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.
Thanks Brad, that's good to hear.
Looking forward to testing the new executable.
I just replaced the exe file. If there was something else I needed to do, I didn't! LoL.
I started a small game, 3 opponents, normal difficulty, occ/com/com for planets, as Altarians.
1. My economy was ridiculously good. 26% tax, 100% spending, +77 net income all due to very high tourism. (Numbers after about 10 turns).
2. The density of anomalies is such that my survey ship is hitting 2 or 3 on every turn.
3. I found 8 habitable planets in short in the area around Altaria. 7 were extreme, 1 (size 6) was habitable. This might just be bad luck.
Something is amiss. I will get rid of my save game files and raceconfig files and see if that helps.
None of my changes have to do with that. They're all AI related.
I figured out -- doh --- that for some reason the settings for anomalies and extreme planets were "abundant". Don't know why they would have changed. So that answers that. My fault, I just whipped through only checking the planet frequencies because that is all I have changed.
After deleting prefs.ini and removing the save files, rebooting and restarting, setting the frequencies properly the anomalies and exctremes are ok.
However, the economy is still very strange. It was ok with the latest CU update.
I am going to reinstall the game and load the CU to see if it is ok. If so then I will try the new exe file again. Probably it is some glitch on my end, to be sure.
UPDATED:
After reinstalling the game, with CU enabled and the new exe copied into the Twilight directory, the economy seems normal. Something got corrupted! Gremlins in my computer!
Further UPDATE: After reloading my save file (turn one) the tourism income was +77 bc?! What the heck is happening?!
AYAUD: After putting the original exe file back in place, I still have the weird tourism income bug. I am giving up for the night. Sheesh.
Last Update, I hope. I didn't give up. Turns out, not much of a surprize, I am an IDIOT. I had been playing on Immense size galaxies, where tourism income at start is very small or zero, since one has a very small part of the universe. On small with three opponents, large slice at beginning equals large tourism income. What befuddled me was that this isn't calculated until turn 2.
So it appears I can get past turn one now....please hold the applause.
Changes: (not tested)
I will be doing more on it. Want to verify that this works first. I haven't touched this code in 8 years.
This is wonderful .
I will update and test the Community Update tonight.
No, because you're right - this is a serious bug which is totally gamebreaking on tiny and small maps.
I couldn't find anything helpful explaining the tourism-income so I made a few tests in order to compare numbers:
Using Torians @ 0% influence from turn 2:
Dreadlords:
Tiny galaxy: Taxes: 34 bcs Tourism: 3 bcs
Giga galaxy: Taxes: 34 bcs Tourism: 0 bcs
Dark Avatar:
Tiny galaxy: Taxes: 23 bcs Tourism: 4 bcs
Giga galaxy: Taxes: 23 bcs Tourism: 0 bcs
Twilight:
Tiny galaxy: Taxes: 26 bcs Tourism: 153 bcs (!)
Giga galaxy: Taxes: 26 bcs Tourism: 4 bcs
So it seems like Twilight did incorporate some changes to increase the Tourism income (which actually is a nice idea to counter the initial going broke after the colonial rush). On Gigantic it seems reasonable, but on Tiny it is totally out of whack. Using SuperDiplo with all points put into Influence I am able to scoop up to 275 bcs (!!!) from Tourism alone in turn 2. That totally defeats all purposes to establish an economy.
But it doesn't have anything to do with the new .EXE (haven't got them right now) this bug also appears in the unmodded game.
Actually I've encountered this bug before when working on my personal mod but I couldn't isolate the source of the problem. I noticed it when I worked on some raceconfigxml or the raceconfig but reverting bakc my changes didn't stop this bug. The only solution seemed to be to reinstall the game, deleting all folders manually after deinstallation then it was gone. But when I implemented my mod again the bug reappeared, so I gave up -.-
Actually Influence is always calculated like this. When you, for example, reload a game you'll notice that your zone-of-influence borders are slightly diminished - expanding a turn puts them back to normal. The only way to make them normal in turn 1 is to build something that triggers an influence-recalculation, such as colonizing a planet or building a starbase.
***
I've made some more tests and I think I could isolate the bug to the starting planet. First of all, the sphere-of-influence it creates seems to be pretty heavy, it encompasses nearly 100% of a tiny galaxy if there wouldn't be another player present.
Colonizing the second planet, and relocating the inhabitant from Toria to the second initial colony. Afterwards, I've destroyed Toria and got this pic:
Stats are:
Torian Influence: 70% vs Krynn: 45%
Torian Population: 8b vs Krynn: 8,7b
Torian have 1 Influence Starbase. (build as the very last thing in order to trigger the influence recalculation)
Actually their zone-of-influence should be equal, or probably in favour of the Torians.
But the Krynn still have their original homeworld while the Torians are on their secondary planet (its Initial Colony building got automatically upgraded to a Civ Cap)
TBH that seems to be quite gamebreaking. Investing into Influence on Tiny/Small maps seems to get a better economical return than investing into economy (!) and it also brings other bonuses such as culture victory, flipping planets and IPs.
Tested + confirmed. Absolutely fantastic!!!
I can confirm this too, tested with Drengin and Korx in a very-low researchspeed game were I declared war manually. The game doesn't design any defenders or fighters without a weapon.
But there is a negative side-effect to this: The AI will leave now Scouts as a substitute for Defenders into orbit. In my testgame most planets had 2 to 5 scouts in orbit, which means he will still invest condiderable military production with the intent to guard his planets although these ships can be defeated lossless.
Actually in this scenario it would be better if these ships were defenders, even defenseless - because sooner or later the AI will get a weapon and then all defenders will be upgraded to have, at least, a single weapon.
Whereas Scouts never show weapons. As a matter of fact if the right technology is available to the AI he will upgrade his scouts to have the expensive survey-module attached although these ships are never set to auto-survey.
So if that now happens the AI will face great cost to upgrade his ships although they still are sitting ducks at his planets.
At that said, these ships will only be helpfull if the game is changed to either:
- arm Scouts as well once a weapon has been researched OR
- send Scouts off from planets and let them find planets once peace has been established AND/OR
- send Scouts off from planets and let them survey anomalies if the survey mod is available and peace is established
edit:
or maybe cut the peace-condition out because, in a lot of instances, troop transports also show weapons so unarmed orbital ships don't halt the invasion anyway....
Tested & confirmed. Torians at 250 colonies have a starport everywhere and the only planets without a social queue are already outbuilt or show a single empty tile (probably from terraforming). Well done
AIP7 colonizes, AIP10 manages it's planets. AIP8 researches research and seems very different.
All confirmed and work. I updated the Issues we cannot work around document with the current status of fixes.
I did a few quick tests as well. My first impression of the Torians and Iconians on AIP10 is very positive. They seem to do much better than on AIP11.
AIP8's reseach is a bit more like AIP11 now and it grabs it's lab techs very reliably and is no longer as interested in industry That said, there's a few tweaks I'll have to implement to ensure the Krynn research their planetary improvements properly. Before you could always count on AIP8 to grab industry but that's no longer the case.
I'd like to stress, this is not a problem, it merely requires an adjustment.
5.6.7 Technology bug:
If i play as the Yor and i trade for technologies Xeno Industrial, Xeno Factory Construction, or Manufacturing Centers, i do NOT get access to the associated starbase modules:
The techs all show up in my tree after trading for them, but when i upgrade an econ or mining starbase, these modules are never an option for me.
The most econ bonus the Yor can get is +25 from their various Yor techs. Mining bases cap out at around ~20 i think. In vanilla twilight it used to be something like +54 if you could trade for the other techs.
I'm thinking there must be some kind of prerequisite module i don't have access to that i'm missing. [?]
5.6.7 alignment issue:
Here is the button alignment thing i mentioned earlier. It's a trivial issue, but the buttons in the box are supposed to have some whitespace around them i believe. It does not affect game play and no one would notice but me.
This is completely intentional. You don't get access to Basic Space Construction when playing the Yor which unlocks the prerequisite modules required to build the starbase modules unlocked by Xeno Industrial theory, etc.
The reason for this is that races that get unique industrial technology get unique starbase modules solely used by them and no one else can get them. Unique industrial tech tends to be more powerful and if you can techtrade for extra starbase modules your production will be boosted to godlike levels. This is severely unbalanced which is why I introduced Basic Space Construction which unlocks the first starbase modules for "clasic" industry users.
I'll redo this screen from the start.
Actually I've thought that getting these additional mining modules is a sort of compensation because, when Thalans, Yor etc trade for the generic weak industry techs it actually weakens their overall production. The AI doesn't select the most powerful improvement. He selects from the available at random, although within terms of "has industy" or "has research".
So if Yor have +11 ind facs researched and you trade "Xeno Ind Theory" to them they will build these weak +6 ind factories in 50% of all cases - diminishing their potential by ~25%.
And because they don't overbuild or upgrade these buildings it might be even worse, let's say they want more production and research their own techs, then only 50% of all their planetary factories will see an upgrade from this.
IMO it would have been a better and cleaner solution to make these techs all untradeable.
/span>
It took me a while to figure out the mining starbase module issue. I'm sure other players might experience this as well. Is there a way to make these techs untradeable to non-generic-tech civs or otherwise hide them?
Also, does this issue work the other way around? Can the generic civs trade for, say, Collective Manufacturing from the Yor and stack on Yor-specific modules with their own?
Version: 5.7.0
Link : https://www.dropbox.com/s/crnh2cvmra9fgop/Community%20Update%20V5.7.0.zip?dl=0
This update REQUIRES the new EXE file. Remove RACECONFIGXML files for Torians/Iconians.
Link to new EXE in file archive: https://www.dropbox.com/s/4ke9ll9k0dkr9b0/GC2TwilightOfTheArnor-011515.zip?dl=0
============= V5.7.0 =============
THIS VERSION REQUIRES THE NEW TWILIGHT OF THE ARNOR EXECUTABLE!
Torians on AIP10Iconians on AIP10
Planetary Improvements (tech) industry in all techtreesArtificial Gravity Industry in all techtrees.
Terrans, Krynn, Drath research from Industry to Computing.
Removed "AIP8" tweaks. No longer needed.Removed "AIP7" tweaks. No longer needed.
With the exception of Government and Ethical tech for AIP11 all the "tweaks" are GONE. This should make the creation of custom races very enjoyable as each AIP will do a slightly different job at research and with out a dozen "tweaks/fixes" littered in each techtree intended for a specific AIP research should be reliable.
Tested each race as I did in every version. It looks good and I get the feeling there's more hull progression. Also, AIP8 now loves biology tech and grabs Xeno Biology/Medicine/Fertility... without fail and on top of that they terraform. It's an entirely new AI but it looks good.
Enjoy.
Of course.
I could make any of them untradable but if you are playing a "standard" race getting a better factory tech through techtrade will be off the table.
Non-Generics have about 15% mining. Imagine grabbing all of it and getting up to 50%, that's madness. Especially since unique factory tech is more powerful/cheaper/etc. I used to go "shopping" in vanilla was well to grab as many SB modules as I could grab. It led to insane levels of production and research and was, in my opinion, completely overpowered.
No, either untradeable to all or tradeable to all.
No, individual stuff that is powerful is untradeable in many cases.
Found a bug with AIP10. It researches two weapon lines at the beginning before giving up on one and commiting. This is wasteful.
Added to "Issues" document.
I'm calling it a night. Enjoy V5.7.0. I'll be back tomorrow.
Please read my post again, as I've edited it in the time you've written this (I saw you already gave the info so I saw no need to repeat it)
Well, if you don't count in the initial one generic have +20% mining, so combined we are at 35%. That's not much considering how it was in DL, DA and even Tota.
I remember alot of talk in MV times because of these high Miners, but in the end, most of these races, esp. Yor and Thalan, are so weak in other areas (lacking the SCC, farms etc) that even these mining bonuses didn't make them suitable.
RE: mining modules: We probably don't want to go down this road, but for perspective --
If resources are abundant, then stacked-up mining bonuses can certainly be overpowering. But in a resource-poor galaxy, it can be just the edge the player needs. The player will probably not have access to more than a single resource in that situation. Anything helps.
1-Im sure this has been asked before but couldn't find it in any of the stickies. How do you actually install this? I just copy pasted the folders and let them overwrite the directories, was this correct?
2- When launching the game can you use the steam interface or do you need to launch through the new exe file?
3- How do you verify if the mod is in fact working?
Uhh.... no. You just copied over your base game files. It will work but that's not needed.
Watch this video. It explains everything you need to know.
I'd launch the EXE directly.
Unzip the Community Update-folder into the mods-directory of the games installation-folder, on my drive the path looks like this:
C:\Program Files\Kalypso\GalCiv2Ultimate\Twilight\mods
(if "mods" is not present create it manually)
Start the game, go to Options and check "use mods" and select the Community Update as path.
Kill the game, go to your MyGames-folder and delete all raceconfigxml files.
Restart. Should be working fine then.
PS: You don't need Steam, start the GC2TwilightOfTheArnor.exe directly. BTW you need to replace this file with the one that Frogboy hosted on the previous page.
PPS: To 1: I think you should try to repair or update your game again so you can always alternate between vanilla and this mod, at least, as long as it hasn't become the final build.
It's not resources star-bases, its production modules that get out of control. If you manage to acquire all of them you can put 4 star-bases each giving +50% production and research to every planet in range. If you're lucky you can stack another four.
At this stage of development I feel it would be a very risky en devour to redo the SB modules.
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