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.
No that needs to be 150. Thanks for reporting this I'll fix this immediately.
I've uploaded a new version (V5 Beta 1F) to the File Archive. Custom races now get 150 points to spend.
Lol I want to see my name in the credits soon!
You are in the credits. Scroll down.
What been going on, had internet trouble seeing this forum specifically. :/
We're at the tweak/polish/play test cycle and enjoying the fruits of our labour. When stuff pops up, we address it.
I had thought it was over three times now.
Yes you have mentioned that a few times.
Honestly, this is very surprising to me. During play testing a few serious issues jumped out: The Immortal Starbases, the Altarian's rediculous weapon bonuses and inability to research their unique tech properly, over the top morale and economy abilities, the AI's insane desire to train spies.
And that's just what I can think off the top of my head. Oh, and today someone pointed out custom races get 15 points to spend instead of 150 (new system). How did that slip through?
Because none of us use custom races, so we missed it. I can promise you there's plenty of stupid shit we've missed but that's going to be extremely obvious to someone else and they'll wonder WTF we've been up to.
Case and point: the broken AI's in ToA. How on Earth did SD miss that? It's so obvious?! Well guess what, you don't notice it if you play on a small map with a few planets (4-Asteroids e.g.).
So, please grab the mod and play, play and play. Provide us with your unique perspective. There might be something wrong in there that's extremely obvious to you but not to me or anyone else.
I know you played in Immense galaxies with fast tech progression. By all means, keep doing that or do something else entirely.
Let me know how it works out.
Regards,
M.
Played a "knife fight" scenario with 1E (next one will be 1F). Large, 10 players, ~120 planets, Painful.
I played as a very war-happy Arcaen, but not war-happy enough. I didn't keep up with the galactic military race (eliminated the Korx early, and my econ went into the doldrums for a while), and while I was fighting the Korx the Terrans, Drengin, and Yor declared on me. I bought the Yor off, but they declared again two turns later. Bastages.
Anyway, when I saved the game (at 4am last night... oogh!) I was suffering a lot from poor sensors. The Terrans snuck in some transports and fleets past my rather porous borders and nuked some econ bases and a couple minor planets. I recovered, and vowed to get better sensors.
Today when I hit Ctrl-U, I had a "witness the power of this FULLY OPERATIONAL BATTLE STATION!" moment.
I should have paid more attention to the military graph. The Terrans are going to annhiliate me -- just beyond my sight range was a veritable sea of blue.
One of these days I'm going to survive to midgame on Painful. My pride is bruised; in any other TBS game I've ever played I have been able to wipe the floor with the AI on even nominally even settings. I play MOO2 on Impossible and usually win (yes yes I know MOO2 has some impossibly broken racial pick combos, the challenge is to do it *without* resorting to UniTol or DemoLith or whatnot).
Anyway, here's my usual breakdown of the AI players, 125 weeks in:
Yor - 4 colonies, 426 bc income (10% from trade). Spying maxxed at 80bc. They have researched Alliances(!), Collective Academy, Collective Manufacturing III, Efficiency Studies IV, and no drive techs. Small hulls, Harpoon II, Planetary Invasion. I can't believe I paid these guys off. They started in a corner hemmed in by the Drengin and Altarians, with very few viable planets closeby. Not bad all things considering.
Drengin - 13 colonies, 975 bc income (2% from trade). Spying maxxed at 235bc. Have researched Administrative Slavelings, Impulse Drive II, good mix of econ techs (Slave Canyons, Ultimate Diabolical Research, Economic Exploitation). Have Harpoon I, Small hulls, Planetary Invasion. Their early fleets were Super Dominator Corvettes, but they're starting to field better. Did well in the colony rush, seem to be slugging it out happily with the Altarian and Krynn.
Altarian - 14 colonies, 1582 bc income (9% from trade, and a whopping 30% from War Profiteering!). Spying maxxed at 308bc. Had a surprisingly early and indecisive war with the Krynn, but seem to be recovering nicely. I suspect the Drath. Tech: Dark Energy Research (they seem to *really* prioritize this tech), Xeno Trade Centers, Hyper Mainframes, but have not bothered with Xeno Industrial yet.. kind of odd. They have Medium hulls, Harpoon I, Planetary Invasion, Military Starbase Construction, and even a little bit of Missile Defense.
Krynn - 18 colonies, 1817 bc income (4% from trade, 12% from econ treaty). Spying maxxed at... 715 bc. Ouch. Oh well, that's "only" 40% of their income. . Had Interstellar Republic, Order of Krynn, Master Spies, Krynniac Conversion, Ion Drive I. They had invested heavily in econ techs (Mfr Centers, Research Academies, Xeno Trade, Soil Enhancement). Oddly enough they had only Stinger II and Small Hulls, but had dived (hah! get it?) straight to Tidal Disruption.
Terrans - 18 colonies, 1855 bc income (14% from trade, 12% from econ treaty). Spying maxxed at 351 bc. Had Interstellar Republic, Impulse Drive II, and heavy investment in econ techs (Industrial Sector(!), Research Academies, Xeno Trade). They had small hulls, Planetary Invasion, and Photon Torpedoes I. Photon Torpedoes!? Ow. That sound you hear is Arcaen ships and starbases exploding. The Terrans had a pretty good econ starbase network going, but unlike their neighbors the Krynn and Altarian they did not get into a mutually destructive early war.
Thalan - 10 colonies, 1079 bc income (15% from trade, 9% from econ treaty). Spying 3/4 max at 174 bc. Good to see an AI exercise a modicrum of restraint with respect to spying once in a while... Had a good collection of econ techs (Industrial Adaptation I, Tech Adapation II, Xeno Economics, Hyper Mainframes, Soil Enhancement). Had Particle Beams I, Planetary Invasion, Small Hulls, and looked like it was about to kick off Hyperion Starbases. Considering they started at the bottom of the map in a fair sized void, they were doing quite well and persuing a fairly successful war with the Korath (judging by the # of Thalan ships around key Korath worlds and the lack of Korath ships in Thalan space, anyway).
Korath - 4 colonies, 315 bc income (20% from trade). Started in a void in the SE corner. To their left, the Thalan. To their north, the Terran. Their research never really got off the ground but they're fighting the good fight (up to Singularity Driver II, no planetary invasion though). Sometimes life gives you lemons. And then kicks you.
Drath - 9 colonies, 908 bc income (20% from trade, 15% from econ treaties, 12% from War Profiteering). Spying maxxed at 231 bc. Started in a bit of a void with the Thalan to their right, who got *most* of the real estate but not all of it. Had researched some econ techs (Xeno Facs, Research Centers, Xeno Economics) but surprisingly little else -- or at least I thoght until I looked at their weapons tree: Harpoon II, Planetary Invasion, and Starbase Mobilization! That's a lot of TP for a smaller empire this early, and they hadn't built a single module from the Military Starbase line on any of their starbases.
Can we check, and possibly change, the AI values on the Military Starbase line? I think they might need some adjustment. Persuing this path really slowed down the Drath in this game, and a couple other AI grabbed the first one (or two) levels in this tree but didn't use them. One of the - perhaps unintended - consequences of making starbases a little flimsier is that low priority modules aren't going to get built that often.
Korx - started out well and had about a dozen worlds before the Arcaen ate them. I don't know how to check a races' tech after they're extinct, but they put up as good a fight as I could have expected.
Arcaen - standard "meatbag" AI of questionable quality. Stuck a knife in the Korx early but I got too greedy and tried to eat the entire thing in one bite. Took too long, and was far too hard on my early economy. The Terrans walked up and have given me a few jabs. Nothing painful too far, but Ctrl-U revealed the hard left hook coming at me.
Oh well. Live and learn.. or in my case, die and learn. I'm getting better.
Mabus, was good to read about your game too -- seems we're definitely on the right track with this mod.
What's the tech "Hatchling Mound" supposed to do? It says "Allows construction of a Hatchling Mount [sic]" but it actually doesn't give an improvement.
The point of researching down Total Majesty is to get the SCC.
Hey Maiden, welcome back.
The Hatchling Mound is the Drath version of a temple. It should give a structure. I can't believe that stupid tech is still broken. I'll fix it ASAP.
@Silas
Thanks again for your indepth report of your game. Sounds similar to mine (I play on crippling) the AI is really pushing me to do well.
How on earth did they get their hands on Warprofiteering?! That's not in their techtree and only the Drath should have it.
The AIValues are pretty low already, it's an AI issue. The Drath AI (AIP8) loves Starbase technology when combined with the Weapons tag. The first tech is Pure Research to force AIP11 to grab it, the second is still Starbase, the rest I'll put on Research. Hopefully that will be enough.
Beta 1G is live.
Hatcling Mound is fixed.
Hopefully the AI will go a little slower when researching Military Starbase tech.
Saurian Cunning moved to War Profiteering.
Available from the File Archive and direct link.
Enjoy.
Do the Altarians now get War Profiteering?
I think they were left on their AIP so that they wouldn't pursue this but instead they should have researched spore weapons.
Both Korath & Yor only 4 colonies, that's bad. Donno how evil is going to be a threat to anyone with disadvantages of this magnitude. In general they do have weaker diplomacy, weaker culture, broken/weak SA, what are they good for? They either start in a very favoured spot or won't affect the game by much
No idea. I checked the data files in the most recent mod and didn't see anything amiss -- the only techs with WarProfiteeringAbility are "Invisible Hand" and "War Profiteering", and only the Drath have those.
I had tech trading off and tech stealing off. Not that that should even matter with those techs, because they're untradable and unstealable.
That should mitigate things somewhat, we'll see how things play out.
They both had very bad starting positions. One thing I have noticed about Large galaxies with Occasional stars is that luck plays a very important role. It is not uncommon, for example, for a race to have only their home system, with nothing else nearby that isn't closer to somebody else's homeworld. Or sometimes there *are* one or two close systems, but even with Abundant/Abundant planets they're both devoid of habitable planets. In a Large galaxy with 10 races one or two of them are going to get screwed. In the two games I've posted it's been evil races, but that's just been dumb luck. The Drengin for example have been getting moderately good starting positions and have done well (9 and 13 planets respectively, where 10 is the median).
I'm thinking that a better testbed would have more *stars* and fewer habitable planets, to avoid extremes of luck. It is hard to compare AI when one starts in a void with just their home system and the other starts in a 3 system sector with 8 habitable planets in their two neighboring systems...
Time to play around with map generation.
Could it perhabs be that they got the Mercenary Academy planet from the Korx?
Sure, but in many cases that doesn't automatically mean you're left with only 25% of all other races planet count. The point is that the starting budget is all the same and so, even if a race starts with a lot of habitable planets in its vicinity - it cannot colonize them all, because after the first 3 colony ships the AI's all are broke and left at 20% production for the rest of the year.
So having a bad starting position basically means only that you get your worlds later. But in the case of AIP7 they don't colonize.
Mabus, I'm afraid there's still some typos:
Techtree.xml
<Culture ID="HatchlingMound"> <DisplayName>Hatchling Mound</DisplayName> <Description>Allows construction of a hatchling mount</Description>
PlanetImprovements.xml
<S_InternalName>Hatchling Mound</S_InternalName> <S_Name>Hatching Mound</S_Name>
In AbilityBonuses.xml the costs for additional TradeRoutes uses still the old values:
<Ability Name="Trade Routes"> <AbilityIndex>19</AbilityIndex> <AvailableOptions>3</AvailableOptions> <Option0Text>Gifted Traders</Option0Text> <Option0Bonus>1</Option0Bonus> <Option0Cost>1</Option0Cost> <Option1Text>Superior Traders</Option1Text> <Option1Bonus>2</Option1Bonus> <Option1Cost>2</Option1Cost> <Option2Text>Master Traders</Option2Text> <Option2Bonus>3</Option2Bonus> <Option2Cost>3</Option2Cost> <BonusUnits>rts</BonusUnits> </Ability>
Ok, you know what, I didn't look at the initial influence circles to see what they looked like. Mabus has a (binary) fix for that, IIRC, but he can't release it yet.
That is not my experience. If I'm not *very* fast out of the blocks, say 8-10 colonies within the first 16-20 weeks, there is no "later". If I'm too slow at the colony rush everything is gone, doesn't matter how many colony ships I make after that.
I didn't think of that, good catch. The Altarians did get two planets from the Korx before I ran the Korx over myself. And I *didn't* get it (I did get the Festival of Capitalism, which was nice!), so I'm betting they did. It's the only Planet improvement I can find with AbilityType 36 (War Profiteering).
Oh, they do. Believe me.
Probably a bug we haven't seen before. Perhaps the AI's can techtrade/steal even when the option is off. I noticed the AI can use invasion tactics they have no business using.
Don't forget scattered stars, that helps homonogize the galaxy as well. That's what I'm using for my game.
I picked up my game from yesterday. I wasn't getting anywhere with the Terrans so I began to research beam defense. That helped, but not much because new ships showed up using plasma weapons. For a while the war went bad on both sides but it wasn't the Terrans I should have been keeping an eye on. A terror was brewing.
The Korath.
These bastards has been quietly terrorizing their own part of the galaxy. They conquered the Krynn, Arceans, Drengin and several minors. Some civs even surrendered to them.
Then, it was my turn and when their first fleets showed up I knew I was in a ton of trouble. A fleet, heavy fighters (not the worst they would throw at me) with +220 missiles.
Yes, they were using Psyonic Missiles. I lost two planets to spore ships before I knew what hit me. I had nothing in my arsenal to stop them so I cranked up the research to 100% and got as much missile defense as I got, eventually getting to Telepathic Defenses.
My new ships, equipped with a ton of defense went into battle.
And lost.
Logistics, Miniaturization, a military starbase, dropping spies on their worlds (didn't work, frigging Spy Center), Xalax defense ship, going for Large hulls. Nothing worked. Their fleets were ridiculously powerful and on top of that they had beam defense as well.
Frigates and Heavy fighters. That's it. I checked later. They had nearly finished researching their full weapon tree but they were still using Psyonic missiles.
Then I did something I never do. I reloaded from a quicksave and tried again. With Large hulls filled up with an insane amount of defense I managed to keep their fleets away for a while but my large ships (4 grouped) were destroyed so easily it was terrifying.
By frigates and heavy fighters (3 or 4). The Korath hadn't even used their battle ships. Yet.
I was toast. Totally and completely doomed as was everyone else. There simply wasn't anyway I could match their fire power and "Good" defenses proved less than adequate.
I know the psyonic weapons are much more expensive than the regular weapons but the Korath had no trouble pushing out dozens of ships anyway. As it stood none of the AIs had a snowball's chance in hell against this type of firepower. None. One by one they were wiped off the map. Only the Altarians resisted for a while because they had some defense again them but we were doomed from the
But still I wonder... could I have done something more? Or is this a balance issue?
Fixed both.
Damn. Fixed as well. They're 10/20/30
Fixes are in 1G available from the file archive.
It is, and that's likely the reason. Good catch Maiden.
Painful, Huge, Abundant Habitable, Common Planets, Abundant Stars, Loose Clusters, Normal tech speed, Common Asteroids, Occasional Extreme. By mistake I forgot to switch off tech trading. Tech brokering off.
First of all, AI is doing really well. I felt pressure as long as I played in the dark without ctrl+u. I'm second in production, 2rd in economy (thank you morale mining base), but 8th in military All while being 1st in research (thank you research mining base ). Done bad in colony rush, most of the worlds where far away and by the time I reached tighter clusters, I had to compete with Thalans and Terrans, so I managed to grab only 21 colonies. 3064 income, 369 net income. I got Planetary Bombardment, Particle Beams II, Efficiency Studies 4, Collective Evaluation, Manufacturing Collective 4 and other techs. No one yet declared war on me so I'm turtling with research, trying to field superior fleets later. Also, I'm in possession of all TG except for Diplomatic Translators (Thalan got better of me). Even as I am no so high in military rating (2/3 of the highest civ, Korath), I think I can overpower easily other civs thanks to them not having small hulls (which is bad as it is 137 turn) and my superior weapons/defenses (minors give defenses so easily :>). As long as they don't team up on me that is.
Drath: 68%tax, 64 approval, 100% spending, 3199 income, 798 net income, half of total income coming from War Profiteering. Spy slider 3/5. 132 Military Rating.
They got 33 worlds, work currently on Surian Cunning. They do badly in research. Xeno Economy, Xeno Medicine, Xeno Research, Xeno Industrial Theory, Planetary Bombardment, Small ships, Mass Drivers but no weapon tech. And Ion Drive. They got 1st level of farms but only 5 worlds have a single farm on them. Shame nothing can be done about AI and their farms.
Torian: 70tax, 60 approval, 100 spending, 100 spy training. 2528 income, 68 net income. 200-250 each from treaties, tourism, trade. 36 worlds which is very good considering they started in the corner with Drengin and Drath cutting them off from the rest of the galaxy. Xeno Factory, Power Plants, Basic Logistics, Adv Heavy Gravity, Impulse Drive II, Wellness Falls, Basic Miniaturization, Xeno Medicine, Farms, Universities (they got Research Centers from trade), Xeno Economics and Soil Enhancement. Rail Guns III. No Planetary Invasion yet. The're in war with Korx and they're winning. They built 3 farms lvl1 and Harvester on one planet, capping it at 21, hurting themselves. What if we increase AI Value of Harvester and decrease farms? Maybe they will stick to some more healthy numbers. Or buff Harvester and remove farms altogether. Still, they seem strong in every game I have played with them. I guess I'll have to accept they are always one of the greatest threat. Nerfing CoL and their starting stats was a good choice.
Korx: 65tax, 63app, 100 spending, 100 spy. 1999 income, 823 net income, 7500 bc in bank. 500 from War Profit, only 200 from trade. 16 worlds. Mercenaries, Cuthroat Competition, Xeno Industrial Theory, Medicine, Invasion, Mass Drivers but no following techs, no Economy or Morale techs, but they got Research Academies somehow. They skipped Xeno Research and got Research Centers from trade. Adv Aquatic and basic Toxic Colonization. Torians kick their butt strong, and lately Terrans joined in.
Drengin: 55tax, 60app, 100 spending, 100 spy, 1321 income, 121 net income. 240 from trade and another from treaty. 16 worlds. Ion Cannons II, Planetary Invasion, Medicine (trade, no Xeno Biology), Xeno Slavery and no other following techs. They got Administrative Slavelings and Basic Diplomacy. Tiny hulls. Oh, and they got Military Starbase (most other races do have it, but I don't include it if they research other techs well). They just suck big time. And I even ctrl+n for them and Korath to spawn in good positions. They built 2-4 Arenas on every world. Oh well, they are push overs.
Terran: 69tax, 70app, 100 spending, 100 spy. 3869 income, 648 net income. 2800 from taxes itself. 45 worlds. Research Academies, Xeno Industrial Theory, Trade Centers, Medicine, no Morale tech, Habitat Improvement, Rail Guns II, Starbase Militarization, Planetary Defense I, Invasion, Ethics, Maxed Trade, Impulse Drive II, Tiny hulls. Except for lack of Interstellar Construction and morale techs, they seem fine. Could use less Starbase techs, at least factories or something better.
Korath: 80 tax, 72app, 100 spending, 100 spy. 1854 income, they lose money at -242 a turn. 22 worlds. Laser II, no Invasion, no Spore, Farming lvl 2, Arena of Agony, Soil Enhancement, Diabolical Research, Slave Pits, Medicine, Basic Logistics and Miniaturization, Impulse Drive I, Adv Toxic.
Iconians: 75tax, 60app, 100 spending, 100 spy. 1817 income, losing money at -174. 19 worlds which is very good considering they started in the corner with almost no planets nearby. They work on Medium hulls. Research Academy, Interstellar Refining, all econ techs, Basic Logistic,s Medicine, Adv Toxic, Planetary Bombardment, Scatter Blasters I, Soil Enhancement, Impulse Drive I. I'm surprised they actually built Refinery instead of basic Replicator on +700 manufacturing tile. Unless they got that planet later when they already had the tech.
Altarians: 69tax, 63app, 100 spending, 100 spy. 1300 income, 318 net income. 15 worlds. Singularity Driver I, no Invasion, Medicine, Soil, Farm I, Dark Energy and Divergent Evolution, Research Centers, Xeno Economics, Industrial Theory, Basic Logistics, Miniaturization, Ion Drive,
Thalan: 72tax, 80app, 94 spending, 1/3 spy. 2076 income, losing -400. 28 worlds. Industrial and Technology Adaptation I, Basic Gravitronics, Impulse Drive II, Soil, Invasion, Particle Beams I. No economics techs hurts them most. But main problem is somewhere else: because of high pop home planet (18b) they need to reduce their taxes down. Loads of their worlds stay around 85-100 approval. They could tax their people a bit more.
Solution 1: cut +75 food bonus from Hyperion Matrix
2: buff Temporal Entertainment Matrix to +150 Morale (but what if they built it on other planet then their homeworld?)
3: bit of both: Hyperion to +25 food (down from 75) and Temporal Ent Mat to +75 morale (up from 50).
Any of those easy fixes will sort them out. If any changes to this will be made, I want to test them further. Maybe they need eco bonus after all, small buff like 10-15 economy. But it's easy to say that bad taxing and only first level of each Adaptation tech puts a strain on their income. But not only they are losing money, so it needs more testing.
All civs had Basic Diplomacy, at least Trade I, some had interstellar governments tech. Some had Extreme Colonization but never researched anything (yet!).
Is size of the galaxy affecting research inflation? I used all bonus tiles for research and I seem to blast my way through the tech tree, but AIs seem to be light years behind. Even those with almost twice as many planets.
Come to think of it, many wars broke out quite early, maybe that's why AIs concentrated more on military production instead of researching? I that is the case, best way to test new updates is without both Terran and Drath in the same game. Hard to keep up with who's fighting with whom.
More edits: Forgot to write, I played beta E.
Currently playing a testgame with the Drath, Medium galaxy, abundant habitable common stars/planets/asteroids/anomalies, techtrade/broker/stealing enabled, randomized enemies/minors. Turns out to be Drengin, Human, Krynn, Iconian & Arcean, and a handfull Minors.
Started in a corner with a few good systems in reach, colony rush went well. Afterwards had to rely on anomalies and techtrade to let sliders at 100% because the Draths population growth is a huge throttle. Without techtrade this game would have been far weaker as it is.
Then focused on Diplotechs and traded for other worlds, got some from basically every race, so right now I have most planets but it made only my economical problem worse.
Then researched into War Profiteering and made the Krynn attack the Drengin (noone had any MMR at this point) - result was +100 bcs/turn. Because of this Drengin got Super Dominator Corvettes = MMR, so I could make them to attack all others and now I make big cash War Profit makes 45% of my total income!
Right now the first year is over. All races did pretty well on the colony rush except Arcean who are right near me and only have 5 planets. I guess I'm gonna conquer them as first although I still need Planetary Invasion and I do not have sufficient population to do this.
My ethics went evil from colonization so I probably try to be friendly to the Drengin who are at the other side of the map anyway, and rather deal aggressively versus the Arceans & Krynn who are between us.
The Iconians did already research one of the Advanced Colonization techs (they have these types).
Question 1: Drengin SA seems weakest of all, is there a possibility of editing Dominator Corvette's, so they could have +1 more weapon? Like adding another Rail gun or something?
Question 2: So what about Ultimate Slaveling Lab, should we nerf it like CoL? Or increase research cost for the tech slightly? It's 10k tp for other races to get to 12tp lab, Korath/Drengi can get USL for only 1700 tp.
Thanks for posting the games, guys. Some interesting perspectives and questions.
Psyonic weapons sound damn scary. I think Guanathor maybe overdid them a bit... digging back into older mods, Guanathor's Autumn Twilight has this:
<Weapon Name="Psyonic Missile"> <DisplayName>Psionic Missile</DisplayName> <Class>M</Class> <Type>2</Type> <Size>10</Size> <SizeMod>5</SizeMod> <Cost>100</Cost> <Damage>20</Damage> <Model>antimatterTorp4</Model> <Category>Missile</Category> <Tech_Requirement>Pysonic Missile</Tech_Requirement>
Community Update v4 had them toned down a bit, at the same cost, and extra effective on larger vessels (I think that's what a smaller SizeMod does, not sure and too lazy to test at the moment).
<Weapon Name="Psyonic Missile"> <DisplayName>Psyonic Missile</DisplayName> <Class>M</Class> <Type>2</Type> <Size>10</Size> <SizeMod>2</SizeMod> <Cost>100</Cost> <Damage>11</Damage> <Model>antimatterTorp3</Model> <Category>Missile</Category> <Tech_Requirement>Pysonic Missile</Tech_Requirement>
.. and lo and behold, Vanilla ToA:
<Weapon> <Name>Psyonic Missile</Name> <DisplayName>Psyonic Missile</DisplayName> <Class>M</Class> <Type>2</Type> <Size>10</Size> <SizeMod>3</SizeMod> <Cost>100</Cost> <Damage>6</Damage> <Model>Harpoon3</Model> <Category>Missile</Category> <Tech_Requirement>Pysonic Missile</Tech_Requirement>
The cost of a regular Harpoon III is 60 for 3 damage. 20 per point. Better missiles do get more efficient cost-wise, but the main benefit is that your fleets win more often because limited fleet size magnifies firepower advantage.
The Psyonic Missile in its current state is leaps and bounds above the regular Harpoon III, it is "expensive" but really it is super-efficient cost wise at ~9 per point, less than half the cost of a Harpoon III! So really it isn't "expensive" at all -- it's an extremely cheap way to get tons of firepower in the air.
You don't get this kind of efficiency AND concentrated firepower until almost the end of the tree. That, to me, seems tragically overpowered.
I would suggest Psyonic should improve on the Harpoon III 20:1 cost ratio, maybe give them 14:1 but only giving them an attack of 7. So:
* at an attack of 7, its still (almost) a couple generations ahead of the Harpoon class missiles.
* at a cost of 100, you can still build huge piles of Psyonic Missile ships quickly and with comparitively low maintainance.
So this still provides a significant boost to the Evil player, but not, I think, a hopelessly overpowered one.
With enough mini to fit 3 of these in a Heavy Fighter, and with a minimum +35 attack (base Korath), you're still looking at +113 missile attack with a fleet of 4. That's still scary, but I think, managable if you play well.
I haven't looked, but I think similar attention can be paid to the Beam and Driver versions of the Psyonic weapons.
Also, it really bugs me that they're spelled that way. There is an English word "Psionic" which exactly describes the missile's function, so I'm guessing it's a simple spelling mistake. Grr. And yes, the "SyFy" channel also bugs me. It's Sci Fi, dammit.
Grumpy old man, over and out.
If we buff morale we're making it easier on the player as well. Right now a player will build morale structures, the AI doesn't. If we lower food we're effectively nerfing their main planet's economy while buffing their overal economy by allowing for higher taxes. Both player and AI will be affected similarly.
Lower food seems the best choice.
Galaxy size severely impact the research cost. That is while the small empires (15-25) planets fall behind.
It is possible. I think Marvin did something with the Super Dominator's in his mod.
That does seem very cheap indeed. But it's the same for their industry, high power, cheap, easy to get. That feels fitting. I'll have look at the USL.
I agree with the grumpy old man .
I'm glad someone feels the same way as I do about the Psionic weapons. Toning them down is needed. We could reduce the cost/dmg ratio.
I had a something different in mind. The evil weapons and good defense become "leap frogs". I'll use the Psionic Missile as an example.
The Psionic Missileis unlocked by Harpoon's III. The next 3 techs are Photonic Torpedo 1,2 and 3. So, Psionic Missile gets the same stats as Photon Torpedo I + 10% cost.
So, you leap over three techs to grab a powerful weapon that costs a little bit more. To progress you'll have to grind through Photonic Torpedo's. Once you grab Photon torpedo I the Psionic is replaced because the new weapon is cheaper.
This may seem like a small benefit but researching three weapons in a row can take anywhere between 20 to 40 weeks so for that period you'll be blazing away.
This way you don't introduce a new weapon, you introduce a carbon copy of an existing weapon for an increased cost.
Interesting. I could certainly live with that. You're basically skipping an entire generation of weaponry. 10% isn't really noticable though, let's make it more obvious that it's an expensive weapon -- say 35 or 40%, ie cost of 110 just to have a round number.
And now.. I am going to dive back into GC2Types and make a spreadsheet of all the weapons. I intend to examine cost/size, cost/power, power/size, and maybe work in tech points too. I don't care that we have a perfectly "smooth" progression but it might be good to iron out really bad spikes if there are any.
Are you experienced with Google Docs? I've got a few spreadsheets there as well and it could be interesting not to mention effective to collaborate on them.
Whoops. Didn't see that until after I'd done the spreadsheet. But yes, I am.
Anyway, it turns out we're mostly in a good place. I have bolded my suggested changes.
Beams
Iconian/Yor "Kinetic Stream" weapons match the description. They are smaller and cost more/power than Lasers.
Beam cost per power is a reasonably smooth hyperbolic progression from Lasers all the way to the Doom Ray. However, the Drengin/Korath Ion Beams are too cheap - their cost per power progression goes from 22.5 (Particle Beams) to 13.75 (Ion) to 13 (Phasor). Ions already have significant power and cost/size advantages over Plasma, lets not make them super-cheap to boot. I suggest changing IonBeam cost to 65.
The Psionic beam is OP, just like the missile. Using your suggestion (wanting it to be obsolete once you get Phasors I), the Psionic Beam would have 3 power and cost 45. Plasmas have the same power but are more expensive, and it isn't until Phasor I that you get something better *and* cheaper. The fact that Psionic Beams are size 6 made this kind of tricky. But it works.
Missiles
The Iconians and Yor got screwed with Seeker missiles. The tech describes them as "low damage, but cheap and small". Well guess what, they aren't cheap at all -- it costs the Iconians and Yor MORE per point to get missile damage into the air than if they had Stingers! If they are really going to be "cheap" compared to Stingers, they should cost 20, not 30. Note that the cost/point stays the same when they get Harpoons, which is acceptable in my book.
Missile cost per power is a very smooth hyperbolic progression from Stingers to the Nightmare Torp. Somebody did some math at some point.
The Psionic Missile, as I think we agree, is stupid OP. To make them obsolete with Photon I, the Psionic Missile would have 6 power and cost 80. Something we both missed in the earlier discission is that Psionics are small; that is, they've been given the size of a level III weapon.
Mass Drivers
Drengin/Korath Ion Cannons, and the Iconian/Yor Scatterguns, match the description nicely.
There is a nice hyperbolic cost/power progression from Railguns to the BHG, except for Pulse Cannons. They stand out like a sore thumb, being far too cheap for the extra firepower they provide over Singularity Drivers. Pulse Cannons should cost 50.
The Psionic Shredder is just as OP as the other two Psionic weapons. To make it obsolete with Neutron Driver I, the Psionic Shredder would have 4 power and cost 45. It would actually be a tiny bit better than Neutron Driver I from a power per size perspective, but Neutron drivers are cheaper firepower.
Overall
Beams are expensive. They get good but not spectacular power for their size, and their small size allows for greater utility in some cases. They are moderately expensive to research. This holds reasonably well through all the weapon tiers.
Missiles are in the middle, cost-wise. They have the best power-to-size ratios, period, but they're big and have less utility in some cases. They're also the most expensive weapon tech. This holds reasonably well through all the weapon tiers. Except Nightmare Torps. They're wonky as crap. Cost/power is stupid low, but power/size is no better than the Doom Ray. Uh, what? To fix Nightmare Torpedoes, they should do 22 damage and cost 160.
Mass Drivers are cheap. but they generally do the least damage per size. Moderate size gives them moderate utility. They are also the cheapest to research. This holds reasonably well through all weapon tiers, although in some the damage is a bit high, almost on a par with beams. Aaand then we get to Black Hole Generators, which are both a little too expensive (when cost/power is compared to the Doom Ray and Nightmare Torps), and also a little too powerful. To fix BHGs, they should do 14 damage and cost 80.
Also, I tip my hat to Guanathor for his exceedingly well designed revamp to the weapons system. I didn't realize how elegant it was until I started deconstructing it. We would just have to agree to disagree where Psionic weapons are concerned.
Thus endeth my wall of text.
He actually did the opposite, reduced their weapons by 50%. SuperDominator is highly abuseable from a player-standpoint (basically a freewin on tiny - medium maps when there's multiple enemies present + a freewin on all maps with multiple enemies when you set relation to something else as "unknown")
Basically you declare 1 war every turn from 1st March onward, and you get a constant flow of SD Corvettes each turn. How many you get is based on the sum of attackships/3.75, although always a minimum of 2. Which equates to (total sum) 2/4/6/8/10/12/15/19/24/30/38/48/61/79/101 etc pp
If you put points into diplomacy + weapons you can even demand planets from 15th March on (if AI has more than 3) otherwise you get techs and bcs for free, and then declare war. You send your Corvettes in all directions and shoot everything down that might stifle the AI esp. his Survey Vessel and Constructors/Starbases. Leave souts because you can trade for them to reveal the map and also Colony Ships because you get all planets from him anyway by offering peace.
With enough AI's in game you can get up to 1000 ships (!) and once he doesn't accept peace anymore you use these ships to shoot all his Colony Ships down and basically colonize verything on your own and also take all resources and most anomalies.
How strong you can demand stuff from the AI is based on your MMR (and diplo) and here adding another weapon to these ships will only make it worse. Even in Marvins Mod were all SD Corvettes only have Att+1 you can get planets from the AI from turn 11 onward.
However, the AI doesn't utilize this very well... Basically his SD Corvettes are canon-fodder. They only become powerful if he has a good weapon, enough logistical points and sufficient funds to upgrade them. Given the fact that massdriver is a pretty cheap weapon he generally needs alot of funds to do this, that's why actually his Diplomacy should be high (so enemies will give him more money).
Another method would be to make Super Dominator Corvettes more costly which then could bridge the gap in upgrade costs.
This is the current sheet:
<Ship Name="SolarWing"> <DisplayName>Thunder</DisplayName> <Model>Thunder</Model> <Description>Live and let die.</Description> <Tech_Requirement>ImpossibleTech</Tech_Requirement> <Component>SmallHull0</Component> <Component>MassDriver0</Component> <Component>MassDriver0</Component> <Component>Sensors0</Component> <Component>BasicSupport</Component> </Ship>
The cost of this ship is 92 MP. Once a decent weapon is researched Heavy Fighters can easily surpass +200 MP in cost which means that Drengin will need over 1000 bcs to upgrade a single ship so something semi-strong (it's still only a small hull that won't last very long). But that's probably only an average, it could be much more.
One way to help him would be to implement expensive modules into this build, for example hitpoint-mods:
<Ship Name="SolarWing"> <DisplayName>Thunder</DisplayName> <Model>Thunder</Model> <Description>Live and let die.</Description> <Tech_Requirement>ImpossibleTech</Tech_Requirement> <Component>SmallHull0</Component> <Component>MassDriver0</Component> <Component>MassDriver0</Component> <Component>Sensors0</Component><Component>BasicSupport</Component>
<Component>ExoskeletonHullPoint</Component> </Ship>
This increases their hitpoints from 8 to 14, and given that Drengin do have alot of racial hitpoints bonuses probably takes them to 16. Which also makes them alot more tougher (or "longlastinger") but without further boosting his MMR - because hitpoints are only added 1/10 into the MMR. Additionally the cost rises from 92 to 152, which saves him ~500 bcs in upgrade costs for each ship.
Another thing to think about if one wants to boost the Drengin is to either give him better Diplomacy so he can ask for more money, or to let him have the potential to get a +50 weapons stat which will make all Super Dominator Corvettes from +2 to +3 even if he cannot fund their upgrade.
It would also aid him great if he researches weapons that don't result in too expensive ship-design. For example Yor/Iconian have such weapons (Scatter Blaster) although I think more of tier2 or tier3 weapons.
Another thing; it seems like the bonus for speed only grants 1/10 of it: (in AbilityBonuses.xml)
<Ability Name="Propulsion"> <AbilityIndex>3</AbilityIndex> <AvailableOptions>2</AvailableOptions> <BonusUnits>pc</BonusUnits> <Option0Text>Extra 1 Parsecs/Week</Option0Text> <Option0Bonus>1</Option0Bonus> <Option0Cost>40</Option0Cost> <Option1Text>Extra 2 Parsecs/Week</Option1Text> <Option1Bonus>2</Option1Bonus> <Option1Cost>80</Option1Cost> </Ability>
it should be: 10/ 20 respectively
Hope I didn't forget anything^^ it's friday evening so let's drink some beers Prost!
Thanks for the indepth report. Very usefull stuff in there and I'm not going to second guess anything and justt update the costs to what you suggested.
I'll see about the psionic weapons. I'd like to add I was planning on making them exactly the same as the weapon three techs again + extra cost.
@Maiden
Thanks again for spotting a mistake in the abilities. I'll fix it. My mind's to fried from work to fully appreciate the explanation of Super Dominator Corvettes so I'll try again later.
It's friday, I'm taking a break.
G'night everyone!
SilasOfBorg, I didn't read your last post because I wrote too slowly^^
Just a note (I'm thirsty ) some of these specialized weapons were introduced to acutally boost or throttle an AI. Esp. the vanilla game is far more randomized as we actually perceive it. I think this is ok as it is.
But I like where you going with the psionic weapons, they are way too strong and I'd like to see that fixed. Those weapons as they are now totally defeat the purpose to do additional weapons-research (but the AI will still do this)
I'm also no fan of the super-uber-endtier weapons (they are totally unbalanced versus hitpoints) but it seems that SD treats this as a sort of "technological victory"
One thing I don't like with the current design is to have cost of the same weapons homogenized, for example Laser1 costs 35, Laser2 35, Laser 3 35. It would be far more interesting in shipbuild when the inferior weapon would cost slightly less, because then the cheap weapon isn't always totally obsolete once the new got researched. For example, if you design a Heavy Fighter with a +2 attack and you still have say, 3 space left that you can't fill with anything else, then you could use one inferior weapon which results i the same firepower but reduced total costs.
doublepost
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