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.
Death Furnaces and Artificial Slavelings sound like they would be perfect as Drengin starbase modules, rather than planetary improvements. I guess it depends on how many modules are still available. I like the idea of them being able to cover multiple planets.
I'd like to keep the Death Furnaces as planetary improvements, because that's what they sound like from the way the Drengin talk about them. Turning the Artificial Slave Pods into starbase modules, however, wouldn't be a problem. Same for the Slaveling Training Center. Maybe a dual-approach: move part of their bonus to the techs, and the rest to modules. The Death Furnace could also see a slight power-up.
Here is the current breakdown for the starbase modules:
RepairSB 1 (1 non-racial)
StarbaseAttack: 9 (6 non-racial, 2 Korx, 1 Thalan)
StarbaseDefense: 7 (6 non-racial, 1 Thalan)
AttackAssist: 8 (6 non-racial, 1 Korx, 1 Thalan)
DefenseAssist: 7 (6 non-racial, 1 Thalan)
SpeedAssist: 4 (2 non-racial, 1 Korx, 1 Thalan)
SlowEnemies: 2 (2 Arcean)
Culture: 13 (7 non-racial, 1 Korx, 3 Krynn, 2 Thalan)
ProductionAssist: 13 (2 non-racial, 2 Drengin, 1 Drengin/Korath, 2 Iconians, 1 Korath, 2 Thalan, 3 Yor)
Mining: 14 (2 non-racial, 2 Drengin, 2 Iconians, 1 Korath, 2 Korx, 1 Thalan, 4 Yor)
Trade: 5 (3 non-racial, 1 Korx, 1 Thalan)
StarbaseSensors: 4 (4 non-racial)
TerrorStar: 5 (5 non-racial)
Total amount: 92
The AI doesn't use SlowEnemies, StarbaseSensors, and TerrorStar modules, so we can actually add 19 modules before going over the limit.
Greetings!
Going through this now.
Hi all!
So what we'll be looking to do is integrate a set of updates based on your preferences into the game along with updating the credits in the game to reflect your contributions.
I'll check in on this thread one week from today to see what has been collected and we can go from there.
If you are having trouble with writing Gaunathor, know Marvin Myself and possibly SD have experience doing it. You only need to ask.
Glad to hear you're back in your old galciv2 pond Frogboy.
DARCA
It's getting a little hard to keep track of the changes.
Can you just publish a link to a spreadsheet (like your earlier post) location, and then keep the most current version always available there? It makes it easier for us to look at the setup.
Also, on one side note: Tech Trading is an integral part of the strategy of the game. I don't think we should care at all about making it "fair" or "balanced" if a person decides to play with it disabled. Without tech trading, the trading system is virtually useless, since it devolves to simply bribing people to fight each other. So I think it's perfectly fine to say that certain civilizations shouldn't have a non-trivial portion of 'generic' techs that others do, since that's one thing that makes the trading system so important to running a game.
Hello, where is the links for download? Regards!
I just realized you guy guys are going to fix ALL the things I haven't modded that annoy me. And everything I don't like I can easily switch back!
I owe you two a round of drinks, really. If I ever go to Germany or....wherever the hell you are Mavin it'll be my honor. :3
Hi Frogboy!
Thanks for giving us the opportunity to do this! I really appreciate it.
There are a few questions though:
1. How are the changes going to be implemented? Do we simply give you a list with all the changes, and you (or one of your team) will implement them yourself? Or is it enough to give you the modified files, along with the documentation of what's changed, and you just replace the original files with those?
2. Is there a limit on how long we can work on this (i.e., the update has to be finished in a specific time-frame)?
3. How extensive can the changes be we're allowed to make? Some of the issues, like the AIs limitation on how many starbase modules it can use, require more severe changes to be properly fixed. The game should remain unmistakeably GalCiv. That's no question. But is there anything we are not allowed to change?
I thought I already asked for help. Maybe I just wasn't clear enough in those posts (or simply forgot to do it, as is more likely). In any case, consider yourself asked now.
Please take a look at the writing of the techs I've posted here and here, and give me any suggestions you have on how to improve them.I also need updates for the descriptions and details of the Starbase Militarization techs (Starbase Defenses, Starbase Mobilization, Starbase Projection, Superior Starbase Defense Systems, and Starbase Conquest Strategy). They need to properly reflect that they now provide access to both military and defence modules for starbases.
Yes, I've noticed.
I intended to make a new spreadsheet for the community update, but haven't gotten around to it yet. Even editing the one I've used for Autumn Twilight is going to take some time. Time I could use on working on the update itself. Still, I'll see what I can do.
I'm primarily thinking of how the AI is going to be affected when I make, or propose, any changes. The game is SP-only, so its important that the AI is capable of providing a good challenge. If a race isn't fully playable without tech trading, then it will affect both the player and the AI. A good player can usually find a way around the issue. The AI, however, usually can't.
I'm not worried if a race only has limited access to the trivial portion of 'generic' techs, like culture, diplomacy, or even weapons and planetary invasion. That's what gives it flavour and makes it stand out. However, when it comes to the most important part of the game, the economy, then a race should either have as much access to the non-trivial techs (economics, entertainment, farming, pop. growth) as needed, or good enough replacement to stand on its own. Otherwise, that race is going to be a pushover, if the AI doesn't get bonuses from a high difficulty level.
The update is still heavily in development. It's going to take a while before it is ready for testing. However, I did post a link to a relatively recent version here. You can use it to gauge the general direction we are going. Any feedback you can provide is appreciated.
I updated the top post with some links and some preliminary credits. Since things are still in progress, I haven't got a complete list of contributions up there. But know that I appreciate every one of you getting involved.
Sorry that I haven't thrown myself into into fixes and stuff, but I'm going to go through some more today since I'm feeling energetic.
Capitalism description: I like the joke, but I think it needs a little work.
Traditional Slavery description: I think that since this tech is awarded to races which use slaves, perhaps the description could be worded from their point of view. For example:
It is hard to imagine in this day and age, but some races still allow their workers freedom to slack off and live until a ripe old age, their productivity a fraction of what they are truly capable of.
Black Market Dealing description: Like it. Definitely a keeper.
The History of Minors description: How about this? The minor races of the galaxy are, with a few exceptions, mostly harmless and wish to be left in peace. With the advent of Hyperdrive, that peace may soon be a distant memory. If they wish to retain a semblance of their independence, they will have to make powerful friends.
Also, I'm having a look through TechTree.xml right now, so maybe hold off on making changes until I Dropbox it and the changelog?
That's what I thought. I'm just glad, that I managed to come up with it at all. I'm usually terrible with jokes.
It's good, but I don't think it fits the Drengin mindset just yet. How about:
It is hard to imagine in this day and age, but some races actually do their manual labour themselves, or even build machines to do it for them. Have they never heard of slavelings before!?
Like it.
Hold on a second. I made some changes since the last version. I'm going to upload it real quick.
Edit: Here it is.
the preliminary update fixes the different bugs that were known to date?
Okay no worries. I made some very minor fixes, should be easy to re-do them.
It doesn't fix all the bugs just yet, but it does reduce their numbers a lot.
That's a relieve.
Here's the Techtree and changelog back. I got all the way down to Stellar Folding and then I started to get crossed eyes. Which is to say, I could continue to work on it, after I've had a break.
Thanks.
Oh wow ok, I see the Starbase descriptions now and they need a make over more than a Zombie! I'll make new descriptions for them and either share them via writing them on this forum or the tech tree file???
We're going to be looking for the actual XML or other files to drop in along with documentation so that QA can go through and test them.
I don't see a starbase defense tech. I don't thing there is one.
onward I go!
Good to know. Thanks.
Sorry. I forgot that I changed the DisplayName of StarbaseMilitarization from "Starbase Defenses" to "Starbase Militarization".
Just post the descriptions here once you're done. I take a look at them as soon as I can.
And thanks for the help.
Here is a link to my new spreadsheet for the community update. I'm using my old one as a base, and am still in the process of updating it.
The following tabs are fully up-to-date: Colony & Ships, Morale, Culture, Manufacturing, Research, Economy, Farms & Medicine, Terraforming, Defense, Political Parties, Races, Ability Bonuses, and Space Mining.
I made a lot of changes to the build-costs and maintenance of the planetary improvements today, but also some tweaks to the output and general abilities of some of them. Please tell me if you think, that I'm going too low with the build-costs. I want to help the AI from taking forever to build up its planets, but there is always the danger of going too far with the reductions.
The most noteworthy change is probably the one regarding the standard labs. Their output is now identical to the one of the factories. This should help to prevent the standard lab-users from running away with the research.
I also turned the Neutrality Learning Center into a SP (Cost 500, 12rp, +50% planetary research, +10% research ability), and the Precursor Library into a GA (Cost 400, 16rp, +100% planetary research, +10% research ability).
As before, feedback regarding any of the changes is very welcome.
<Weapons ID="StarbaseMilitarization">
<DisplayName>Starbase Militarization</DisplayName>
<Description>Allows your Empire to equip starbases with a combat support module that enhances ships within range of the starbase.</Description>
<Details>Starbases are inherently versatile by design. This has made it relatively easy for our Engineers to create a new system of long range combat assistance for our ships in a increasingly dangerous Galaxy. This can prove vital for improving our Empires military capability for defending planets and ships... or attacking if that's what you like doing.</Details>
<Weapons ID="StarbaseMobilization">
<DisplayName>Starbase Mobilization</DisplayName>
<Description>Supported ships in the area will receive a moderate bonus to attack or defense in all three categories.</Description>
<Details>Starbases cannot become truly mobile, regardless of the technologies name. However it is now possible for us to rotate the station improving the accuracy of combat assistance. This innovation will likely be utilized more effectively as more advanced projection technology is developed in the future.</Details>
<Weapons ID="StarbaseProjection">
<DisplayName>Starbase Projection</DisplayName>
<Description>Enables powerful ship support modules that assist our Empires ships in combat.</Description>
<Details>Starbase projection is the ability to project matter and fields through space to other objects. Unfortunately, the distance of the projection cannot be substantially increased due to exponential energy consumption, and the fading of matter and fields over light years. Fortunately however the intensity can and has been increased, leading to more effective and destructive combat enhancements for our ships.</Details>
<Weapons ID="StarbaseDomination">
<DisplayName>Superior Starbase Defense Systems</DisplayName>
<Weapons ID="StarbaseConquestStrategy"> <DisplayName>Starbase Conquest Strategy</DisplayName>
<Description>Allows our Empire to construct a starbase module powerful enough that some ships will not need weapons or defenses in some catagories.</Description>
<Details>The starbase is a bastion of power. The new Domination module optimizes the space available on your starbase to increase the amount of weapons, defense, and projectors it can hold with space left for a movie theater!</Details>
<Weapons ID="StarbaseConquestStrategy">
<DisplayName>Starbase Conquest Strategy</DisplayName>
<Description>The ultimate starbase technology ships near a starbase with this module will be dramatically more effective in combat.</Description>
<Details>The "Conquest" module was nearly banned in its developmental stage by the United Planets for its potential destructive capacity. Only by a rare and compelling speech by a Drengin diplomat claiming it could be used for defense, and galactic stabilization was it not banned. Surprisingly the Drengin were telling the truth.</Details>
tell me what you think. and if there is anything else you need?
The only thing I'm missing from them is a mention of the defense modules. After all, those techs are no longer only for improving the combat capabilities of ships in the area, but also that of the starbase itself. Other than that though, great work.
Also, I find it a bit ironic that the UP is making such a big deal about the "Conquest" modules, when the very next thing you can research are Terror Stars.
The descriptions of the Planetary Defense techs need to be adjusted. Here are some details about what those techs actually do (or rather "will do" once I'm done with them):
Planetary Defense now only gives you a Soldiering bonus, and unlocks the Planetary Defense improvement. This one-per-planet improvement provides a +25% defense bonus to your troops when you're getting invaded.
Adv. Planetary Defense just gives you Soldiering bonus.
Supreme Planetary Defense gives you a Soldering bonus, and unlocks the Omega Defense System Super Project. The ODS doubles the HP of ships in orbit, and gives a +100% defense bonus to your troops when you're getting invaded.
Thanks again for the help.
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