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.
^^Oky doky!
I think we should be friends on steam to communicate better. Please.
Sorry, but I can barely tolerate having to use Steam in order to play GalCiv 3. I don't want to use it any further than I absolutely have to.
If you really want to catch someone's attention just shoot them a PM on here. It's kind of hard to miss the red-bordered 'You have a new private message' box.
Although, kinda wish there was a buddy system here so that you don't have to keep entering captchas.
I'm still working on the planetary improvements, but there are a few things I'd like to hear your opinions on:
1. Hyperion Shipyard. It's basically the Navigation Center, but much more expensive, and you can only build it once. This makes it pretty bad in the hand of the AI. You'd want it on your main production planet to give your ships the best bonus, but the AI doesn't think this way. It will build the Shipyard wherever it pleases, whether it makes sense (to us) or not. Changing the bonus to work civ-wide would fix this, but would also be a bit OP, because each race can build one. Turning the Shipyard into a GA would prevent players from trying to farm the Shipyard. However, I'm not sure, if I want to go that way in the first place. There are already more than enough speed-bonuses in the game. Same for HP bonuses. So, how do we change this building to make it interesting for the players, without being too exploitative, but also usable for the AI?
2. Hyperion Logistics System and Hyperion Shrinker. Speaking of "too exploitative". I'd really like to turn them into GAs, just to prevent players from constantly "farming" them. Seriously, how is the AI supposed to pose a threat, if your Logistics are 60 points, and your Miniaturization is 150%, higher than what it has?
3. Hyperion Re-Supply Center. Range is already barely an issue, making this improvement not that useful. I'd like to either turn it into a GA, or simply disable it.
4. Stellar Forge and Doomsday Generator. These GAs have the same issue as the Hyperion Shipyard. I'd like to make their bonuses civ-wide, but this might be a bit OP in the case of the Doomsday Generator. 50% more HP for all your ships? Yikes!
5. Secret Police Center. It gives a 20% morale bonus to the planet it is build on. This makes it an extremely overpriced one-time morale improvement. The AI also has trouble using it properly. I made the bonus civ-wide in order to fix this, but this opens up the possibility to "farm" this SP. As far as I can see, there are two options: turn the SPC into a GA, or make it Evil-only.
6. Improvements sharing the same graphics. There are several improvements in the game which use the same icons and query-grapics. This can make it difficult to tell at a glance what improvements have been built on a planet. I'd like to change this by giving each improvement a unique icon. Here is a list of the affected improvements:
-Multimedia Center, Festival of Capitalism, and Maintenance Grid (I'm considering to use the ResearchCollective.png for the Maintenance Grid, but have no idea about the other two just yet)
-Brain Washing Center and Advanced Slaveling Lab (I'm considering to use the Happy_Fun_Brain_Washing_Play_Land.png for the Brain Washing Center)
-Interstellar Refinery and Research Center (fixed this by using Lab2.png for the Research Center)
-Research Academy and Dark Energy Lab (I'm considering to use the University.png for the Research Academy)
-Invention Matrix and Omega Research Center (fixed this by using the OmegaResearchCenter.png for the ORC)
-Orbital Command Center and Temple of Espionage (I'm considering to use the Orbital_Fleet_Control_Bunker.png for the Orbital Command Center)
I'd also like to change the icons for improvements where the currently used ones are either not that great, or simply don't fit well. For example, the Propaganda Machine is a Drengin GA, but the used icon is very generic. I want to change it to one of the unused Drengin icons (probably InternmentRig.png).
My inclination would be to make the shipyard give a civ-wide bonus to the Military Production ability. But also, allow the tech to unlock an effective engine module. That's something that we know the AI can use.
OMG yes to making the Logistics Centre and Shrinker GAs.
I think that the problem with the Hyperion Re-Supply Centre is that it's too late to have a noticeable effect. It would be a nice thing to have in the early game, particularly on the larger maps.
I think that in the same vein as the shipyard, we could have the techs for DD Gen and Stellar Forge unlock some nice ship modules - so then no matter where the AI places the improvements, it's getting some use out of the techs.
I can't say I've ever built the SPC, but I'm inclined towards making it a GA simply to remove the farming potential.
As far as changing icons and query icons goes, I agree that there's a bit of confusion in some cases. The alternatives you've picked out seem fine. I just wish there were more stock icons to choose from for the others.
A Military Production bonus sounds fine. 10% shouldn't be too much, in my opinion. Adding another engine, however, isn't something I want to do. For one, a Hull-tech unlocking a engine doesn't make sense to me. Furthermore, we don't know how advanced the engines are that the AI/player is currently using, because the tech is outside of the Propulsion branch. The new engine might end up being either already outdated, or totally OP. And lastly, the tech already grants a +15% HP-bonus which the AI has no trouble using. Adding more to it doesn't seem necessary to me.
Good. I'm going to increase the bonus of the Logistics Center a little, to make it more worthy to be GA. The Shrinker, however, should be fine as it is.
Could be. I already moved it to Advanced Life Support, which is easier to reach than Expert Logistics, but maybe moving it up further might help. Hmm... I think I move it to General Life Support. If that turns out to be too early, we can always move it to Extended Life Support.
The tech for the Stellar Forge already unlocks the Lite Constructor module. However, I don't think, that I've ever seen the AI use it. Still, I think the HP-bonus of the Forge could work civ-wide. It's only 25% after all. Lore-wise, it would also be okay. The Arceans have been building ships for millennia. Their engineers should know how to build them to last.
As for the DD Gen, I'm not even sure if the bonus fits. I mean, when I read the tech-name Unimaginable Destruction, I thought "Those maniacs! They blew it up!" not "They've made their ships more durable. Neat!" A big boost to the Weapons ability would be more fitting, in my mind, but Dark Energy Research already does this. Well, we could also simply demote the DD Gen to a 1pp. The Altarians and Drath don't have that many, so it shouldn't be a problem.
Still, if we are instead going to add ship modules to those techs, what kind should they be?
So true.
Maybe instead of having the DD Gen simply improve hitpoints (which like you said, doesn't make them that much more lethal) throw in a ship quality bonus and bring the hitpoint bonus down to about 10%.
I was kind of thinking of hitpoint modules, but I can't remember if there are some already kicking around. It's been so long since I played Altarians or Arceans.
And yep, just stick with a military production bonus for the shipyard. That's plenty.
Whats happening with the Orbital fleet manager? Will that be unlocked by Planetary defense1 still?
So 10% HP and 50% ship quality? Or would that be too much?
The Arceans eventually get the Robut Hull Construction Option (terrible name, need to change that) in addition to the Hardened Hull Point, while the Altarians and Drath just get the standard Reinforced Hull Point. Overall, In think they should be fine on that front.
There are a few more things regarding the planetary improvements I'd like to hear some opinions:
1. I've kept the Power Plants in for now, because I'm not yet sure how to replace them. Going the starbase module-route isn't something I want to do with them, because that would be just a repeat of what we did with the Drengin/Korath, and it would give the other races a possibility to make their econ starbases even more powerful. Replacing the Power Plants with bonuses to the Social and Military Production abilities would be the easiest way to solve this, but would also reduce the manufacturing output of the factory-users due to the way it gets calculated.
2. The Temple of Krynn and the Order of Krynn are currently the only morale improvements available to the Krynn. This is pretty bad, because both improvements are independent 1pps. Granted, the Krynn have a pretty big racial Morale ability, so it shouldn't hurt them too much in the beginning. However, it will be pretty difficult to get the AI to build both improvements on its planets to keep its populace happy. I've considered removing the 1pp limitation, and making the Temple upgrade into the Order, but I'm not sure, if that fits the theme of the buildings.
3. I'm currently using a mixed approach for the maintenance costs. The maintenance for manufacturing and research improvements increase at a standard rate of 1bc per 2mp/rp, while all other improvements use a fixed value. However, I would like to use a fixed maintenance cost for all improvements, because I think it would help everyones economy.
4. I'd still like to hear some feedback regarding the buildcosts. I posted a link to my new spreadsheet yesterday. It has all the values for the planetary improvements.
The OFM no longer exists. This has been the case since either v2.01 or v2.02. Not sure which.
ah, no shit. i got version 2.02, has to be 2.04 then. I'll be sure to keep this in mind when writing. Should have it done soon.
Well, it was v2.01
+ TWEAK: Eliminated Orbital fleet manager
and v2.02
+ TWEAK: Completely removed Orbital Fleet Manager [English version]
So, I was right with both.
hey im headed to a bar to watch the orioles game. i only have the PD3 details to write and ill send you it all when i get back. And I noticed the shied defense thory tech needs a makeover...and likey more techs too. Im going to add that oe to my list though, and tell me about anymore techs you want redone whlie your at it.
cheers!
<DisplayName>Shield Defense Theory</DisplayName>
<Description>Allows us to begin researching various types of shield defenses.</Description>
<Details>Shields are theorized to counter lasers. However vast amounts of energy must be absorbed and displaced safely multiple times per battle, and recharge faster than it takes a laser to cool down. Regardless of the difficulties and dangers, our scientist believe a working model can be produced to adequately defend our ships in the near future.</Details>
<DisplayName>Planetary Defense</DisplayName>
<Description>This technology moderately increases our Empires soldiering bonus, and allows construction of the planetary defense improvement.</Description>
<Details>Now that we have the knowledge to invade other worlds, it is imperative to keep our worlds from being conquered. In this endeavor, our military researchers have created new training protocols for our soldiers. They have also discovered that coordination of orbital and sub-orbital defenses on the planet increases survivable by 25%.</Details>
<DisplayName>Adv. Planetary Defense</DisplayName>
<Description>Provides advanced equipment to ground personal, further increasing our soldiers performance in battles.</Description>
<Details>To attack or defend a planet requires not just logistics, but counter logistics. Winning a battle you should have lost can only be achieved if you manage your forces in relation to the enemy. To do this effectively we have developed a self sufficient miniature sensor that can detect and identify enemies units in the area, this device will be given to all our ground and air units. In addition to all this, we have added new paint and decals to our soldiers helmets, this has made them look and feel more lethal by and estimated 9%!</Details>
<DisplayName>Supreme Planetary Defense</DisplayName>
<Description>Enables the Omega Defense System super project and bestows a soldiering bonus.</Description>
<Details>Using sub-space fields to protect our ships was once thought to be impossible as they are normally far too weak to interact directly with matter, and there wasn't a way to generate the fields on a scale required. Recently however, a host of new technologies related to hyperdrive have made the amplification of sub-space fields from a planets gravity well not only possible but viable for defense. With this new technology we have devised plans for a new prototype building capable of distributing the fields to both orbiting ships and critical defense installations. This sub-space field generator is being called the “Omega Defense Center” as it is the ultimate way defend a planet from invasion. But we have also refined our soldiers training methods, for planets that don't have the defense system yet.</Details>
Ahh, I'm done? Sorry it took so long. I had divided attention today.
Credit to my buddy ParagonRenegade for helping me edit PD3.
DARCA
And I have version 2.02 in English and still have the OFM! (for some reason) maybe because its a disk version? Anyway I liked it, it let me have more ships fight in orbit.
I want to cut the number of several techs down to three (Warp Drive, Lasers, Phasors, Disruptors, Stinger, Graviton Driver, Singularity Driver, and Deflectors), get rid of some other techs (Basic and Enhanced Rail Guns, Invulnerability I and II, and Duralthene Armor), and re-activate Anti-Matter Torpedoes. I may be able to cobble some fitting descriptions together by using the existing ones. However, consider this a heads-up, just in case I need help for those after all.
What I definitely need help with, however, is the name and the description for a new shield tech I want to add between Shields and Barriers (three techs in total). I also need some names for prototype-level point defense and shields components. Their respective Theory techs currently don't provide any benefits, and I want to change that.
The Particle Beams techs need some work, and maybe a new name. The very first weapon you unlock is called Particle Beam too, which can be quite confusing.
The Weather Control tech needs a slight re-write. It mentions that it provides a 10% PQ-bonus, but that isn't actually the case. I haven't decided yet whether to add the bonus and remove the Weather Control Zenith improvement, add the bonus and keep the improvement, or just keep it as it is now. I'm tending towards giving the Arceans both the bonus and the improvement, but want to hear other opinions first.Just in case you need it for the description, the Weather Control Zenith gives a farming-bonus in addition to the PQ-bonus.
While on the subject of techs, I went through the tech trees of the Krynn, Arceans, and Torians again.
The Krynn tech tree is obviously based on the Torian one. Due to this, there are some parts of their tech tree which don't make much sense. For example, some of the descriptions mention that this race had been enslaved by the Drengin, which, as far as I know, never happened to the Krynn. I removed all of those entries, and also some cost-increases.
The Hull-techs for the Arceans are now a bit cheaper to research, while the ones for the Torians are now all a bit more expensive (instead of just a few). This should fit nicely for those races. The Arceans are experienced engineers, while the Torians are complete newbs.
I've also been thinking about the Iconians again. Researching better weapons is supposed to be harder for them. For this reason, they have to research the Advanced Weapons techs before they can get to Particle Beams, Harpoons, etc. However, researching those techs also makes their weapons better. That doesn't make sense to me. This is meant to be a downside for them (and it is), but it also acts as a benefit? Simply removing the Weapons bonus from the techs would put them into the "just there to unlock the next tech" category, which I don't like. So, I want to get rid of those techs altogether, and increase the cost of the basic weapons and defense techs instead (from Interstellar Warfare up to the Theory techs). Any opposing thoughts?
While speaking of techs with no benefit, I still haven't come up with a bonus for the Precursor History tech. I don't want to add another Luck bonus, because the Altarians and Drath already get +20% in total from other techs. A Research bonus might fit, but I want to hear your thoughts first.
Lastly, AIP 8 is finally researching better lab techs. I actually feel quite stupid for not realising the solution sooner, because it was so blindingly obvious. What does AIP 8 like the most? Industry techs! Just changing all the lab techs from Computing to Industry is enough to make AIP 8 go for them with no problem. The Thalan were already set up this way with their lab techs. Seriously, how come I didn't notice this in all these years?
Are you sure it's the OFM? That one was a 1pp improvement, which was limited by your Logistics ability. v2.01 added the Orbital Command Center Super Project, which works for all your planets, and isn't limited by your Logistics.
I'm working on the values for the engines at the moment. Reducing their top speed, and changing their sizes. This is primarily to give the AI a better fighting-chance. I mean, how can it fight against the player, if he is able to run in circles around its ships?
My changes aren't very drastic (yet): Warp Drive tops out at 3pc/turn, HyperWarp at 4pc/turn, and Stellar Folder at 5pc/turn. All engines use the base size of the original Hyperdrive (9) and the size-modifiers of the first three engines (20%, 17%, 14%).
Here is a comparison of the size-requirement for HyperWarp III on all hull-sizes:
Tiny Small Medium Cargo Large HugeOld values 7 9 13 15 19 32
New values 11 12 15 17 20 30
What do you think? Too big of a change, or is it okay?
lol, that's the one! Names are so close and I didn't know the history of the two. A miscommunication it was.
Precursor history should give a influence and industrial bonus as precursors were very peaceful in the beginning of there history.
So to be clear you want done;
1. weather control to be rewritten
2. Particle beam name change and rewrite
3. Three new techs (between shields and barriers)
4. Add only new names to Point defense and shields unlocked by theory techs? Or totally rewrite the components unlocked. Or what? I'ma do 1-3 while I wait for you to respond. we could talk instantly on steam fyi!
and thank you guys for not hating my tech descriptions. I always think I'm about to do something wrong with the lore, or forget a typo. Glad I'm not failing! Lol
Peaceful? Depends on who you're asking. Anyhow, the tech Way of the Arnor already grants a bonus to Social Production, so I think that would be kinda redundant. The Influence bonus might work though.
Yes, though how exactly depends on what the tech will unlock. I still haven't decided yet, because I want to hear some opinions first.
Definitely the rewrite. As for the name-change, coming up with a better name for the prototype-weapon would probably be better, because it would mean less work (only one weapon needs to be renamed, instead of three weapons and three techs).
On second thought, that might not be necessary after all. I originally wanted to make all weapons and defences have the same amount of tiers, but it might not be necessary for the shields. Even if it looks a bit off.
Only names. Those theory techs don't unlock any components yet.
This is why i dont quite understand. Particular beams are the very first weapon and there is only one not three. And what are prototype weapons? It must still be particle beams. If that's the case I would rename them to "Maser Cannons" MASER like LASERS, it is Microwave Amplification by Stimulated Emissions of Radiation. Will that work, its actually real too?
As for the defenses, only "starship defenses" tech has armor and so you want me to make a new name for a NEW PD and Shield component? just trying to be absolutely clear.
Dummy DARCA
There are three techs, right after Lasers, that are also called Particle Beams.
Particle Beam, Space Cannon, Sparrow. The very first weapons you can unlock in all three categories.
Why didn't I think of those. I know the Maser Cannons all too well from the Godzilla-movies. Still, would you considers Masers more powerful than Lasers, or less?
Exactly.
Might be a bit of a boring option, but perhaps the second tier of beam weapons could be called Continuous (or Beam) Lasers? Because the first tier has a rapid pulse animation which suggests a name of Pulse Lasers.
It's very easy that way to write up a description for it because with a continuous beam, there needs to be a way to somehow sustain the output and improve the damage done over time, while a pulse laser delivers short powerful bursts. Perhaps beam lasers requires the development of a more sophisticated excitation chamber which results in a lot of overlapping pulses. And/or, developments in localised artificial gravity allow for more precise aiming of pulses using gravitational lensing, so the time between pulses is reduced to microseconds.
<DisplayName>Weather Control</DisplayName>
<Description>Allows us to modify the weather of a planet, increasing the planet quality and farming output.</Description>
<Details>Weather manipulation has been common practice in Arcean culture of thousands of years. Reliably changing the weather of any type of planet without causing damage to the ecosystem however, has proved to be a far more challenging and illusive goal. Thankfully a new Atmospheric Adaptive Algorithm, or "AAA" has been developed. It adjusts the climate around any area of a planet by using a network of satellites equipped with artificially produced chemicals that alters the weather according to the "AAA".</Details>
<DisplayName>Particle Beams</DisplayName>
<Description>High energy particles beams are found to have a higher penetration of shields and hulls.</Description>
<Details>Particle beams are atoms fired in special high energy states. The state of the particles are placed in such a way where they immediately discharge all excess energy when coming into contact with matter for devastating results.</Details>
<DisplayName>Particle Beams II</DisplayName>
<Description>Reengineering particle beams from the initial model has provided us with a more compact version.</Description>
<Details>By upgrading our Particle Beams to use a single more efficient power regulator, we can remove all other regulators used by the weapon equating to a size reduction.</Details>
<DisplayName>Particle Beams III</DisplayName>
<Description>Additional size reduction, attributed to a decrees in barrel length.</Description>
<Details>When a particle beam is shoot, the particles must be magnetically guided out of the barrel by magnetic plates within it, with recent improvements to power regulators we no longer need as many plates. This size reduction has lead to a... size reduction.</Details>
I think a good name for a new PD might be; Target duplication software, Electrostatic scrambler, Core disrupters, Pulse field generators.
I like Core disruptors as they cause missiles to explode prematurely and I just like the name. PFG's are nice too, off course I support all my listed ideas though. Lol
A good name for a shield, I'm going to like this; Photo-magnetic polar attraction, Symmetric light refractors , Trans spectrum refractors, Transparent reflectors, Energy adaptors.
I imagine shields do a combination of reflecting, absorbing, and just letting light pass through fyi. You can pick or mix and match the words and names I don't care, but I hope you guys like one but I could think of more.
Did I forget something?
Your like my twin! I just wrote something along those lines...ish. :3
The Decibel Gun! Fire rock music at your enemies!
And are the scenarios going to be fixed?
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