheet linked in the OP. Would this change be acceptable?
I would then also need to adjust the starbase defense and military-assist modules, but I was already going to do that anyhow.
re: cargo-abuse
I don't see this as a problem. If some people like to play this way, then so be it. Any attempt to "fix" this would also affect the AI and any player who doesn't do it. Plus, the only reliable way to prevent small hulls from being used for capacity modules, is to remove miniaturization. Which is too big of a change, in my opinion. I'd say, leave this to mods.
re: True Warrior
Damn it, I did it again! It happens way too often that I note a change in my changelog, but then forget to actually implement it.
Anyhow, here is the current progress, and plan for the rest of the week. I'm finished with the DL campaign, and am going to start with the DA one today. I also renamed the tech Space Superiority from the Thalan tech tree to Military Superiority. It caused troubles in the Scenario Editor, because the Terrans have a tech with an identical name. I also added Zero-Point Armor to the Arcean tech tree. I forgot to do so earlier. Once I'm done with the campaigns, I'm going to implement the discussed changes, and begin adjusting the starbase defense and military-assist modules.
Actually, the vanilla weapon progression is somewhat suspect, particularly at the lower end of the scale. That's why I spent a bit of time rebalancing them when I was working on my own mod. So that's why, when Gaunathor posted the spreadsheet with everything, I added columns for damage/cost and damage/size to see how well the weapons (and defences for that matter) scaled. I was happy with the numbers so I left it at that.
As far as hull progression goes, it's been my experience that the AI won't prioritise researching new hull sizes if it already has a kickass heavy fighter fleet. So for example, the Yor will sit there and wastefully crank out heavy fighters even though it has a massive production per planet.
So there sort of needs to be that gap between heavy fighter and capital ship, I think. It allows races to push back against an early military leader using only heavy fighters, and make the galaxy more interesting.
Gaunathor, in CustomPlanets.xml are the Drengin asteroids named to the planet Kona, is this intentional? All other asteroid fields are attributed to their star-name....
edit:
hmmm, what's the function of this tag anyway? it doesn't seem to do anything in sandbox games, neither give a fixed amount of asteroids nor their name.....
But there's another bug you maybe like to do something against. Sometimes starting systems only have 4 planets (I suspect because an asteroid took his place), in this case it's always the last (5th) planet in CustomPlanets.xml that is missing. There are a few races who then will loose their second colonizable planet - Altarian, Yor & Iconian.
I would like the ability, "Luck" to be changed to, " accuracy."
re: Asteroids
That's the original name. I haven't changed it. Nor do I have a problem with it. Both the planet and the asteroids are named after Lord Kona, the ruler of the Drengin. All your base are belong to him, so to speak.
I think the ability does probably more than to just affect shipcombat, at least if we can trust my UE manual:
"LUCK: A mysterious under-the-hood advantage that can help you at various points throughout the game. It can improve the chances of a critical hit in combat or reduce the odds of getting a negative random event"
hmmm, I didn't knew there were critical hits in this game... but being an old MMO player I absolutely love CRITS^^^^
BTW here's something on courage:
"Gives a bonus to the attack value of your ships when you're fighting against an opponent who has a higher score than you. The degree of the advantage is based on how far ahead your opponent is."
So Gaunathor you were probably right in that only ship-combat is affected by this, but on the other side then the explanation in english.str is solely about soldiering: "Bravery is not only respected by alien races, but can also give your Soldiers the advantage when fighting a close land battle. This will make your worlds tougher to invade."
What now?
Naw, luck just increases your base combat role, instead of rolling 0-4 damage it would be 1-4 with 25% luck. That's why I think it would be more sifi if it were called accuracy.
Ya, I hear about courage alot, but can't seem to remember what the answer is. Do you mind telling, if you know Gaunathor?
I feel sick when I see some tech descriptions still, is it too late for me to come up with new ones for various techs?
It's just the layout of the tech tree that needs to stay as it is. More descriptions are always welcome.
Well, that depends on the tech. I like some of the descriptions as they are just fine. Though they all still need to be proofread (along with everything else).
As for Courage, I've already said all I know about it. It provides a bonus to the underdog in ship combat. The debug.err makes a note when somebody gets the bonus. Though how it all works is unknown to me.
Luck also increases your base defence roll, and not just the damage roll. Calling it "accuracy" doesn't make much sense to me with that in mind. Plus, there is a possibility that Luck increases your odds with random events, though I could never find definite prove of that. It's just a feeling I have.
Anyhow, I finished updating the DA campaign. Only the TotA one remains now, and that is the shortest one (both in number of missions, and in how much I need to do).
I'd still like to know what everyone thinks regarding the new weapons and defence values I proposed. Same for the changes to the Stellar Forge, Doomsday Generator, and Hyperion Shipyard.
Well, fair enough with the changes to the SF, DDG and HS. Not thrilled about reverting to almost vanilla stats for weapons, though.
I don't think the hypothetical battle between all-attack ships and mostly-defence ships is an accurate representation of what the human player and AI will do. The AI will use defences if it has them available - granted, not always to the degree that the human player will. Similarly, a human player realises that a mostly-defence ship is not necessarily the most optimal or even the only choice for battle.
I myself tend to favour having capital ships with reasonable offensive firepower and a decent defence strength, accompanied by some easily-replaced fighters. By mixing up ship archetypes, I buy a bit of time for my fleet to chew down the enemy fleet to a more manageable size. Then when I have no more cheap fighters, the capital ships start absorbing incoming firepower with their defences.
One might argue that this is a waste of logistics points which I could devote to heavier ships. Which is a fair point, except that fighters are cheap to make and maintain, and in any serious foray into enemy space I would bring stacks of fleets and extra fighters so that I can replace my losses and defend under-strength formations.
Also, looking over the numbers, you seem to have undercosted Scatter Blasters by quite a bit - they're comparable to the tier 5 Quantum Drivers, even if they're not as efficient in terms of space used.
If you like, I could add a weapons&defences analysis sheet to the spreadsheet you have and Dropbox it back - it'll make the progression in terms of cost versus damage done (or absorbed) a bit more glance-and-fix than it is currently. I haven't looked at capacity versus DD/DA yet but it would be good to know.
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