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.
I think you guys are complicating things way more than necessary.
Here's what I need from a given weapon:
Cheapness - in terms of the most bang for buck, regardless of space used.
Basically, if a weapon is cheap, then I can mass-produce a ship design with just one or two. Though these ships may not be logistically efficient, they provide a cheap initial strike.
In other words, losing ships can be part of a mixed units strategy.
If cheapness doesn't do it for a design, then I consider Size, regardless of cost. Weapons which are size-efficient can be useful in a ship design which considers absorbing damage to be important - the less space weapons take up, the more space is left over for other systems, including defences.
If that still doesn't cut it, then I look at raw Firepower. That is, how much damage-dealing I can cram into the ship regardless of cost. This is useful when I have insane miniaturisation and/or manufacturing capabilities, and the economy to support it.
So if you want to mix it up a bit and have different tiers have a different weapon type follow one of those philosophies, then great. I'm with you there. Just don't get too hung up on which weapon is better than another, aside of course from obvious deficencies that happen when you cram the weapon scale into such a small range. If you make it, I can find a way to use it!
My approach is a little bit different. I usually try to rush up to Large+ hulls and stack on defence. Otherwise i'm just trading ships with opponents. With a few large, defendable ships, i can zip around and smack down waves of little gnats. My firepower is not diminished until the entire large ship is destroyed.
Differentiating the weapon types creates a reason to choose one over the other. As a clueless player, they all look the same and none offers any advantage over the other.
Maybe. But I'm having fun doing it and learning a lot. Something.. well.. "interesting" might come out of it. Cost/power (ie cheapness) is THE overriding statistic if you're talking about large fleet engagements, assuming equal logistics (which is also quite important). After all OShee's lamentations about beams in the CU I finally built a simulator, and lo and behold they sucked, across all tiers and hull sizes.
So we have an opportunity to fix that before the CU goes live, and I'm picking up where OShee left off. Lev's double-cycle is so far the most appealing solution I've heard, though I'm not sure I can make it work yet.
It will create some negative factors. I've written alot and detailed about this already so I shall be short this time:
- early bullying gets out of hand because MMR rises too fast from just few ships
- because of how battle is calculated in a fleetscenario, defenses loose a ton of worth the more firepower a fleet can muster up. We already have defenses increased by x2 because of this.
- if we subsequently increase defenses as well to follow up, then the first argument will even gets worse, esp. for a player who can easily research into defenses and build some early defense ships to exploit the AI diplomatically.
- HP vs attack gets unbalanced. Starbases will be canonfodder. However, doubling HP will make starbases occasionally invincible because the amount of HP gained from experience is also doubled. We cannot influence this gain.
The hightiered weapons are already unbalanced versus hitpoints. The sum of attack of fleets explodes compared to how hitpoints rise from hull to hull, and this reduces the battle rounds which reduces the worth of defenses and hitpoints and makes the route to go "all weapons" a no-brainer. Therefore attack should be rising as low as possible.
Yeah, not even thinking of going down that road, for all the reasons you mentioned -- I have no intention of modifying the range of power, power/size, and cost/size, just the path that the various weapons take to get from T0 -> T6.
Mabus, I think I've found a way or two to influence the AI to use his own improvements over the generic one. I've analysed all spamable improvements and adjusted their value to follow their own strength, as well as I could interlink upgrade chains. I'm currently having alot of testgame to see how well it will play out.
In one I've encountered Torians researching "Mass Driver Theory" then "Missile Weapon Theory" then "Beam Weapon Theory" in a straight row (it took them 40 weeks at normal techspeed, low planet count). I think the reason for this is that the follow-up techs also have the same low <AIValue> of 10.
Solution: Changed <AIValue> of all first Tier1 weapons to 20 and all secondary Tier1 weapons to 15. (shall prevent the AI from diving into all Weapon Theory).
Techtree.xml
It also seems that the Techtree bug concerning Minors is still in place. My guess is that it is caused by something that also marks technologies as being race-specific (you see their emblem in the upper-left corner). At least, all of these technologies are always missing from Minors. I'd rather would like to see this bug fixes because our current solution is ugly and might also create other bugs (there actually are 4 independant Entertainment Networks with the same internal name available....), thus I'll add some stuff to the google sheet.
Finally my moaning about weapons payed off But seriously now, any system that you guys come up with will be an improvement over current CU weapon progression, where unfortunately, beams are just... well... broken. If there's more people working on it, there is bigger chance of getting it right.
My concept was to stay as true with vanilla as possible, meaning that:
- missiles shining on large/huge hulls, otherwise slightly lagging behind beams/drivers, with medium hulls being just about even.
- beams being stronger then MD with extra price to compensate.
- mass drivers being weaker but cheapest, as "quantity has a quality all of its own".
Not as interesting as what was proposed later by leiavoia, but gets the job done. Numbers that I have provided must have been way of in favor of mass drivers anyway, from what I can tell looking at the simulations done by Silas (great job btw, I would love to see how you do them ). Small adjustments in price alone would suffice I guess, but there could be some inconsistencies here and there. Ideally after beam vs mass driver or missile (medium/large hulls) vs mass driver war there should be 15-20% of original mass driver ships left - like Maiden posted, stronger but less numerous ships get other benefits, from small things like experience to larger benefit gains from military resources/ability picks/racial bonuses, ships hp regenerating after battles etc. With numerous ships it is harder to concentrate them in one spot to be able to take out beam/missile ships, so that's why around 15-20% seems like a good choice. Note that % means remaining MD ships of original number participating in direct exchange, if we throw all the ships against each other at the same time.
Sadly I hadn't had much time to work on my PC this week. Considering defenses, well, I made some small tweaks and changes here and there, but seeing that weapon values were not great in the first place, I don't think it is worth to post them, it will be same as changing from vanilla or CU, and it is far from completion anyway. Weapons have to be done first, to start any changes to defenses imo.
That said, just like Mabus, I don't have much free time lately and it will not change until the end of next week. Since new .exe release I played only 3 games myself Not enough time to finish weapon/defense system or even test AI research after Mabus lowered AI values, but I trust research is good/great/godly as not one post in few pages was about any oddities in this regard.
If you still want to continue with my concept, you have my full blessing. Change whatever you like, rip the values apart and glue them back together/better Few thoughts I had considering defenses (if it helps):
Armor has to be hardest to obtain, otherwise MD with its low attack values will suck so badly, it won't be worth picking. Big sizes or huge research cost will both work. Bc cost is irrelevant, but should stay in low-mid values.
Point Defense can be done in two ways, however you think missiles should end up. You can either set their size mod low to scale better on large/huge to counterbalance high damage of missiles on those hulls, or go opposite way so they are easier to counter on smaller hulls, but harder on bigger hulls, which will play better with missiles advantage. Problem with second option is that AI don't really like hull techs, so any AI that picks missiles without researching hulls will be at disadvantage for long time.
Shields should cost more then PD and armor per point of defense, should also be best at protection with highest possible defense achieved on ships. If beams are still too weak in their current form (after increasing cost of MDs by 10%, which I think was a good choice by Maiden), amount of protection from shields could be even or lower then PD/armor. Whatever works best.
Most controversial changes I made to weapons where for sure Evil weapons being different weapons then CU +1 tier clone with increased price, and Photonic/Harpoon price drop within their tier.
- With Evil weapons, I done those changes because I don't know how AI designs its ships. Will AI pick Photon Torpedoes I, or will it still produce inferior ships with Psionic Missile? Both weapon modules have same damage, size, size mod, and only the cost is different. If AI drops Psionics after tier 4 level 1 is unlocked, then just like in CU, Evil weapons can be just cloned over with increased price. For sure it will be easier to balance them out. I think Maiden is the person who knows the answer to this question You sir seem to have a lot of knowledge when it comes to game mechanics and the AI.
- Photonic Torpedo I and Harpoon I had to have their sizes lowered (from 14 to 12), to evade the issue of ships with those modules being weaker on small hulls then their preceding tech. Level 3 had to stay same (size 10), to not make them too strong for their tier. Because of the lower gain per new tech, my first though was to decrease the cost of modules in the tiers, so next levels don't feel like a filler. But if this causes too many problems when upgrading those ships, then maybe level 2 should be cut out altogether. Harpoon and Photonic with only 2 levels, but at least the jump in saved space/power is more noticeable and cost per module can stay static within the tier.
Now the rest I have to say the idea of eras for each weapon is also great. It will encourage weapon trading, help with any stalemates (which I haven't noticed in my games tbh, but again I rarely look at AI vs AI war outcomes), and for sure will create some great opportunities for the players who take their time instead of picking weapons randomly. Majority on the board agrees that this is an interesting concept, and I'm on the same ship with you :> I would love to see how this plays out.
This is better system then each weapon having only one peak. With only one peak, there are better and worse selections depending on galaxy size/tech speed. Just like Maiden plays on smaller galaxies and only goes as high as 3rd tier, I play almost exclusively on large and go to war for the first time when I reach tier 3/4 (I turtle a lot lol). With two peaks, the depth of the game will increase, and it will be harder to go and say starting from turn 1 "I'm going drivers". Double cycle is the way to go.
It will be very hard to implement and get right, but I do believe it is the weapon system that should go into official CU. It is more interesting then mine and rewards strategic play more, which should be key to a strategy game. When I go back to my usual work schedule, I will finish my system and post it as a standalone mod to the CU. Just for those who like it more oldschool.
I might pop in now and again and write a short post, but for the most part, I won't be around until next weekend ^^ So I wish you good luck, and thank you all for taking your time to rework the weapons/defenses. And don't forget, balance brought by several imbalances is still balance! :>
Well.. double-cycle is done. It goes a bit above the CU 5.7.1 max weapon cost, but has the same floor, and has reasonably close power/size ratios.
I was struck by a devilish idea while putting together the tiers and decided to make lasers start small and grow larger over time, culminating with the massive Doom Ray. They have moderate power/size ratios. I like to imagine this:
Missiles start out large and miniaturize a little over time. I envision the ultimate missile as a fairly small system that fires hundreds of smart little kamikaze warheads. Doesn't take much space, fits on all hulls without heat/power issues. They have the highest power/size ratios.
Drivers start out midsized and miniaturize over time, culminating in the size 6 BHG. They have the lowest power/size ratios.
All racials are worked in. Tier 0 is done. All weapons progress in power/size with each new discovery (or at least drop in cost, but the power/size ration NEVER goes down).
To do:
* update tech descriptions
* Evil weapons (if Maiden has replied, I haven't seen it yet)
* tech costs
* defenses
Tier by tier simulation:
Tier 0 - just to make sure it wasn't horribly unbalanced.Beam vs Missile : Misl 15% Misl 15%Beam vs Driver : Drvr 22% Drvr 21%Missile vs Driver: Drvr 16% Drvr 15% Tier 1 - Drivers most efficient, esp. on Small hulls, followed by MissilesBeam vs Missile : Misl 16% Misl 06% Misl 29%Beam vs Driver : Drvr 16% Drvr 25% Drvr 29%Missile vs Driver: Drvr 06% Drvr 25% Drvr 18% Tier 2 - Beams most efficient, followed by DriversBeam vs Missile : Beam 23% Beam 26% Beam 30% Beam 30% Beam vs Driver : Beam 20% Beam 22% Beam 38% Beam 35% Missile vs Driver: Drvr 06% Drvr 10% Drvr 10% Drvr 12% Tier 3 - Missiles most efficient, followed by BeamsBeam vs Missile : Misl 22% Misl 17% Misl 16% Misl 21% Misl 22%Beam vs Driver : Beam 11% Beam 08% Beam 08% Beam 13% Beam 12%Missile vs Driver: Misl 24% Misl 19% Misl 21% Misl 29% Misl 33%Tier 4 - Drivers in the lead againBeam vs Missile : Misl 15% Misl 07% Misl 08% Misl 08% Misl 18%Beam vs Driver : Drvr 21% Drvr 20% Drvr 26% Drvr 24% Drvr 28%Missile vs Driver: Drvr 14% Drvr 16% Drvr 21% Drvr 20% Drvr 23%Tier 5 - Beams Beam vs Missile : Beam 28% Beam 27% Beam 33% Beam 35% Beam 36%Beam vs Driver : Beam 03% Beam 10% Beam 22% Beam 26% Beam 31%Missile vs Driver: Drvr 25% Drvr 18% Drvr 17% Drvr 18% Drvr 19%God Tier - MissilesBeam vs Missile : Misl 48% Misl 08% Misl 14% Misl 20% Misl 29%Beam vs Driver : Drvr 22% Beam 07% Beam 15% Beam 11% Beam 13%Missile vs Driver: Misl 31% Misl 14% Misl 27% Misl 31% Misl 33%
Thanks again to Lev for the idea. I'm still a little shocked that I could push everything in and not have to massively expand the power/size/cost range of the overall weapon tiers.
I'll be double-checking my spreadsheet and transcribing everything back into the GC2Types.xml from CU v5.7.1 later this evening. Will post it then for other people to pick apart.
So if i understand you correctly, not only were you able to get the weapon eras to work, you also changed the "acceleration" for each weapon type? That is interesting.
If you can fold that into a mod i can download, i might be able to squeeze in a game this weekend.
Weapon tech descriptions have been given a once-over so that big advances are outlined clearly.
Evil weapons have been given some reasonable values. I leave it up to Maiden / OShee / testing to see if the AI makes good use of them.
Still todo:
* testing!!
You can get the current deltas from CU v5.7.1 here:
*** Very experimental ***
ftp://guest:guest@lipford.no-ip.org:6666
To install: replace the files in the "Community Update\data" directory with those from the FTP site.
You can make backups of the originals if you want, but its easy enough to pull them from Mabus' dropbox.
Thanks for the compliment , but actually this is new territory for me as well. So I've taken some time to do at least enough test to be able to give a helpful answer.
1. First off, the game sorts its available weapons in its first priority according to their raw firepower.
2. If this is equal, it will compare sizes. How size-mod comes into play here I didn't check but I assume that the game will calculate the real size (size+size mod) beforeahead. (practically shipdesigns are always bound by their respective hulls)
3. If both stats are equal, then something strange occurs: it will sort the list in alphabetic order, using the <Weapon Name="XYZ"> tag from GC2Types.xml. The shipdesigner will pick the last name, that is, the weapon at the bottom of this list . It will NOT consider alternative costs at all .
The good news is: Now that we know this, we only have to change the internal names of these weapons accordingly to our wish, and it will be fine, ie. we can trick the AI to always use the cheaper weapon
***
However, there is never a 100% guarantee that a specific weapon is always used. During my tests I've encountered alot of oddities, most are based on the ship-template.
For example, the shipdesigner can choose to use a weapon of another branch as well, even if this weapon is greatly inferior. This happened alot in the Escort-class which is usually designed to be more cheap albeit by loss of firepower.
Defender-ships seems to primarily rely on T1 weapons, even if much better weapons are available. I've encountered Defenders with 7 Kinetic Beams although Phasors were available. The costs of these ships were extraordinarily high. Sometimes Defenders showed multiple branched T1 weapons. In a way, this even makes sense because Defenders will stay in planetary orbit and thus, gain an attack bonus, a minimum of +1 for each type of weapon. A 1-1-1 Attack Defender will become 2-2-2 and therefore sport more firepower than a 3-0-0 Attack Defender.
Some non-military designs as Constructors, Freighters etc sometimes received Tier1 weapons. It could be that this was due to the fact that KinStrIII is very small in size. BTW we need to add this to the list of hardcode changes, I've seen yet another weaponed constructor that was fleeted up and sent against enemy planets. These ships actually don't provide any strength (with 1 HP) but take away logistics, besides, armed Freighters/Miners cost alot of maintenance whereas unarmed are maint-free.
Troop Transports also can sport a weapon but these are the best available. I have no real opinion here if this is good or bad. They might wipe out defense-less ships from orbit or low-armed non-military craft but usually will commit suicide against a Defender-ship. In standard battle the AI doesn't shy away from hopeless battles, although he will usually retreat unarmed Troop Transports. IDK if this is likewise the case with armed Troop Transports.
I've also encountered alot of situations when an AI picked a weaker weapon to research, practically I've given the AI all Beams up to Phasors III and then started autoplay in order for him to create designs. With Disruptors available, he should never go for any Weapon Theory but the Yor even went so far to research right into Harpoon (!). I'm gonna try to address this problem with some tests.
As a sidenote, if the time to research a tech is too great (80 turns for sure, probably even lower) the AI will drop it after 1 turn. On lower techspeed + low planet count practically all huge techs will come solely from creativity sparks
It's a problem with their AI. Normally the AI picks a weapon tech and stick to it like glue. They never researched two weapon trees on AIP11. I posted this when I released the update.
Changing AIValues can have very curious effects. By increasing them you risk pulling them into their weapon research sooner which means something else has to give. This can be anything. Industry, morale, terraforming. Anything.
I fear this is something Frogboy has to fix. Or, it's a feature of AIP10 we were not aware of. I never bother figuring out AIP10 research before they were fixed so it's very likely this AIP exhibited this behaviour in vanilla.
Minor update. V5.7.2.
Update StarbaseModules changelog. It was out of date.Moved Iconian production modules forward by one tech.
None of these changes effect weapons.
All of the following tests
were with AIP7 (Yor). I'm gonna do some tests to see if I can recreate it on all AIPs. If not, then the change in AIPValue can be done on the specific racial-techtree.
Well, the weapon research essentially starts if they pick up one of the beginning of a branch, ie. one of the Theory techs. I didn't increase these values so the decision for the AI to begin researching weapons isn't affected at all.
But as you see even a relatively low value of just 10 can trigger the AI to transfix itself to all Theory Weapons and do exactly this. We cannot deny the AI to research weapons, but if he decides to research weapons my changes influence him to rather pick up a better tier instead of something irrelevant.
So if the AI decides to research 3 times a weapon beginning with of the Theory weapons it will, afterwards) have to make a decision between 2 other Theory weapons @ value=10 and a Tier1 weapon also @ value=10.
Therefore the better weapon needs to see a higher value in relation to the Theory W. If you think 20/15 is too high, we could lower it, maybe even lower the value of Theorys as well. 5-15-10 will throttle the initial weapons research a bit, but make him pick up a Tier1 weapon more fast (to compensate the delay) afterwards the value returns to normal again. Then, getting a good weapon early might not be the worst idea. The AI won't be able to build much with it, but it's the same argument as with PI - he will save a boatload of RP because of weapon-research-inflation.
BTW, in the above tests, the Yor also displayed alternative research patterns. They would make research into other Theorys and Sekker I, although Disruptor I was available. Afterwards getting to normal techs, then returning to Seeker II, back to normal tech, repeat until Harpoon. This also shouldn't happen.
Comparing our CU weapon AI values with the vanilla ones we have a progressive downgrade of weapons in place. In vanilla the systematic was simple: T0 & T1 value=10, all other value=8. Currently our values decrease by -2 each tier. So it doesn't come surprising that Seekers @ value 10 are chosen over Disruptors @ value 2. The godtier even has AI of 1^^ ironic since these weapons are so strong they equal a military victory.
IMO the strength of a technology/weapon should reflect in the AI value as well. These values are ment to tell the AI if something strong/weak is available. Silas, it might be a good idea to let the cyclical strength of your system reflect into AI values as well. At least, a human player, once he notices that a good tier is ahead, is more likely to press onto it, and the AI should do likewise - esp. considering that good tiers follow weak tiers (the AI will pull itself out of its military misery, and vice versa, will be hesitant to dive into weak techs which gives him the option to excell somewhere else to compensate)
But let me first do some additional tests on different AIP/values to figure it out completely.
Sounds like that might be a good idea -- and I'll happily take suggestions. Perhaps small values (6?) for tiers that aren't much of an improvement, and larger values (12?) for the first weapon of a strong tier?
But then, given that Mass Drivers are strong at T1, if we changed the AI values wouldn't all AI dive into Mass Drivers?
e.g.
Mass Drivers are 10 (T0), then 12-8-8 (T1), then 6-6-6 (T2)
Beams are 10 (T0), then 6-6-6 (T1), then 12-8-8 (T2)
So if an AI sticks with one weapon type, they'll be fine, but if they research both T0 Beams and Drivers? What then?
This is a good solution for the AIP who stick with their weapons, that is AIP8 & AIP7. (my above tests on AIP7 got wrong results because I manually researched weapons using cheat codes. The AI seems to ignore these when choosing research in many cases.)
With AIP10 it is very complicated. They show erratic patterns and act, in a way, "reflected" to what's going on on the map. They don't prioritize weapons that much but make research into ontype defenses. (AIP7+8 ignores all defenses until they have T6 weapons inside their pockets.)
AIP10 oftentimes follow the leading MMR civ into their branch of weapons. They usually research multiple branches of weapons, sometimes equally, sometimes with more emphasizes on one branch. They also research much more into influence and other peaceful stuff. It's ok to have different working AIP but in a direct 1vs1 confrontation against AIP7+8 they'll loose/surrender in 80% of all cases. At least, under the setting of which I tested Medium all-abundant and Large occasional settings.
I'm trying to understand why the AI is coded this way. In DL/DA shifting weapons was more justified because offtype-defenses were weaker. Vice versa, offtype weapons were stronger. In Twilight that strategy is very weak because offtype defenses still do some work. In vanilla there were also a number of MSB shipassist mods integrated in various T0+T1 which could provide an early bonus.
Nevertheless, AIP10 will need to invest 20% to 40% more research into weapons to come to equal terms as AIP7 or 8. Practically they are mostly laging a full Tier and sometimes 2. They never stand any chance if war is declared and the enemy has enough range.
In vanilla the Iconian Tree held "Advanced" weapon techs that each granted +5% weapons. Considering how AIP10 does its research, these techs make alot of sense. They should return, made untradeable, and probably increased to 10% each. (I've never seen them research up to all 3 of them, but they might get 2 in a good scenario)
I've yet to find out how to manipulate them to drop this erratic behaviour. I don't mind the other stuff, but if they would stick with one weaponsbranch they might bcome competetive to the other AIP.
Ok. I think maybe it is best to give AI a small hint, even if AIP10 and AIP11 do branch out, perhaps they'll grab a good tier over a middling one. Using my above example, if they do grab T0 Driver and T0 Beam, hopefully the "hint" of 12v6 means that they'll lean towards Drivers if they're otherwise undecided.
I think, what I will do is this to start:
all T0 weapons keep their AI value of 10.
There must be some reason we reduced weapons AI values by 2 per tier. So in Tier 1-3, a "strong" tier will get 12-8-8 (most important to advance to the next tier, somewhat important to finish it to get the size reductions). For Tier 4-6, a "strong" tier will get 8-5-5.
A "moderate" tier (where there is some improvement, but it is not very much) will get 6-6-6 from Tier 1-3, and 4-4-4 from Tier 4-6.
Thinking more, all Tier1 weapons will be 12-8-8. T0 is crap and only worth using if you are desperate. Early research into first T1 weapon before tech inflation kicks in is almost always worth it.
Any objections/suggestions?
p.s. I am still working on defenses and tech costs. To be honest I'm not sure how I even want to proceed yet. Starbase attack/defense/boost modules are also on the list since I don't know that missiles need the extra attack/defense under the double-cycle system.
I think you have all liberty here because AI value in weapons doesn't do much at all. AIP7+8+11 are locked into a single branch just like if the game decides its route right at the start of the game.
With AIP10 I've increased its value to even 500 but neither Torian nor Iconian payed it any heed. They still research here a bit, there a bit etc. The other AIP are also not affected by increased AIValue, at least, not when it comes to the term of selecting a branch. One should think that if the Beam Weapon branch (starting with its Theory) has value of 50 or later 500, it will be picked much more over the other 2 weapons - but none of this did happen.
edit:
To correct myself, the AIValue can still have a great effect on the costs when trading for technologies. The exact outcome differs from AIP to AIP. On some techs are doubled in worth when increasing from 10-->100, on others the cost explodes to 30 times of the original amount. A too high number might make techs totally untradeable, although it can be mitigated by adjusting the WillingnessToTrade tag, which seems to work more linearily.
I implementing thse AIValues to signal to the AI that the further it progressed into it's weapon tree the more it had to research outside its weapon tree. It doesn't really work though. AIValues aren't used in decision making for weapons or defenses, just categories and branch.
AIP10 behaviour is something we cannot fix, it's hard coded. Setting AIVAlue to 10 for the Theory tech and T0 and T1 won't change it's behaviour.
Nor will adding 10% weapon bonus work. A player will will prioritize weapon research so all you're really doing is granting the player a huge weapon bonus for no other reason that to boost the AI. That was done before with starbases modules, tech cost, etc.
It doesn't really help.
If I may offer a suggestion. Perhaps it is best to fix what is broken and sticking within the current methodology of the weapon/defense system. Devising a new system takes time. Implementing it takes time. Testing it takes even more time.
I've seen multiple posts saying that beams are a problem. Perhaps it's wise to focus on that. Fix them up a bit and score, say, a 70% improvement over the current situation, release that on time before moving on to on Weapon/Defense V2.0.
There's nothing wrong in releasing something in stages but it is hard because you want to do it all.
I've written a modders resource while developing APT 1.0. There's a lot of info here and it was hard to obtain.
https://sites.google.com/site/mabusraeen/extra/modders-resource
Yep. A complete implementation of double-cyclic weapons dominance does indeed reach into many areas, some of which I'm not quite sure how to approach yet, and the testing... eep!
For me, patching up the CU 5.7.1 weaponry would involve two fixes. The first would be taking Drivers down a peg or two so they aren't automatically the best weapon choice. The second would be reducing missile power & defense -- mainly because of the two AIP that put off defense research. "Powerful" (they aren't) missiles are supposed to be balanced by better defenses, but the AI will ignore that. The player won't, if he's up against missile-using AI. It's lopsided, and IMHO another way to game the AI.
Thing is, making those two changes would still be a good bit of work. I'm more inclined to not try to change gears -- I've already got a few screws loose, no need to stress the machinery more than I am already.
In vanilla getting all these "Advanced XYZ Weapons"-techs took the same amount of research as to research right into Plasma II or Photonic Torpedo. I assume this is not different from now. The gain was additional +10% weapons but you have to use Tier1 weapons instead of Tier3.
The only advantage here is that you can choose from Scatter over Seeker over Kinetics, ie. cheap/lowattack to expensive highattack - but in any possible scenario the Plasma II ships will blow you out of the water everytime, and that will still stay even if we increase the weapons-bonus to a total of 30% for all three.
Besides, going this path will trigger tech-inflation at least once more than going after Tier3 weapons because you have to research 5 additional techs, so you'll always face a harder time getting better weapons....
In other words, doing so as player will weaken your game considerably! Someone who knows this will never go this route. But those who don't know it (also: AI) will be compensated by an increased weapon bonus.
I've started to do some tests using your designs. One thing that surprised me was that Scatter Blaster (III) were on the same level as Seeker Missiles (also III) and sometimes Seekers would even defeat them. Our method of calculating is most likely differing... How do you integrate these topics:
- Weapons bonuses
- Left-over space
- Luck
- Repair
- Experience-gain
- do you use average rolls, and if so, what happens to uneven attack values?
I've started to do some tests using your designs. One thing that surprised me was that Scatter Blaster (III) were on the same level as Seeker Missiles (also III) and sometimes Seekers would even defeat them. Our method of calculating is most likely differing... How do you integrate these topics:- Weapons bonuses- Left-over space- Luck- Repair- Experience-gain- do you use average rolls, and if so, what happens to uneven attack values?
Hm. I probably should have made Seekers a bit bigger and cost a bit more. But even so, Scatter Blasters kill them -- are you looking at Fleet vs Fleet, or BC vs BC comparison?
Lets look at a small hull without any mini: a Seeker III gets 5 Missiles, costs 24+5*30 = 174, and has 5 attack. The Blaster III ship has 2 Drivers, costs 24+2*20 = 64, and has 2 attack. So you build (almost) three of them for the price of a single Seeker III.
So you have 5 attack and 8 hp (Seeker) vs 6 attack and 24 hp. This is completely lopsided, Blaster will win every time, although they might lose a ship. Tier 1 Mass Drivers are good. The Iconian/Yor Tier 1 racials are very good, for Missiles and Drivers. Their beams (Kinetic) are bad. This is, IIRC, by design.
I'll bump Seeker cost up to 35 (still cheaper than Stinger), and space up 1 (so they're 10/8/6). They weren't supposed to be more space-efficient than Stingers, just cheaper. Harpoon I was actually a bit of a downgrade space-wise from Seekers, I was trying to avoid that.
To answer your other questions:
* Weapon bonuses are straight %, but IIRC they are applied as a "bonus" attack all at once, so higher space-efficient weapons have a slight edge. I do not simulate this.
* Leftover space is ignored. My simulations use the middle version of all weaponry.
* Hull HP is given an extra 10% per tier after tier 1
* Miniaturization is given at 10% per tier after tier 1
* Luck is ignored. It is again % based but not biased against any particular space efficiency. There are some crazy breakpoints with high luck, but there always have been. I do not simulate this.
* Repair benefits surviving fleets. Fleets with low space efficiency will die outright more often. Once again, higher space-efficient weapons have an edge.
* Experience gain is rarely a factor in large engagements -- most fleets die. But once again, fleets with higher space efficiency will sometimes live long enough to get big experience bonuses / HP.
* I do not use average rolls. Every single attack is rolled separately.
Drivers are close to beams, space-efficiency wise, at T1, T2, and T4, and lag behind in T3, T5, and T6. Missiles lead, even on tiers where they aren't "strong", but they aren't really that much better than beams (~10%, most of the time).
After some deliberation, I have decided how research and defenses will work:
1. Research will be cheapest for Drivers, because they do have some disadvantages: low space efficiency, and being outright crippling if the game goes on long enough. Research will be nominal for Beams because they have middling space efficiency and are not at too bad of a disadvantage in long games. Research for Missiles will be most expensive because they have the best space efficiency and are king of the long game. You don't have to wait "forever" for them to be any good, either -- they are the best T3 weapons cost-wise AND space-wise.
2. Defenses will be identical across the board in terms of both component cost and space. The weapons being highly variable/cyclical is "interesting" enough, I think. Research-wise, I think I will reverse the costs of weaponry : chaff will be easy to research, deflectors harder, and armor the hardest. I think this will be necessary to complete the balancing -- if, for example, Armor was easy/quick to research, it would negate a lot of the initial advantage of Drivers.
This means going in and redoing all the starbase boosts/attack/defense, too. They can once again be equal.
And that, I think, will be Cyclical Weapons v1.0 Alpha.
Because mismatched defenses still do a pretty good job, i don't think defense balancing would be a big deal. I often research weapons and then slap on whatever defensive tech i can trade for, matching or not.
Weapon Cycling v1.0 Alpha is complete. Get it here:
Mabus, I apologize in advance for using 5.7.1 as a base. Hopefully it won't be very difficult to re-merge the changes from 5.7.2 if weapon cycling turns out to be more interesting and less unbalanced (fingers crossed!)
Overview of changes:
* Drivers are most cost efficient in T1 and T4. They have low space efficiency and are cheap to research. Armor is expensive to research.
* Beams are most cost efficient in T2 and T5. They have average space efficiency and are average to research. Deflectors are also average to research.
* Missiles are most cost efficient in T3 and endgame. They have good space efficiency and are expensive to research. Chaff is cheap to research and also slightly more space efficient than Armor or Deflectors (but not nearly enough that you'd want to use it instead!)
* all defense types are equally cost effective.
* all starbase modules now give equal amounts of attack / boost / defense
* all defenses have the same number of tiers and techs within each tier
* some attempt has been made to correct scenarios and campaigns but I'm not 100% sure I got everything.
This version shouldn't break anything but has not been playtested. Please let me know ASAP if you find anything broken.
Thanks guys!
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