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 have ultimate edition, but it's not steam version.
Again, fail. When I start the game with original TOA exe everything is okay. In the options I can even see that the game recognizes the CU mod. I play Mabus mod this way without problems.
But, when I copy CU exe from file archive I just get quick black screen and then CTD.
I guess I will have to wait for Stardock to make CU official. Tnx anyway, for trying to help.
I hate being so helpless but.. I click the external lnk, I see the latest update and open it. I don't see instructions on where to put it, should backup anything? is it easy to revert back to the official version? I need a README file plz.
I think to include a quick "install"-read.me for folks who are completely helpless about mods would be in order - otherwise the same questions will appear here in this thread over and over again... ^^
Agreed
Done. I've added a text file to the file archive. It links to the How To Install A Mod movie I've made a few years back and briefly explains how to copy the new EXE file over the old one.
found what I needed here
https://forums.galciv2.com/359919/page/1/#2396759
wasn't obvious where steam installed the game either but you can use steam to 'browse local files'. so that helped.
btw love the change to starbase upgrade and tech tree changes in general. very clean.
I remember reading somewhere about changes to the alignment events so that the good choice wasn't always the worst one. cant remember if it was in this thread or in a thread about civ3. anyway last game I noticed the good choices were stll the worst. any chance to modifying those to make each choice have its +'s and -'s?
I think evil got nerfed quite a bit, although not always in regions that are near to ethical stuff etc pp so it might go undetected.
It all comes down a bit to personal playstyle, for example I usually choose Neutral over evil (even when playing evil-factions) because the instant terraforming helps me with my heavy social production playstyle, and the -25% interest rates discount helps me in the economy strategy + upgrading ships.
Anyway, there are multiple ways to personalize your game in order to make Good stronger. The easiest way would be to pick up some of their technologies and increase their racial stats. Likewise, you could pick up some good-alignent improvements and increase their bonuses, or, increase the racial perks of the good aligned starting races.
Now that's alot of different option at your disposal, and I have no idea if you manage to do that on your own, but if you already have settled something into your mind simply post it here and I'm sure it will be easy to provide the necessary code.
I like the idea of giving some kind of positive bonus to choosing the Good option on events. I always go Evil. Good is never good.
I think the colonization-events are counter-balanced via the UP votes, which have some penalties in store for evil but not for neutral or good. However, the UP votes are rather insignificant, and can even be left without much of a penalty.... (or entirely be avoided by simply loading the autosave........)
But yeah, I agree. It might be interesting if colonization events and UP votes wouldn't favour a single faction but rather fluctuate randomly. And at that, the UP vote penalties or bonuses really should weigh more heavy, that way, Influence Points also would aquire some worth.
Any news about CU becoming official update?
Regarding the exe file. I'v tried everything but still can't run the game with it. Could it be because I don't have steam version of the game? I am desperate to try CU, otherwise I am condemned to play the game with APT2 mod.
Or you can try an older version of the CU.
I'll inform Stardock there may be some issues with steam.
On a side note. If you bought Galciv 2 it is entire possible you can download it directly from Stardock. I cannot confirm this since I didn't buy the game from steam. If it works, you'll have a steam independent version of the game. Perhaps that will help.
Also, have you tried running the game as Administrator? To do so:
* Navigate to the folder with the EXE file.* Right click GC2TwilightOfTheArnor.EXE* Click "Run as Administrator"* If needed confirm Windows you are sure you want to run the application as Administrator
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My copy is from a hardbox distributed by Kalypso, and I have no trouble with it.
Never crossed my mind. I am interested to see differences between CU and your APT, tnx!
I bought my version on Impulse when it was still owned by Stardock. Also, no issues.
The differences between APT and the CU are vast. In my opinion, the CU is better.
@februarius1982.
I contacted Stardock. If you continue to have problems with the new EXE please contact support@stardock.com
Hi guys, just wanted to get an update to this. When you guys are ready, I'd like to put together an opt-in beta patch for GalCiv II on Steam with our consolidated efforts. This okay with you guys?
Hey there. Yeah, I think we're basically good to go for a beta test.
Concerning buying up planets.
I ran some tests. Small Galaxy. Three opponents. Cakewalk. CTRL-U to uncover map. CTRL-L to assign colonies. Here's what I found.
Terrans: Buying up planets as the Terrans is doable. A planet with 0 population cost me ~670 bc when buying from the Altarians.
Thalans: I tried buying up a planet as the Thalans. I couldn't do it.
Drath: The Drath have great diplomacy but despite that one planet cost me nearly every penny I had. ~2700 bc.
Custom Race w/ Super Diplomat and 0 diplomacy: Affordable. 870 BC.
Ran game for 2 years. Attempted to buy a planet from Torians while playing the Terrans: No deal.
Conclusion: Super Diplomats can buy planets low population planets for a good price but no one else can. Extra diplomacy helps lower the price. This is a feature not a bug. Considering your economy while buying up planets is a viable option I'd say you could buy two, maybe three planets before you cripple yourself financially.
Ok, maybe it's not a big deal, but for me playing Terrans is challenging only at crippling, because of this feature.
You are right at the start of the game you can buy 2 or 3 planets before you run out of money, but (as Terran) after your planets grow in population, you get republic, and start trading, your economy gets strong.
At that point you have money, and while other races buy ships or improvements, you buy planets. I't not difficult to buy one every ten turns.
If you race for diplomatic translators and that achievement that doubles the value of your diplo offers (can't remember the name) the game is finished.
Thanks anyway for considering this.
@abelisari
Anything for those of us with the non-Steam (i.e. Stardock) version of GC2 Ultimate?
Buying planets is NOT a SuperDiplomat feature, you can do it with any race, although it is most easy with humans; also in our CU it became more easy on certain races (while more difficult with others) with the diplo-discrepancies.
First off let me tell you that any test on cakewalk isn't worth a dime because
- the AI isn't fully present.
- the penalties to industry cause newly acquired planets to be less into negative income --> which is the main factor of why the AI wants to trade away planets. While it is true that the same economic penalty applies as well, this is more or less irrelevant because new planets always have low population and can never cover for themselves even at highest difficulty setting. The thing is that on maso, obscene and suicidal core world will cover for these while new planets are far into red income.
I've written it here in this thread many times, the one thing that difficulty setting doesn't speed up is POPULATION GROWTH; while other core stats are increased - these are then responsible to hasten up the game, but the planets will show even less population because the total global population had less time to be grown + distributed.
- You didn't build the Galactic Bazaar... Any experienced player that wants to utilize a diplomacy strategy will leasebuy this wonder ASAP because the bonus to trading far outweighs the leasecosts per turn and it is better than the whole diplo-tree bonuses combined (although it subsequently makes these bonuses even more potent)
Secondly, there are additional factors embedded in the diplomacy (eg trust and respect) which is based on how you treated the AI in the past, courage, racial features and a high MMR also helps greatly, esp. that you can even bully the AI to give planets for free or for peace offering.
Then, if you plan to trade for planets I don't see how you can only trade for 2 or 3 planets??? Without the need to produce colony ships you can go ahead and produce Survey Vessels (if many anomalies are present) and use these to keep everything going. If not you could simply cut down MP and invest more into technology and take advantage of increased racial economic stats, fund yourselfs through techbrokering. If techtrade is disabled then go the social route and fill all planets with market centers. I've played through all of these scenarios and remember games were I bought +50 planets, once it was over I usually had twice the amount of planets than the rest of all AI together combined.
The thing is that [once it is set in motion (you convert your homesystem into a huge techworld and get diplotechs ASAP and use Surveyors to keep yourself running and finding all other AI's) then] it becomes more and more easy the more planets you can acquire every 4/8 turns.
edit:
there are also some trading rules to be observed to make this easy, one is to never offer solely money but instead a mix of techs/bcs (and IP) because this will always net more than if sold separately.
The Torians & Humans are no viable targets for this strategy because their SA protects them.
Although with Torians you can get lucky if they just colonized a planet, and that colonizer wasn't filled to max (still highly unlikely)
Furthermore, let me stress that using this tactic you cannot wait for 2 years (!) but you have to pull this off right during the colony rush when planets are still in negative income. On my usual setting in a medium all abundant galaxy the game after 2 years will already be won by an influence win....
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