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 Gaunathor. I'll do a check asap to make sure nothing got changed that's inconsistent with the CU's manual and overal design.
Yesterday I went over it, but this is more like a Beginners Guide, whereas most players are oldtimers. Most will skip this... but I remember some inconsistencies, let's see if I can find them again.,,,
What would be more important is to setup a README.txt that is plain-visible, and that gives important install-notes before starting the game. Nothing big in text - because the bigger it gets the less likely it is that it will be read in the first place
Such as, deleteing the *.raceconfigxmls. Otherwise you'll have 95% of players playing games with racially gimped enemies...
Absolutely! Make a mods, think up crazy stuff and get it to work. The CU update brought people back to Galciv 2 and fresh mods will keep them there.Don't try to get it perfect with the CU. Let the CU form a decent basis and work on that. Let's be honest here the CU blows the old game out of the water in balance, AI performance and fine tuning and it should keep happy for quite a while.
Not going to happen. Last time you've frozen the CU there was a time of approx. 10 months and noone feeled like further contributing for a mod. Except Gaunathor worked on his own, basically reverting all changes to be more like 2.04. (So he did actually the opposite!). Even tough I tried to motivate people to stay. It just doesn't work like this. You need to give people a true reason of why to do.
You can see evidence of this from Spinorials work who all of a sudden popped in when a last finalization came up. In stark contrast the game lied dormant for half a decade - anyone with the motive to do a mod could have done so. Just don't get your hopes too high.
Actually i was regularly playing the game until about may 2014.
Looks good, as far as I can tell. I've replaced the old version with this one.
However, I'm not sure, what we are going to do with any of the UI changes and/or fixes. TitleWnd.dxpack and TitleBack.png are only still in, because they've already been part of the update as of post 1521 (the rollback-date). Should I remove them or keep them? What about the fix to the Mod selection screen, or any of the other fixes?
Sure feel free to use them as you like. All of it is SD stuff anyway, just cut, mirrored, recolored etc
Thanks. I just wanted to make sure it's okay. You never know.
Fixed. Thanks.
on p.35 it states "a ship can only have ONE special ability" --> untrue. This is in no way limited and once the game unfolds, there are alot of intelligent designs holding multiple special abilites.
p.45 an add. method would be to leave the U.P.
p.49 multiple typos "Raiting" --> Rating.
p.57 is entirely empty
p.63 "Breaking an Alliance can only be achieved by going to war with your ally". Not at all. You can easily terminate it in the diplomacy screen. The relation then defaults to friendly, usually you can re-ally after some time. The AI will oftentimes do this if you ignore their requests to join in on a war which they are in. Also, it should be noted that a necessary requirement to be able to form an Alliance in the first place is time. At least, around ~2y2months should have passed - at the same time when the AI become willing to hand out their treaties. Before that, no Close-relation is possible (except if you set up a game to this) no matter what you do. I think this is important otherwise someone trying to achieve an early Alliance-vic will butter his friends for nothing.
p.75 the luck-desc is misleading. there are no crits in this game. crits usually give additional damage beyond normal levels while luck prevents low-rolls. besides, luck also works on defense-rolls, and is much more important to defense than to attack. there's a true reason why those 2 stats are conjoined in the Universalists party.
range --> doesn't affect mods.
p.91 "without HyperDrive your opponents can't build Colony Ships, etc" --> not true. in alot of instances they're even better off without engines because +30 prod can mean 5-10 turns more production-time (in which a conventional vessel would have already established a new colony...)
p.95 the red resource crystals are also increasing defenses.
just by flying over it^^
I don't mind if work continues, but i do agree with Mabus. The CU as-is is now the new GC2 base game. If persons want to fork the main CU branch and develop towards CU 7.0, that's cool, but assuming it will be a mod. CU6 is stable and i don't want to go back and arbitrarily start changing numbers on everything again.
That said, thanks to everyone who helped with CU6. The game is much better for it.
Thanks for proofreading, three other's looked at the manual and completely missed this. Nice.
The manual is intended to be a replacement for the original one, so yeah, it focuses on new players. Not that there's going to be many of them but if someone buys this game on GOG.COM for a laugh they still deserve a good manual that helps them get started.
Players familiar with the game aren't going to read it at all I think.
Here's the Word document. Feel free to do some aerial maneuvers.
https://www.dropbox.com/s/rc36z32nk4xkzj6/GC2%20Community%20Edition%20Guide.docx?dl=0
The Drengin were still using the removed Totalitarian party, and the Category of Xeno Farm Construction II was still set to Biology instead of Farming. That's fixed now. Same link as before.
I did a check on the changes last night and ran through the last update.
I've found several changes that made it into
PlanetImprovements.xml
RaceConfig.xml
TechTree.xml:
Espionage penalties
Please put the espionage penalties back on the political parties. It looks ugly but was left there by design. The penalty is there to prevent the AI to overspend on espionage. When the AI loses an election their espionage penalty goes from -25 to -50, meaning they can spend even less money on espionage, the same goes for the player.
I also notice the update doesn't include the politicalparties.xml file but the techtrees still have an espionage penalty.
Regards,
Anthony.
For now, focus on fixing outstanding issues with the CU. You did some amazing work finding dozens of typos and inconsistencies. All that work will see the light of day and for a basis for brand new mods based of a FULLY WORKING Galactic Civilizations 2: Ultimate Edition.
For the first time since this game saw the light of day we can actually make mods that focus on modding and fun stuff instead of fixing bugs and AI idiocy.
Absolutely! Make a mods, think up crazy stuff and get it to work. The CU update brought people back to Galciv 2 and fresh mods will keep them there.
Don't try to get it perfect with the CU. Let the CU form a decent basis and work on that. Let's be honest here the CU blows the old game out of the water in balance, AI performance and fine tuning and it should keep happy for quite a while.
See, I'm not being creative here. I'm polishing things, fixing bugbears, minor stuff, but all too visible. Maiden has a point, one that I've kept in mind from the beginning. When I started fixing things, first with the typos, then the screens, my first thought wasn't "I'm doing something awesome!", but rather "Why has no one done this before?!" None of the changes I've made are particularly relevant to long-time players. You've all coped with these minor nuisances up to now. Rather, I'm counting on these changes hitting mass distribution, so that more new people might peek in and see a nice and round terror star, videos with proper aspect ratios, minor conveniences. That should hopefully expose a few more people to the under-the-hood changes that you folks have so meticulously implemented. If that stuff goes into a mod, the people whom it's catering to will never get it, and the people who do get it, won't really care either way.
Au contraire. Having rummaged through the files and seen the errors that DX tends to introduce, not to mention the precision of manually tweaking things, I'd put very little faith in that software. It might be good for an initial drafting, but I'd only trust a screen once I've gone over the offsets personally. If you've ever done typesetting, you should know the mentality. As to testing, in-game by a few people with different machines and monitors is the only way. And if I have to do it blindly, I'd trust my manual edits over DX, easily. And honestly, for the vast majority of edits, a single test suffices to prove the concept. The numbers guarantee the rest.
Anyway, I think I'm finished with the screens. Here's the full collection, for convenience. Except for the Rally Points screen (which I've only bundled for whoever wishes to avail themselves of it), all the changes should fall well within the CU purview. Again, I consider these bug-fixes and polish.
New:
InvasionOptionsWnd: In the Invasion Options screen, restricted the tactics selection panel to its default 1024x768 size. As Maiden pointed out, the vanilla version creates a lot of non-functional separation. My solution isn't quite what Maiden was suggesting, but given that text can't be scaled with resolution and the associated images are of such low resolution, there was little to be gained in allowing the panel to scale up. Also, we need new TacticImages to better fit the square. Here are, again, a few cropped versions I managed, but surely there's ways to up-rez such stylised art. Also, there was a duplicate of the trapezoidal frame around the text in the bottom panel. There seemed no good reason for its presence, and it was misaligned with the other elements. I decided to remove it, with no apparent undesirable effects.
Updated:
InvasionWnd: Reworked the map in the Invasion screen! On widescreen monitors it is not as wide as before, but still wider than the default 4x3 proportions and set to scale dynamically. It is flanked by properly aligned and stretched grill-brackets. A lot of arithmetic went into these offsets, so it's hard to describe the result verbally. Please give it a few tests. I've tried to accommodate 1080p and 1280x1024, but without a big enough display I can't be completely sure and the calculations are a little too convoluted to give quick guarantees. I'm concerned that the brackets might clip into the map, but if so, it can be fine tuned. Previously: resized the video container to preserve the video's aspect ratio.
TradeWnd (no-planet-trading version): In the Trade screen, fine-tuned the video display. The lines should now be pixel perfect. This is just fine-tuning my previous effort to restrict the video container to preserve the aspect ratio of its contents.
Not updated:
BrowseWnd: In the window to browse the Mods folder, fixed misaligned label on the Cancel button.
CustomOverViewWnd: In the overview tab of the Race Customization screen, extended the Political box and fixed its scrollbar (added slider), contracted the Tech box to compensate;
EventWnd: resized the video container to better preserve the contents' aspect ratio. I was thinking of fine-tuning this further, but there's a big headache to be had there, with the static pictures having different proportions, and the adornments around them, and the fixed-size elements. Truth is, the proportions are already remarkably close to the raw ones, so there's no more need for tampering.
GalaxyWnd: In the Galaxy customization screen, extended the combo boxes for Custom Map and Scenario selection. There was no conceivable reason why they had to be as small and unwieldy as they were.
RaceWnd: In the Race selection screen, fixed the scrollbar on the Political box. It's not the prettiest, but it's an improvement and still preserves the general layout of the screen.
RallyPointWnd: moved and enlarged the Rally Point mini map for minor usability. This screen requires a change to screens.str: "Choose a Type of Rally Point" to "Type of Rally Point".
TitleWnd: In the main menu screen, restricted the video container to preserve the proportions of the terror star, decoupled the background and video from the UI and allowed them to stretch beyond the limits of the window. This preserves their visual proportions and alignment. Requires a 1792x768 TitleBack.png
TradeWnd_planetrading: This is the planet-trading-enabled version of the Trade screen. I've restricted the video container to preserve the aspect ratio of its contents. If there's demand, I could try to carry over the shiny stuff Mabus added to the planet-less screen.
That's all then, enjoy! I'll take me a breather, then see if any new typos have been introduced
You told me to roll the files back to the state they had in post 1521, which is exactly what I did. All of the changes you bring up here were already part of the files at that point, and were explicitly mentioned in that post. The only exception are the Espionage-penalties in the tech tree. That was an oversight on my part. I must have missed some of them during the rollback.
Anyway, all of the mentioned changes are removed now. Here are the files and here is the new changelog.
Well, I originally sorted the file to prevent exactly this situation from happening. I really would have appreciated it, if you had kept the sorting intact. Granted, it's not as bad as it was originally, but it makes working on the file much harder for me.
As I said in post 1521, having multiple improvements with identical InternalNames causes an error in the Improvement Editor. The correct number of improvements are shown, but only the values of the first entry are getting accessed. Any changes you try to make are also only getting applied to the first improvement. For example, if you want to change the cost of the Entertainment Network it will only affect the Terran one. The versions for the Arceans, Korx, and minor races will all be unaffected. Considering that anyone trying to mod the game will most likely use the editor, this needs to be fixed.
4D Phasing gives a bonus to Military Production, not Weapons. It's also only 10%. Not that big a deal. Space Weapons provides the same bonus, and is a lot cheaper and easier to get. It also unlocks weapons. Plus, there are a lot of other techs I would rather go for, before I would even consider 4D Phasing.
Then why didn't you simply remove the tag, instead of setting it to 1? It looked like a bug to me.
This is a bad idea. If the Iconians or Yor manage to steal those techs, they will build farms, even if the planet in question already has several Robotic Farms or Charging Stalks. The Thalan will also definitely build farms on Thala, if they get the techs. As far as I can tell, this is a side-effect of changing farms to provide a percentage-bonus, instead of food production. I'm not sure what the exact cause of this behaviour is, but the AI seems to be either unable to tell how high the actual pop-cap is, or by how much the pop-cap will be increased, if it builds a farm. Considering the AIs behaviour regarding farming tiles, I'm tending to the latter, though it could be both. In any case, changing the percentage-bonus back to food production fixes all of this.
If you are against the changes to the Xeno Biology techs, then why didn't you say something sooner? I made a post on the 28th, asking if it was okay, if I made those changes. The only response I got was from Maiden666, who was in favour of them. Also, you do realise that the values are too high, right? Same goes for the Interstellar Embassy module and quite a lot of other things. The CU is far from perfectly balanced.
Beg your pardon? That's already the case. The PoliticalParties.xml is no longer in the update, because all of the changes have been rolled backed.
I already know why it's there, and I agree with the intention.
So you did notice that the file isn't included anymore, yet you're still asking me to undo the changes to it? That's even more baffling. As for the Espionage-penalties in the TechTree.xml, I already said that that was an oversight on my part.
Well I'm using OpenOffice, but opening that file won't let me save into the original .docx format, and all other formats will break all hyperlinks, their names... and some other stuff
Nevertheless, I found no other stuff to change exept anything that is related to Terran ethics (which includes pics)
And, most headlines use different techniques, around 50% are missing an empty space, while the others have too much of this...
Is it not possible to simply make that displaying window/box 100 to 50? Because I don't think that it'll look awkward at all. I mean, all those pics have been designed in exact those dimensions, so it seems to me the right way to do this. Especially since all other ways will either mean that they are either chanced in their ratio looking squeezed, or we have to cut 50% of their pixels away, which is not going to help to make them look better or clearer. We could still increase sharpness/contrast etc but on the full pic perhaps?
Sure it's possible, I'm just not at all seeing it as desirable, nor am I even completely sure how it should be implemented. Here are the facts: what you're seeing, the square image on the screen, is 140x140. You could nearly fit 4 of the original images inside it. The reason that the originals were designed like they were is because DL used a very different layout, where those images served as tiny banners above the descriptions for each tactic, in the bottom panel. Even then, they were stretched to 128x64, making the native choice of 100x50 frankly baffling. The TA interface is a marked aesthetic improvement, and whoever reworked it had the smart idea to add a stylised symbolic picture next to the list of choices. This way, instead of being a simplified representation of the descriptions below it, it becomes an at-a-glance explanation of each choice. What they failed to do, however, was adapt the assets for the purpose. In short, the images were never designed to sit next to the list.
Will a wider picture work there? Questionable. Technically, at 1024x768, fitting a 280x140 picture should be manageable, just barely. Of course, the picture could be shrunk, but would that also require that the list be shrunk vertically, to keep the two in proportion? At higher resolutions, the panel is tiny enough already. Which leads into the whole argument of aesthetics. The natural choice for pictures next to text is square or vertically-elongated. Banners work above or below text, but next to it will resemble a second column, rather than an adjunct to the first. In short, the designer was very purposeful in putting a square picture there.
So, how would you like to see the new implementation:
Whatever you pick, I could make it happen, but please be specific on the size and position of the picture. For reference, each list entry is 24px in height, he current picture is 140x140, and of course, the original assets are 100x50.
Thanks for proof reading. I'll edit it myself.
I see, on 1024*768 that screen looks quite reasonable, just that this rez is antique by nowadays standards.
It seems like that the size of this box has been adjusted in the first place in order to fit into the smallest resolution the game allows. as you can see, the borders to all sides of the box are equal whereas, on bigger resolutions, you'll get more space above/below - esp. because, on 1024*768 the list to the left actually doesn't always have enough lines to fully support all available techniques in the first place.
if we now increase to 280 to 140 then I'm afraid the box will overlay some of the text in the middle of the screen. but there's still around 90-100 px of free space that could be used (since Information Warfare is the longest name).
while on my res the screen looks like this
wouldn't be perfect, but at least, the picture wouldn't be changed in ratio so crudely. because there are a few techniques that look quite awkward esp. Core
Could I please get a response regarding the issues I've brought up? I need to know how you want them to be fixed.
All the same, I have to make sure stuff works with it, given it's supported and not all-that impractical.
I swear, did you even look at the cropped versions I did? Core is one of the easiest to adapt!
Anyway, here, have at it! You better like it, too! I opted to fix the width of the list, to avoid the long separations you mentioned, but I'm not completely sure that InfoWarfare, plus the scrollbar fit. They should, but please test and confirm (a lower res will force the slider to appear, given enough entries in the list). Also, you better have some solution to the quality of those images.
In the process of adjusting that screen, I also came upon some issues which made me review my previous work. Here's a new variant of the Invasion screen, but I'm not sure if it's actually an improvement on the first one. Please test them both!! I really need confirmation that they both work at 1280x1024 and 1920x1080, and for that matter, which one looks better. Specifically, it's the map and brackets around it that involve convoluted calculations. I need to know if any of them clip through each other, and whether they are parallel. The slant of the map is entirely out of my control, so I can't even number-crunch it.
What follows is my description of the problems I encountered in how the game interprets dxpacks. I'm almost certain that the behaviour is not intended (ergo, bugs) but that's speculation. Anyway, feel free to ignore the rest.
Here's the rub, Objects on the screen can have fixed dimensions and coordinates, or dynamic ones (the way stuff changes with resolution). The dynamic variables can depend on each other. However, they aren't all treated equally. An object's height can directly reference it's width, whether the latter is set dynamically or is a constant, but the width will only ever use the constant value of the height. (You can see how this problem came about when, in the Invasion Options screen, I defined a variable height for the Tactics picture, then tried to set its width to be twice that). Similarly, the vertical coordinates of the screen can be defined through the horizontal ones, but the horizontal can only ever depend on the static value of the vertical. These can be easily avoided, if one only knows to. So now you know.
For people who edit the screens, this means that
Object.Height = Object.Width / 2Object.Top = Object.Left + 50
are allowed, but
Object.Width = Object.Height * 2 is read as Object.Width = EXPANDEDH * 2Object.Left = Object.Top - 50 is read as Object.Left = Y - 50.
Furthermore, there is a conflict between stretching an image in one direction and tile-stretching it in another. Tile-stretching works by stretching only a designated part of an image, while leaving parts near the edges intact. It's how the vast majority of UI elements are defined, using only very small images, and keep their nice rounded corners. However, doing so in only one direction seems to prevent ordinary dynamic stretching in the other (static values still work, I think). This is why, for example, the grill-brackets around the map in both Invasion screens were shifted upwards in higher resolutions, even though the dxpacks instruct them to stretch down, as in 1024x768. So, if at higher resolutions something looks out-of-place - that's one good guess.
Maybe after this you could try modding galacticcivi!izations 3.
Okay Mabus, if I'm not getting a response from you until Tuesday as to how you want me to handle the bug in the Improvement Editor and the bad AI behaviour caused by giving farms a percentage-bonus, then I'll send the files in to Stardock as they are. Along with a note of the known issues. I'm tired of waiting.
I'm already considering it. There are a couple things I'd like to try. However, I want to know what v1.6 and the first expansion add to the table, before I fully commit to this.
To fix this we'll have to break compatibility with with previous .RACECONFIGXML files. The only way I'm seeing this work is if the entertainment network and basic farm each get their own tech which has to be added to the affected races techtree's and raceconfig.
That could work though, so long as the AI can research them (if they're missing).
Alright, my bad. It's fine then.
Because I was on vacation. When I left you're were busy polishing and wrapping things up making minor touches and fixing oversights and doing some work on the campaigns. When I came back I had 15+ pages of catching up to do trying to make sense of changes.
And you're right they are on the high side and have been for a very long time. My gripe wasn't with the values, but the fact that this change breaks compatibility with custom races, again.
However, with the Internal Name error as well it seems like enough reason to do so.
Strange. Maybe the AI was changed in the latest patch? Alright leave them unstealable.
These things keep haunting us don't they? Haven't we tried every approach imaginable by now only to watch the AI mess up in new and interesting ways? Didn't we change the food production bonus to a percentage bonus to prevent the AI from placing farm on bonus tiles causing massive overpopulation problems?
Didn't that work just fine before?
Reintroducing +food instead of +%Food means the "blank" farm tiles will need to be removed though, or replaced with the original ones. This is a pretty drastic departure from the CU's original design as well and I find it hard to gauge how much of an impact this will have.
Only if the Basic Farm needs to stay. Everything else can be fixed without breaking compatibility. The Entertainment Network can be moved back to Industrial Revolution. We would then need to adjust the UpgradeTarget for Traditional Temple and Minor Hatchling Mound so the Altarians and Drath don't build it. The only question is whether we want the Krynn to have access to the Entertainment Network, or not, but that is easily solved too.
Why not set the cost of the history techs to 0? This way, custom races will always start with them, even if the player forgot to select them.
That was only true for the changes to the Thalan. Everything else could have been left in without breaking compatibility.
No, that behaviour has always been there. It's the reason why I made the Xeno Farm techs untradeable/unstealable in the first place.
Yes, and it succeeded at that. What it didn't solve, and, in fact, actually made worse, is the AI building too many farms and causing overpopulation that way.
I went back to food production in AT about a year ago. My experience with it so far is:
1. the AI will occasionally build farms on bonus tiles, causing overpopulation
2. Charging Stalks require a higher AI value, because the Yor AI treats them as farms again
3. the AI will not build a farm on the homeworld, if the base pop-cap is 16mt.
The effect on the CU will probably be similar. However, the morale bonuses in the CU are much higher than in AT, because I'm primarily using the vanilla values. This will probably cause some differences in the planetary approval rating, because the AI doesn't build morale improvements equally on all planets. Whether that requires adjusting the morale bonuses remains to be seen.
Sorry, farms aren't unlocked by assigned starting tech they're not part of the problem.
If what you suggest for the Drath and Altarians works it could work for Law of Krynn as well.
Unfortunately, setting cost to zero is bugged. The minimum cost you can assign is 5.
True.
No easy option then. Well messing around with +food might introduce a whole new set of problems with morale and will require AIvalue tweaking of structures. Right now, the CU's alright and the AI's are fun to play against. I'd go with option B. Make the farms untradable. The game's balanced for the percentages.
What do you mean? Basic Farm is unlocked by Industrial Revolution, Slave Farm by Traditional Slavery, and Minor Farm by Minor Industrial Revolution. They all share the same InternalName. In my opinion, that makes them part of the problem.
It does work. I've been testing it thoroughly, and didn't notice any issues. However, using a 1pp as upgrade for a regular improvement could cause problems. Especially if the upgrade needs to be researched fist, giving the AI and the player time to build multiple copies of the regular improvement. If we absolutely have to restrict the Krynn from having access to the Entertainment Network, then I suggest we use the Consulate as upgrade. This would make the Entertainment Network immediately obsolete, preventing at least the AI from building it (the AI doesn't use obsolete improvements).
Still, all of this might confuse the players. They could be wondering why they aren't able to build the Entertainment Network, even though they have the tech that unlocks it.
Why don't you test it first? Make the necessary changes to the farms, and run a few tests? If the results aren't to your satisfaction, then we can still go with Option B. Though I would prefer an actual fix to this issue, than just a bandaid.
Would someone please be so kind as to elaborate what this "break of .raceconfigxml" exactly is?
You can easily set it to 0. It works.
Except in the vanilla game because there the history techs are labelled "ImpossibleTech" and are cancelled out during the creation of the tree. But in the CU they're labelled "none" so that doesn't occur.
Just assign 1 food to any farming structure, and decrease its percentage bonus by 10%. This way farms can be recognized by the AI as such, he won't queue more than 3, and the boost from bonus-tiles is greatly handicapped.
There are many great features available to you once you register, including:
Sign in or Create Account