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.
Korath history tech is the same as the Drengin and this
<Details>The Drengin Empire are a people whose culture admires brutality and suffering.</Details>
reads awkward if you start a game as Korath.
It's also a quite short in comparison to the other races' history techs: Maybe we could come up with a longer text that does its fair share of historical information to both Drengin/Korath..?
Of course not. As I said before, the mechanical part is hardcoded. Making changes to the description won't fix the broken code. I'm also starting to wonder whether my memory is playing tricks on me again, and this law never actually worked in GalCiv 2. Code doesn't suddenly stop working for no reason.
Already done.
What's wrong with Morale? The game uses it and approval pretty interchangibly.
I don't think making those 1pps indestructible is necessary yet. Just keep an eye on them. Especially the Navigation Centers.
Tell me about it.
The Political Capitol would be another valid target, in my opinion. However, I think the Galactic Showcase would be the best fit.
I know what you mean. It's bothering me too, but apparently not to the same extent as you. The morale and econ improvements are also affected. That's far too many icons to replace.
Yes, the DEL icon was used for the Research Academy (I think Frogboy made that change in v2.01 or v2.02). It does kinda fit. However, I can't say the same of the PainCoordGrid for the DEL. It's far too spiky for the Altarians, and the colour also clashes quite a bit.
I actually had a different idea for this: use the BasicFactory.png for the Traditional Factory, and the high-res ones for all the subsequent factories. So you start low-res, and then quickly move on to high-res for the rest of the game. Well, as far as the factories are concerned at least.
Well, that's the problem with having two temples for the Altarians. Pre-CU they had the Entertainment Network, Healing Pools, and the Drathian Temple. The only real issue was that those improvements were completely independent. I fixed that in Autumn Twilight by making the Entertainment Network upgrade into Healing Pools, and Healing Pools into Temples (both tech and building-wise). Maybe we could do the same in the CU?
There are no space monsters in GalCiv 2. The devs never implemented them, even though they were in GalCiv 1.
Yes, it's quite disappointing. I actually tried the unused proposals a while ago, to see whether I could use them in Autum Twilight (v1.0 at the time).
The only one that works as advertised is the ability-bonus-giving one. However, even that one has an issue. If a race with a racial-bonus to an abilitiy gets a a bonus to that ability via this proposal, then the value of their racial-bonus gets added on top of the bonus from the proposal. For example, the Korx currently have a racial-bonus to Economics of 15%. If they get a 10% bonus to Economics from the proposal, then they'll actually get 25% (15% racial + 10% from the proposal).
I never looked into whether that's the full extent of the issue, or if there are any other problems with that proposal. Nevermind, if all of the abilities work. Still, it might be worth investigating.
There isn't that much historical information available about them, especially the Korath. All we basically know about them is that they were the elite shock troops of the Drengin, and that they struck a bargain with the Dread Lords (which ultimately corrupted them both physically and mentally). We know a bit more about the Drengin, but that is primarily about their galactic dealings (contact with the Arceans, finding and coquering the Torians, etc.). However, we basically know zilch about their planetary history. I don't feel comfortable making any of that stuff up. Fan-fiction is okay in mods, but not in the official product.
that's true but does actually only add to the confusion that there is depreciated- and undepreciated bonuses to whatever you'll like to call this rating. the planetary screen gives it as approval while its tooltip will name it morale.
nevertheless, the depreciated rating is named morale in a lot of instances - on buildings, and any racial increase coming from whatever source that is, distribution points, resources, anomalies, techs - and all of it is depreciated.
this UPvote however is not depreciated and therefore, much stronger. the 1000 bc option does actually bring +20% to the table, now if a planet is crowded a moralbonus would only add 3-4% but approval applies fully. this makes this Up vote to one of the strongest - if you're playing with alot of planets perhaps the strongest - of all the issues available.
In the case of NavCen that would create massive balance issues as well if others used Arceans prop support. Nevertheless, if Adv.Nav Center isn't brought back I suggest to at least, use its icon (it looks better/somewhat more advanced/detailed) and the one freed could actually make a good high-res power planet, looks kinda battery-like.
it's about bias^^ for example, if you look closely at XenoFactory I think it's actually showing a city, ie perhaps originally designed to be Initial Colony or whatever. The names of some of the graphics in the gfx folders for improvements actually suggest their initial design-intent. But then I'm already used to "see" some functionality in a given gfx and that association can hardly be lost.
We'd need a total new player to be of guidance here....
that's true, but I think it should be possible to find a solution here. I could just use another twilight icon and manipulate it further to set it in line with the Altarian theme. Or we use an older one from DL - that improvement is, in the end, only build a single time and to get the res up for spamable improvements is more important.
the question is, hoever, how that should look like. The Altarians "theme" is sort of white/blueish (Temple, Shrines) which perhaps associates with their bright(er) nature. But, they do also have a dark side and the Doomsday Generator in aggressive red shows that. Actually, the DEL is an improvement that's more in line with that sinister side than the positive one. Although one could argue that it's still a lab (and in GC2 labs are sort of mostly designed blueish/white) with the exception of Slave-labs (and the Evillab4 bears striking similarities to the DoomsdayGen - as if that would be a future upgrade to it!)
At the end of the day I could even just increase contrast of the DEL and manipulate a bit its brightness to make it more sinister in order to diversify from the current icon if that's then being used for a conventional lab.
That sounds good. It would sort of been nice to have that also in place for all the other line you mentioned...
I like this. Do the Altarians then have their unique Temple a final morale-improvement? I'm all for more diversity when it comes to races that use the generic tree.
I know. But remnants of code still is there. Once I tried to get the space-monster anomaly to work, but the game crashes on encounter. I've uninstalled GC1 for now but I wonder if it would be possible to copy code from that in order to make this work.
Interesting - where are you getting this proposal from?
ok, but it's still somewhat dissatisfying to read "Drengin Empire" when you're playing the Korath. Sure, the one stems from the other but the distinction did actually occur in a previous update and if I'm not mistaken they were even at war with each other, not?
what do you think of this? the red one would be the DEL...
Okay, I've uploaded a new version. The links are still the same, but, for convenience's sake, here they are again: file and changelog.
A small summary of the changes:
I know. Every time I see the Maintenance Grid in the CU, I have to remind myself that that isn't the Efficiency Center (which doesn't even exist anymore). I'm just so used to buildings looking a certain way, that any difference is weirding me out. It's confusing me. That's also the reason why I'm a bit hesitant to change the look of buildings (though I'm still doing it to a small degree). I'm also of the impression that unique buildings should have a unique look that makes them stand out.
I can kinda see how you could get that impression when looking at the icon. The query graphic, however, is definitely showing a factory.
The Temple would be the final Altarian morale improvement (Entertainment Network -> Healing Pools -> Temple). However, I'm discarding this idea. I can't stay objective when making changes. Every time I look into the CU files, I get angry because of the "unnecessary" deviations from the vanilla game, and want to undo them. If I don't stop now, I'll turn the CU into Autumn Twilight 2.0.
CariElf's modding guide for DL. Here is a link to the relevant section.
Yes, the Korath and Drengin were at war with each other, after the Korath' connection to the Dread Lords and desire to commit genocide on a galactic scale came to light.
Ok thanks, the changes are ok to me. But to re-introduce some of the unique techs - didn't that break the compatibility with the campaigns?
That's also ok although it was me advocating the change back then. MV play w/o planet tradeing is simply no contest...
I just wish Spinorial would be here, because some screens still look very awkward - esp. those where race-pictures are bizarrely stretched (like on first encounter). IDK why those simply can't be kept in a locked aspect ratio.
I even got my hands on DesktopX but... it's either me or that software is complete garbage, the user interface is hell of annoying holy crap.
(or maybe I should read the manual^^)
IMO the MaintGrid never really looked like the other unique Yor-structures, but it's sad that the EffCenter is turn into a GA. I actually liked it to have many 1PP (although some say that this creates problems for the AI - but matter of fact is that there are other races like Iconians for example who happen to have much more 1pps so....). Anyway, I'm planning ot bring this one back in my mod, and as a 1pp Lab (it kinda looks like a bizaar lab, in GC2 many labs have this "planets in orbits thingy" theme). I've currently added about 15 new high-res gfx, and more to come - I think you'll be amazed once you see some of those esp. some trade-goods
Nevertheless, working on this stuff I became aware of the fact that the ingame planetary screen only shows these icons in 100px - that is, about 25% of the information contained in the highres pix is actually lost. Or, in other words, the discrepancy from DL --> TA isn't so great than expected (that's why shiny &/ contrasty gfx like Shrinker/Harmony Crystals still look good in comparison)
you're right - I don't look much at those querries. What do you say on Torians StripMine? Could the MantleExcavation be the upgrade to it? They look very similar....
Maybe it was a deliberate design intent to let then have 2 moral improvements (in pre-CU). The Altarians are social & religious people, but from a RPG perspective a cinema or entertainment park is something completely different than a religious institute. And perhaps, if they have both items available more moral improvements would be build on their planets... the basic problem is if buildings loose out on the upgrade chain and stay low in bonuses, but that is actually something that can be solved.
But I share some of your feelings. The CU pressed too fast on some issues. One of the worst cases is actually the change of logistics & distribution points - those two changes did completely break compatibility with basically any race-mod/ customrace-mod that there is in the Library (if they don't come with a complete own set of the correspondending files....)
thanks for the link, I completely forgot about that. The anomaly stuff sounds promising. They took alot of features out - or, actually, never implemented them - but the changes to the individual ship should work. You know I always harped around the fact that the AI never build more Surveyors and in a game with many anomalies the player gets a tremendous advantage from them. But now I can see to it that the AI's starting surveyor becomes faster. That should level the field at least on not-immense maps.
the free-ship and monster are still resident in the file - care to comment it out? I wonder if less-anomalies are generated because of ill-entries....
I also wonder why not all models are currently in use?
BTW do you've got any idea how to open the .x-files which are used for models for basically alot of things? I'm trying to create new hulls. Everything is set but currently have to base them on tiny_bricks which look awful in the techtree. For that I need to work with these ominous x-files but I can't seem to find a app, my websearches brought only nagware of the worst kind and business software to the table...
-changed Tulon Weapon Focus (Category to Invasion)-changed Vengeance Scanner (Category to Invasion)-changed Amplified Weaponry (Category to Invasion)-changed Kill Zone Computors (Category to Invasion)
why was this done?
***
The Fortifications- & Starbase Militarization techs also call for another close look on researchpath optimization in AI games. From what I've seen so far AIP11 and Minors go crazy on defenses, basically every other tech they pick is defenses. Which is not a problem with ship defenses, because they're the cheapest techs to research and you need to advance them otherwise their bonus becomes lackluster. But they now pick Fortifications equally, so I've observed tjem having researched Fort2 when still only having Maser and only tier1 defenses. Problem here is that it's so early in the game that they didn't even fully apply Fort1 modules.
I've labelled the Cat "Starbase" now but then they are ignoreing these techs. At least, early on. Can't say I like this more... but it would perhaps make AIP7/8 research those since these ignore defenses completely if still weapon-advances can be made.
If Cat "Starbase" turns out to be a "throw-off" to the AI we perhaps should also take a look at the other techs labelled like this - the Korx do get some unique modules from such techs.
edit:
Korath_TechTree.xml-changed Xeno Economics (Requires to Xeno Slavery)
I'm not able to find this change, Korath do use a unique branch of econ-structures.
Yes, but I already need to check them anyhow, because of the reintroduction of the Power Plants and Starbase Fortification techs.
Its original icon was never meant for the Yor. Stardock simply re-used the one of the Multimedia Center for the Maintenance Grid and the Korx Festival of Capitalism, because they didn't have enough new high-res icons. Yeah, it absolutely clashes with the general Yor-esthetic. However, that's also what I'm used to see when looking on a Yor planet, bringing us back to the whole bias-issue.
Err, the Efficiency Center is gone. Completely removed. The Maintenance Grid got turned into a GA. Still, it is sad that the Efficiency Center is no more, because the Yor now generate less money than they could otherwise. Having only racial bonuses to econ is literally less efficient, than having both planetary and racial bonuses to econ, due to the way taxes are calculated.
All new gfx? Sounds great.
Absolutely. I actually used it as such at one point while working on one of the veeeery early versions Autumn Twilight 1.0 (long before the mod had a name, or I even started posting on the forums).
I doubt it. The Krynn also still had access to Entertainment Network, despite being the religious fanatics of the game. Plus, the Altarians (and Drath) had three independent moral improvements, not just two. I got more the impression that the devs had an idea of what they wanted to do (just look at the tech tree concepts), but didn't fully implement it, because they either ran out of time and/or money, or ran into engine-limitations.
Don't remind me. That's something else I'd really like to undo. Especially the logistics change. It was a neat idea, intended to reduce the economic burden on the AI, due its constant building of starbases. However, the change didn't work out the way I hoped it would, because the AI simply doesn't research logistics as strongly as the player, which meant it didn't reach the necessary 100+ logistics as soon as I'd like it to (or ever, depending on how the game goes). This ultimately gave the player an unfair advantage, and removed one of the few money-sinks.
Based on what little I remember of my tests, some of the ship-buffs don't work. I'm not entirely clear on the details though. It's been five or six years since I tested the anomalies, and I was never good at taking notes.
Yeah, I could do that. I find it rather unlikely that those entries have an effect on the generating of anomlies, but you never know. Especially with this game. It's still surprising that the game actually works, considering that the engine wasn't written to be used for a space 4x.
Who knows? Though I'm wondering the same thing about the new weapon sfx and animations.
Sorry, no. I already looked into several programs, but they all only export Direct X files (usually via plug-in), not import them. Not even Blender, which I heard a lot of praise for, does it. Maybe one of the commercial programs can do it, but I can't afford them. Not that I'd be willing to pay a lot of money, just to get the necessary data to properly set up the weapon animations. It's not that important to me.
Disregard that. I forgot to remove those entries from the changelog.
The Korath AI doesn't research Invasion-techs. So, changing the Category of those techs to Invasion would make sure that the Korath would never research them. Which is good, because the AI can't use Fleet Modules. However, if somebody makes a Custom Race using the Korath tech tree and a different AI, then that could cause problems. So I decided to undo that change again.
They're not the only ones. Hyperion Starbases, the Krynn Jihad-techs, the Drengin/Korath influence-techs, and a couple others, also need another look.
Well, it depends a little on the tech-branch, but Starbase is one of the categories the AI researches the least often. So, not a good choice, if you want the AI to research the tech in a timely fashion.
Disregard that one, too. I copy/pasted the entries from the Drengin, and forgot to remove that line.
Yep, racial bonuses work only additive while a planetary bonus will be multiplied against that. Which mustn't mean now that racial bonuses are generally bad - but for the highest calculation a homogenous increase in stats bears the greatest potential. So if you already have a good racial econ stat you also would like to multiply it against planetary econ bonuses. And it's sort of easy for any race to get racial econ bonuses because there are so many different sources of it, but in a game w/o techtrade Yor are boned (and it's not like the AI does very well in tradeing techs amongst themselves)
IMO bring the EffCenter back, the MaintGrid could be left away. Its bonuses could be attributed to Yor growth techs (popgrowth) and EffCenter (moral - Stalks already have enough moral). This would be a slight starting nerf (moral & popgrow bonuses shiftet to midgame), they'd need more tiles for their buildup, but it would reward more money. The econ-bonuses from tech would have to reduced a bit to balance that out, but the AIValue and AI increased to make sure they indeed build it.
Well, at least, that's how I would do it
The mod has swollen to 25 MB already just because of new gfx. The game only accepts .PNG which, in true color, takes up alot of space (just like .bmp). And getting the color down to 256 (or less) makes alot of images pixilated (or error-diffused), you see that on some of the old DL icons.
I've just finished my second take on the Anomalies. I have around 40 anomalies right now with dozens new pictures, new textures (to better see them when playing zoomed in) integrating all remaining mechanisms that were "forgotten".
Expanding on Cari's guide, here's what's new (just about Anomalies now):
"population of a planet is increased or decreased a %" - works both in a positive or negative way (not implemented currently in any anomaly). You can set <Quantity>0</Quantity> then it'll subtract a % of population without having to use a negative number entry. (in alot of other 'types' having <Quantity>0</Quantity> will crash the game...)
"find an undiscovered colony" - works. It'll add a planet with 1.000b ppl to you IF there are still free planets (PQ0 DO count). I assume this is similar to how a Minor planet is added upon galaxy generation (they also start out with the exact same pop...). Maybe Cari didn't use the right values for the other fields. IMO there are too many entries that do similar things or just work on some entries, which is confusing.
"improve the current ship" - all entries work although I'm not quite sure how precisely the XP gain works out. Ships usually gain XP from combat - the starting surveyor doesn't do that and is at XP=0 kinds forever, even with that anomaly. It may be that only battle-experienced ships profit from that anomaly, in this case that anomaly would be rather lackluster - I mean who takes a surveymod on fighter...? Maybe the text "upgrading your ship will make it more lethal" is also deceiving, perhaps it is ment for levelling upgrade.... Do you know more about this?
"alter number of moves it gets in a turn" - works.
"change strength" / "alter defense" do both add a bonus attack / defense value to whatever is used on the ship. It works like MSB support - but is total selective, that is, there has to be at least, a single +1 module installed to any field you want that bonus to appear. So if you specify +2 weapons you have to put 1 MD, 1 Beam & 1 Missile to a ship to make that +3 +3 +3 attack.
For the base surveyor these are all irrelevant because the AI doesn't transform it into a Frigate once all anomalies have been taken. For a player that could be quite funny. Actually all but one - the speed-increase. Making the starting surveyor more fast would be a good way to ensure that the AI gets their share of anomalies before a player can crank out more surveyors - it'll perhaps also make it more difficult to shoot these ships down and get the stock civs faster to the negotiation table in immense galaxies.
I've so far implemented all of them, but decreased the chance of the ones which the AI can't really use significantly. Which, BTW, you do with the <Commoness> tag (which works well). Specifiy a number from 1-99 (or more). 1 will appear twice as much as 2, whereas 2 appears 4 times as much than an 8.
Currently all our anomalies are set to 1, so they appear equally. I've set the base to 2 in my mod, so I could nerf some annoying ones to 3 and powerful ones to 4-6. It's a little bit more finetuned than all average or only specifiying 1-2 (if you have 1 as base and nerf a few to 2 then you won't see much of them...)
I just get this idea of letting a race have a complete different approach to factory-research using those mines. I'll give them only 1pp factories, including a powerful starting MantleExcavation, and subsequent techs would unlock additional Mines. In a way the research wouldn't generate new or stronger buildings but could be seen as an exploration of a site where a Mine could be profitable. The icon/querry and bonuses could also stay the same then. That would even solve an issue with lowPQ planets where the AI places factories-only - he won't be able to do that, and then refer to other buildings (with, for him, invisible stats, like FertClinic or FoodDistr).
Actually the "Space Junk" can be easily brought back (though it's very small). "FreeformGas" & "Anomaly:Unknown" use the same model than the wormhole, although there's a gfx which looks suitable for FreeformGas. It's actually only a total of 3 gfx textures which are used for anomalies, although there are much more models. I've no clue how or where that reference is set - perhaps in these .X-files (I'll look into that by tomorrow - I saw some modders in the library had new .X-files for ships included so it should be doable).
it would make sense to delay the testgame-phase until all changes are incorporated and only a further tingling with AIValue/Cat/AI is necessary.
I wonder if different AIP have this differently. Also, if the situation on the map influences this. Eg, what happens if you drop an AI 50 constructors and he happily builds and finishes bases + still has constructors. At that moment he actually SHOULD research Starbase category otherwise this label is useless....
Perhaps I'm misinterpreting a design that's basically derived from carelessness as a deliberate one. Alot of the ideas mentioned in your link are worlds apart from the current state of the game, and even to mention that highmoral influences production is old GC1 thinking. But there are alot of good ideas which could actually be easily implemented, like the Thalan Hive-one-building-for-all approach (which would solve the Farm-dilemma, and also their approach to Lab/Fac the AI can't really handle...) And I'm still the opinion that the popgrowth penalty to Thalans is misplaced - they actually had +20 in DL. Insectoid races are universaly good breeders in Sci-Fi. Guess they were forced to revamp because of DA introduction of Torian Breeder SA. Nevermind, it'll be fun to implement this in my mod
And I tested the efficiency of this out but the change is rather lackluster. As good as no money is actually saved. This is because, at 100 logistics, SB costs are completely eliminated and the more you are farther away from it the weaker it is. In other words, a logistics ability of 95 does only have to pay HALF the money than a player with 90 logistics (!). But a player with 11 logistics only saves an insignificant amount in comparison to one with 6 logistics.
So the way would be to make the AI increase their logistics more fast. Although 100 logistics is sort of a gamebreaker because in a strategy game there should always be a cost attached so that decisions don't become nobrainers.
Also, logistics are so important for combat, if an AI can muster the production its the strongest combat rating that there is. Currently the AI builds so many Tiny/Small fighter which even stay unfleeted on waypoints. Even Medium Hulls are kinda delayed although the jump in strength from Small to Medium is the biggest ingame in a % rating.
Concerning the Ability-picks: I've investigated how the AI picks and they don't follow these picks. They sort of distribute the points in a chaotic manner amongst stats which are increased by +6%, +3% or +10% per point (sometimes even more differently). Can't say if they are also subjected to a "depreciation" if they pick bigger packs or if it stays linear....
Also, do you know how the political party is chosen if it isn't specified in the raceconfig or xml...? I just see 5 of them, rest gets ignored, half my galaxy is always Mercantile lol and I've deleted my MyGames folder totally....
The thing is, this random picking of distribution points doesn't make a race interestingly strong in a given field.. like you would want to give a Drengin only aggressive bonuses, if races specialize you'll have a hard time competing against them in this field while they'd be weak in other regions. Currently the sort of get a homogenous increase to some stats which make them all equally the same. So I thought would be nice to cut down distr points and allocate these bonuses instead to stronger political parties - which are arranged as a package, carefully selected stats that influence one another. Now if the party selection would be truely random that could then generate alot of diversity (replayability) but the game screws my approach by simply limiting itself to few parties... -.-
Bringin back the Efficiency Center is something I have in mind (along with so much else), but removing the Maintenance Grid is a no-go for me. I'm not going to remove features the races had in the vanilla game.
I'd remove the Government techs, and bring the bonuses from the Efficiency Studies techs from 70% down to 55%. That would mean less techs to research in order to get the full Econ bonus, and an easier time for the AI too. Getting the AI to research the whole ES line of techs alone is difficult enough as it is.
That really is impressive. I'm not artistically inclined at all. Just drawing some stick-figures is challenging enough for me. Making new textures or pictures would be completely beyond me.
The Example mod showcases this along with some anomalies that actually cost money, instead of giving it. I quite liked that.
Odd. I was pretty sure that some part of this didn't work. Maybe I thought of the ATT/DEF altering anomaly, but even that one does work. Granted, it's been years since I had a look at this, so my memory could very well be faulty (and apparently is). It's still pretty dis-heartening to constantly get proven wrong though.
The anomaly gives XP, same as combat. However, ships don't seem to level-up when getting XP this way. It's possible that only combat triggers the necessary checks for level-ups. However, a ship needs to be armed before it can gain levels. Even a simple Maser is enough. I usually give my Flagship some weapons and defences as soon as I can, just to prevent it from getting blown up by a stray bullet.
Well, making new ones isn't a problem. As I mentioned above, you can use Blender to make new models and animations, and then use a plug-in to export them into .X-files. The DirectX SDK June 2008 contains the Direct Viewer, which allows you to, well, view .X-files. However, I still haven't found any means to actually look at the stats of .X-files.
Agreed.
The Thalan may look insectoid, but we don't know how much their biology actually resembles that of insects. What we do know is, that they came from a dying universe, where they lived underground, because it's impossible to survive on the surface. So, space was a premium, making rapid breeding rather dangerous. They probably had a rather strict birth-control in place. The Thalan also only brought "a single strike force" to this dimension, according to the description of Temporal Mechanics. I don't know how much that is in actual people, but I'd be surprised, if the number even approaches one million.
Also, while stereotypes can be nice, especially when used well, they can also get boring rather quickly. I actually like that the Thalan aren't your typical fast breeding insects. Makes them stand out more.
So, no objection if I change the logistics values back?
Sorry, no idea.
One of the ideas I had during the original work on the CU, was to remove all customizations points from the stock Major Races. They would all just have a certain set of starting abilities, based on their background, and that's it. I didn't follow through on this, because people love customizing the races, and would get rather pissed if I take it away from them. However, that would certainly have fixed the homogenisation of the races. It would have also made Custom Races a bit stronger. Right now, the stock Major Races have about 100 customizations points worth of starting abilities (some races even more), plus another 100 points freely available. The Custom Races, however, only have 150 points available to them.
How would your approach look like? Because even in vanilla, the MaintGrind got obsoleted somehow by Adv Stalks (which carried the same Moral bonus but additionally also brought food). I always overbuild it. Now in the CU Stalks are even stronger, so perhaps MaintGrid could retain its Popgrowth-bonus - which would only be fair because your current change did take some popgrowth-possibilities away...
But what icon to be used to make that look more Yorish?
If you remove the Government techs perhaps the diplo-starting penalty should be removed. As I recall it this was introduced to even that change out. (ironically, the Iconians were given even stronger Government-techs but didn't had to make a racial sacrifice....)
Thanks, but I'm not drawing things from scratch but just manipulating already existant stuff until it looks fine. The InfrequentHazards icons-pack in the library is my best source so far (and the guy explicitly states that this is to be freely used in mods...)
Don't you worry, I just thought you might find this interesting. I mean if I take the time to investigate into gamemechanics why not share my findings...
Yesterday evening I tested also a bit on this but the way how XP for ships are gained isn't really transparent. That anomaly carries a base + a percentage enhancement tagline, so sometimes it'll give an armed ship just a tiny fraction of a level, and sometimes it completes a level fully. Same can be said from combat when you fight against enemies in alternating strength...
Though the only thing I can validly say is that the XP gain is hiddenly stored even for non-combat vessels - once you arm that and win a fight they will be applied - even multiply times (until the XP reserve is depleted) although your ship won't gain more than 1 level per won combat.
That should be fine. We may find other ways to make SBs more attractive for bigger galaxies^^
It's possible to specify a pre-selection in the RaceConfig which will still allow the player to deselect these stats and pick his own perks. One thing this method guarantees is that AI stock races do have valid perks picked, and not from an unknown mechanism. And once a player alters that it should stay saved in the raceconfigxml.
However, there's a potential danger that replayability is affected in a negative way - there needs to be, at least, some form of chaotic stat-randomization otherwise you'll always know what you're up against once a player has gained some experience versus the game. Maybe a chunk (50%) of the distribution points could stay totally free.
You raise an interesting issue here - the balance from Stock Race to Custom is out of whack. In multiple ways. Granted, the vanilla version wasn't perfect either but IMO much better than the CU one.
First off, the approach to cut-away techs or branches from a race and then give that race a compensation in the form of increased racial stats completely screws a custom race using that particular tree - I'm talking specifically of the Yor tree which has no influence-branch, no planetary defense-branch but +100 +30. A Custom race doesn't get neither and the +50 points can in no way rival the Yor stats. And I find that tragic because the Yor are quite famous amongst players and if someone wanted to design another robotic race they would surely use their tree. The problem could be solved by attaching the bonuses to the tree itself. If it's applied to a very early tech, it wouldn't make any difference to the stockrace.
The Arcean racial is also too strong. And it looks somewhat un-intuitive - just give them something of everything. I'd like it more if a racial adresses only a few stats (but these picks can be strong) to give a player a sort-of idea what this race is all about. And, sometimes, also allows for a super-setup (if a player wants to specialize in a given stat). Entries which are above of what can be picked from solely distribution points is also a fair way to balance a stock race versus a custom race. At the end of the day a custom race may be able to choose more freely and thus have a stronger setup for a particular strategy, but it may never achieve an uber-rating a special field (and there's no way telling once you start a game if that field becomes important at one point or not...). The Arceans-courage bonus is also ill-applied - because it only works on ship if you have weaker ships, but the Arceans do have strong ships and actually need strong ships for their SA to work so I'd say throw that + econ + moral over board and focus on MP, Sold, Weapons and HP.
^basically the same could be said from the Drengin racial and some others.
and that is why I harp about the current design that "Evil = bad diplomats" and "Good = good diplomacy, research etc). The Drengin SA for example tells us that they are good at extorting money but with a bad diplomacy rating, how they are going to do that?
Nevertheless, the custom races' strength can in the end finetuned by adjusting its available distr points. In pre-CU also not all stock races had a full set. We just need to be careful that you can't completely mimick a Stock Race + have some points left, and especially not on a race that has a weak SA. The Iconians currently are in such a debacle.
EDIT:
there's a redundant/false line of code in CustomPlanets.xml
<StarSystem Name="Sol"> <DisplayName>Sol</DisplayName> <Texture>gfx/planets/sol.png</Texture>
the refering is false; and I've no clue what that is actually supposed to do? there's no sol.png in the whole installation-folder. I just created one to test that out but it didn't do anything.
EDIT2:
there's a slight incorrectness in the Techtree desc concerning what logistics does:
<Description>Bigger fleets, more starbases.</Description>
--> that was so in GC1. I'd change it to "cheaper starbases".
A popup at gamestart "A Journey Begins" (as Terrans) also incorporates this error.
EDIT3:
The 2 Arcean engine-support facilities currently don't show their speed-support in the toolbox. You can remedy this by (additionally) adding
<ShipSpeedBonus>n</ShipSpeedBonus>
(it won't add another speed, just add the tooltip...)
I've uploaded a new version (changelog). Here are the biggest changes:
The last change was done to provide a better baseline for any adjustments to the race-abilities (whether directly or via pre-assigned customisation points) we're going to do.
If I remember correctly, you want the AbilitiesDescription to give an overview of the main strength and weakness of the tech tree, instead of the race. I adjusted some of them accordingly, but there are still several left where that is not the case yet. (I'm also not entirely sure whether that is a good idea, or the intention of the devs, because the description was added in DA where all races still shared the same tech tree.)The main strength of the Altarian tech tree could be described as combat oriented, in my opinion. Most of the Altarian-specific techs boost combat related stats or grants access to combat related buildings or equipment. As for a weakness though, I'm not sure. The morale improvements are a bit weaker than usual, but not enough that I would consider them a major weakness.In the vanilla game, the main weakness of the Korx tech tree was a lack of advanced morale improvements. The Korx only had the Entertainment Network and the Festival of Capitalism 1pp. The CU removed that weakness.The Krynn also only had the Entertainment Network as spammable morale improvement. However, their temples provide very strong morale-bonuses, so I wouldn't call this a weakness of their tech tree. In fact, I'm not sure, if it even has a weakness. Research is definitely not it. It's just as strong in that area as most of the other tech trees. The bonuses added by the CU actually made it even stronger.As for the Iconian tech tree, it's main weakness in the vanilla game was, in my opinion, high maintenance cost. The Iconian buildings were bloody expensive. Even more so than the Thalan ones, which started out expensive and became competetively priced over time (or dirt cheap in the CU). The Iconian buildings, however, started out expensive and stayed that way (or became even more expensive in case of the Industrial Replicators). The other two biggest weaknesses were the rather mediocre econ buildings (except for the Merchant Trade Complex) and the lack of Invasion-techs. Due to the significant reduction of maintenance costs in the CU, the first two weaknesses are gone now, which leaves the lack of Invasion-techs. However, I'd rather go back to the high maintenance, because the Iconian tech tree feels currently too good.
The Efficiency Center will be identical to the vanilla version. Ditto for the Maintenance Grid. However, it will still provide a pop-growth bonus (I guess we had the same idea?). The value is currently 10%. Which I find reasonable, considering that the building has no maintenance cost and is pretty cheap to build. The Charging Stalks and Advanced Charging Stalks get an increase to buildcost (50->75 and 75->150 respectively) and maintenance (1bc->2bc and 1bc->3bc respectively). They simply were too cheap for their current power-level. The same can be said for a lot of the other buildings too.
Overall, their possibilities are now the same as in the vanilla game. The only exception is that they no longer have direct access to the Aphrodisiac TG. Other than that, I consider the Yor better off now. By having their own line of techs and the ability to buy/steal the Xeno Biology line of techs from other races, they have a much higher potential Pop.-Growth base value.
I ended up using the MoraleImp2.png again (and gave the VR Center its original icon back). This decision was made purely due to bias. I'm just too used to see the Maintenance Grid with that icon (same with the VR Center). I also couldn't find a fitting replacement. The other icons neither fit the Yor, nor resemble a workshop (or something that could be considered one).
That's still more than I can do.
I know. If I'm not mistaken, we did this in some of the pre-release versions of the CU. However, my idea was more along the lines of how MoO 2 did it: stock races with unchangable abilities, and custom races with abilities that can be chosen freely.
And that is why I never followed through on that idea.
That could probably work.
I'm not sure how you came to this conclusion. For example, the only change to the Yor abilities between DA and TotA is a reduction to Miniaturization (again). In other words, the Yor didn't get those bonuses to Loyalty and Soldiering to compensate for lost techs. They already had them since DL (though Soldiering was only at 20% at that time).
That's how it originally was. The only exception were the Yor, Korath, and Krynn. In case of the latter two, it really didn't make sense to me. Because it made them quite overpowered.
Again, I'm not seeing that. The Korx are Evil. Yet they have access to all of the diplo-techs, and have no Diplo-penalty. The Iconians and Torians, on the other hand, are Good. Yet they lack the best two diplo-techs. In the vanilla game, the Altarians, Drath, and Iconians lacked even more diplo-related techs.
Yes, that's something we could bring back again.
Fixed.
We'd need to completely re-write all of the techs to properly fix this, because they all mention that "higher logistics = more starbases" bit. I really don't feel up to that task. Plus, I always understood this as "higher logistics = cheaper starbases = being able to afford more starbases". I know, that's most likely not what was actually meant, but that's how I interpreted it when I first began playing, and it stuck with we since then.
Goooood - thanks for the new version
the MaintGrid still has the civ-wide moral-bonus installed:
<Improvement> <S_InternalName>Maintainence Coordinator</S_InternalName> <S_Name>Maintenance Grid</S_Name> <PlacementLimit>1</PlacementLimit> <AI>200</AI> <S_UpgradeTarget>None</S_UpgradeTarget> <S_Type>Normal</S_Type> <Maintenance>0</Maintenance> <Cost>50</Cost> <S_BriefDescription>Increases morale</S_BriefDescription> <S_Description>To a cybernetic species, morale is created from a sense of efficiency. The Maintenance Grid ensures that our citizens on this planet are in tip top condition.</S_Description> <S_IconName>MoraleImp2.png</S_IconName> <S_QueryGraphicName>MoraleImp2.png</S_QueryGraphicName> <CanHaveAgents>1</CanHaveAgents> <S_TechRequirement>Cybernetic History</S_TechRequirement> <MoraleBonus>20</MoraleBonus> <PopulationGrowthBonus>10</PopulationGrowthBonus> <AbilityType>4</AbilityType> <AbilityAmount>20</AbilityAmount> </Improvement>
^ in case I've made my edit too late
IMO soldiering is a "bad stat" for them because it'll only work defensively. It also is sort of boring because the Drengin also have this as racial setup (and there is the danger that Korath + Drengin have a too similar setup) and Yor also have soldiering bonus so that makes 3 of 4 evil races being good soldiers.
If you wanna help the Korath gameplay give them either Loyalty, PopGrowth or Influence. They greatest dilemma is that spored worlds flip back to whatever is close enough to generate some influence. Now it could be argued that these stats perhaps don't really fit an "evil" race, or the Korath at all (eg. they actually were quite disloyal by splitting away from the Drengin but perhaps in their new state they now are loyal to themselves...). I also like to point out that basically no state really sees itself as "evil", they all see themselves as "good" while their opposition as "evil", whatever that may be...
One of the most serious problems of Iconians (+ its AIP) is its inability to adjust the SocialProduction-slider - I've tested this extensively and it's mostly around 10-15%. Couple that with the fact that Iconians are the top notch race to colonize Extreme Planets, these will only get 1 SP, and take literallily forever to build. The CU did change the Industry for InitialColony to 14 which raises that to 2 SP in many instances, which helps greatly. Reducing the impr costs were also one step into the right direction but I do *generally* agree, that in the CU, maintenance has been so lackluster that it's become a nobrainer - just build any building once it becomes available - no need to consider economic balances anymore. I especially think that end-tier impr should carry greater maints.
IMO if you wanna help the Iconians give them a good Social Production bonus as racial. Yor & Thalan already have that too, but it's coupled with MP, and AIP7 & AIP8 work totally different, they can sometimes increase SP slider to even above 30%, get done with planets quickly, and once wars break out, and esp. when late-game is near, do raise MP slider to 100% and just keep building warships, ie. trying to sort it out militarily. So, SP-only is kinda something different.
Another, this time completely unique rating, would be PQ, although this would perhaps even aggravate the prob of Iconian planets not getting finished, a bit further. I just envision myself them as being great colonizers - planet builder. Their many 1PP do actually also call for that.
The 3rd rating that would make sense from a gameplay perspective is hitpoints, because they have a tremendous repair-ability in their tree. (although it may be necessary to shove some of that techbonus into the racial to not go beyond 100 - which does still work but only increases the chance that a ship receives a buggy "overrepair" extra HP.)
The AbilitiesDesc should give a generalized overview of a race - including both racial- & techtree perks - because it's only shown in the Enemy Selection-screen where you don't see the racial stats or starting techs of a race. Guess it's designed for new player that don't know what a particular stockrace is about to get a sample of an idea of what their up against. Now if a race doesn't have a particular weakness then it's just like that and we don't point that out or just point out its strengths, or differences versus other races.
I DO actually like stuff like "Precursor Technologies" or "Powerful Technologies" much more than the vanilla desc because their more vague and interesting also from an RPG sense. The field were it's show would actually be able to host a few more words. If you can muster the creativity - just expand on that.
Their main-weakness is their -20 weapons which will deflate their initial MMR in such terms that most evil factions or proximity-annoyed neighbours are going to declare swiftly. Most starting ships have +1 weapons, which a negative ability reduces to +1. The only thing that may save them is their ability to dive excessively into defenses, ie so if they instead build a ship +1att +2def it'll work fine and even muster more MMR. I've seen such designs but mostly, the autodesign will add twice as many weaponmods as defenses... They also have the least available starting logistics so that just ties in with being very weak militarily when the first wars break out. Which they can negate and overcome with their researchbonus. IF the AI picks the right choices^^
I like this.
If you want I could try to make that a bit unique, perhaps swap left to right, make it a bit darker or more greyish (to adjust to their factories) or more blueish-energy-streaming (to adjust to Stalks)...
Sorry, but that's irrelevant. I'm not argueing how things came into being, but how the actual effects are if you're setting up a Custom Race using the Yor-tree.
Sure, traditionally the Yor had +100 loyalty because noone could see how they possibly could team up with other factions. (they also do get a hidden diplomatic penalty to any other race). Paradoxically, they were able to set up cultural starbases, improvements etc at full strength and even get all the racial influence bonuses and so, could flip other planets just as good as anyone else. That was disparate throughout the basegame + DA. In TA they saw their chance to do away with that, but they just created another problem with the Custom Race. From that point of view it doens't matter if the cultural handicap is introduced because of high-loyalty, or vice versa.
The situation bogs down to this currently:
- All races: Can flip other planets but own planets can also get flipped to others. (=balanced)
- Yor: Cannot flip other planet but own planets won't rebel. (=balanced)
-Custom Yor: Cannot flip other planets and own planets will flip much faster to foreign influence than of any other race (=completely unbalanced!)
So whenever I did setup an own robotic race I simply used the Yor, changed their logo, colours, shipdesign, renamed planets etc... and made that race unique via the 10 distribution points. It's far too many downsides for merely 5 distr points.
When I wrote that 3 of 4 evil races carried a diplomatic-penalty, so I'd call that the norm and the Korx rather the exception.
Total Majesty is sort of irrelevant to the AI gameplay. That far advanced in a game all AI are coded to win by conquest, multiple war-declarationss following the distrust penalty makes diplomacy also a rather lackluster stat. The AI aren't even going to use the SCC which is a player-only feature it seems.
But that point is moot now because it's 2 of 2 currently and the Yor weren't interested in the Gov-techs either^^
Typically in gameing - if you introduce something new make it OP so that players are actually using it. Those two were OP upon introduction in DA, and it did carry-over.
I thought that it was an oversight from GC1 were SBs actually worked like that (ie. more MoO alike). You're right in that it could be interpreted that way, but there is still the information not included that the logistics-ability does indeed reduce SB-buildcosts. I didn't know that for a very long time.
Ironically, that info is already ingame in English.str
"[Description28] A higher logistics ability makes lower construction prices for starbases." - but it's shown nowhere because Logistics do not show up as perks. (and if it would, it would likewise be incomplete information as well....)
Maybe we could simply conjoin that info to add another sentence, so we'd actually using "orginal words"
It wouldn't be one of my updates, if there wasn't at least one error in it. Fixed.
Curious.That's the bonus originally used by the Gravity Accelerator. If I'm not mistaken, this bonus either only works for TGs/SPs/GAs or is hardcoded to only work for the Gravity Accelerator. Either way, it should indeed be safe to use. It's an interesting workaround, and removes the necessity to spell out the bonus in the building-description. The only downside is that modders might get confused as to why those buildings have two seemingly identical bonuses, but I'm not too bothered by that. If necessary, we can simple add a comment explaining the reason behind this.
I wonder, if we could do something similar for ResistanceBonus. It's currently not used by the CU, but I want to bring it back (more on that in another post). The only somewhat fitting bonus for this is Loyalty. However, I'm worried that people might get confused, because planetary loyalty and the Loyalty-ability would be using the same name and icon.
Okay, I've switched the values back.
The Korath already get a Loyalty-bonus from Corrupted Genetics. Plus, I rather like their current set-up as it is. The Korath are basically Super-Drengin, and their abilities reflect that. However, I wouldn't be opposed to make them start out with some of their points pre-spent in Loyalty.
Their Pop-Growth seems fine to me as it is. They get +55% from their techs, have access to Aphrodisiac, and can get Xeno Biology and Fertility Acceleration from other races for 20% more (and access to the Fertility Clinic).
True, I've noticed that too.
Seems reasonable. Maybe 10% or 20%? I don't want to make this too high, because the robots used by the Iconians aren't supposed to be as efficient as the Yor (though it could be arqued that this is represented by the lack of a Military Production bonus).
I don't know. The Iconians already get a PQ-bonus from a tech, which I'm not particularily fond of, because it doesn't fit the design of their tech tree. Plus, PQ and terraforming represent ways to make the planet adapt to your needs, while Super Adapter and the extreme colonization techs are about you being good at adapting yourself and your equipment to a new environment. Those are diametrically opposed ideas. Still, maybe 5%? As you said, it would be unique. I'm a bit wary of going any higher than that though. In the campaigns, races sometimes don't have a Starport (or even the Capital) on their planets, if they start out with Soil Enhancement. It's possible that having a high PQ-bonus could cause this too.
14 is the vanilla value. The CU originally dropped it to 12, but the update raised it 14 again.
I'm a bit torn regarding the buildcost. Yes, some improvements were clearly too expensive, so reducing their cost is fine. However, a lot of improvements, especially high-tier ones, feel too cheap to me now. As for the maintenance imbalance, I wasn't even sure whether to bring it up in the first place, because the way I would fix it would result in some major changes. Not just to the maintenance, most likely, but to a lot of other things as well.
Okay, that's how I understood the point of the AbilitiesDescription too. Maybe I was mis-remembering one of your post, or confused it with something else. Anyhow, that's moot now.
I know. I was talking specifically about the tech tree, though.
It's tempting to give it the same purpleish colour as the Stalks (the Query Graphic would also need to be adjusted). I'm just a bit worried that players could confuse the Maintenance Grid with the VR Center, because they still share the same design. However, I guess we could give it a try. If it doesn't work out, then we try something else, and maybe use the new icon for the VR Center and move the MoraleImp2.png back to the Multimedia Center.
I have to disagree with this. Yor planets do rebel. It may take longer than it does for other races, but it does happen. The Yor also can flip other planets. I don't build any influencer starbases, but am still flipping planets once I conquer one in the area to create a beachhead. Sometimes, the beachhead isn't even necessary. The culture produced by my high population-count, combined with one or two influence resources, is enough to achieve that. Granted, it's possible that the resources play a bigger role in this than the population. That doesn't really matter, though, because the results are the same.
I still disagree with the first part, and would strongly argue against the second part. You could make your Custom Yor start out with 25% Influence. With the 10% from Biological Studies you'd end up with a higher bonus than either the stock Drengin (25%) or the stock Korath (10%) can get from their techs. Sure, you don't get the Propaganda Machine, so your influencer starbases may be weaker. You also don't get the Dark Influence improvement, so your planets may produce less influence than the Korath'. However, unlike Slave Pits, your Collectives don't have an influence-penalty, so you're still better off than the Drengin and Korath in that regard.
All in all, I really don't understand your argument. Culture is the primary weakness of the Yor tech tree. Yes. That's by design and working as intended. However, unlike the major weaknesses of other tech trees, you seem to treat this like an insurmountable problem for Custom Races. Which I just don't get. There are enough ways to address this deficit either while making your Custom Race or during the game. Yet, you seem to completely ignore this. I get the feeling that I'm missing something here, but I don't know what it is.
Yes, but that doesn't mean that them being Evil was the reason for the penalty. If anything, I'd say that the background and general outlook of the races had more to do with it.The Drengin/Korath believe themselves to be the only truly sapient race, and treat all the other races accordingly. Would you call someone evil, just because they treat chimpanzees and dolphins like animals? Also, the Korath didn't have a diplomacy-penalty in the vanilla game, making them better diplomats than the Drengin.The Yor are isolationists. Sure, they are willing to make deals with other races, as long as it furthers their goal. Beyond that though, they don't wan't any contact. Well, maybe to carve meatbags into little pieces, but that's all really.
What has that to do with whether the design is that "Evil = bad diplomats and Good = good diplomats" or not? Just because the AI doesn't research a tech soon enough (or ever), doesn't mean that the tech isn't there anymore, or that the design suddenly changed.
Well, I'll give it a try. No promises though.
By the way, I've reduced the customization points of the races that didn't start with the max number in the vanilla game to an equivalent value (Torians 80, Thalan 80, Iconians 70, Krynn 90). I'm also still wondering whether we should change the scale of the points back to 10. Yes, using a scale of 100 makes balancing easier. But, as you said, that change also broke compatibility with a lot of races from the library.
Maybe DMF could help with this, according to his MV profile he's from the States. DMF what do you say? Gaunathor is strong on GC2 lore, and I could help with quantum mechanics + cosmology
Huh? What? Am I being volunteered? Yes, I'm in Texas. Glad to help.
No worries, we'll sort this out. DMF is also here now
If I'm not mistaken the ShipsSpeedBonus-tag was the reason why the GravAcc didn't work. I've tested this on a few improvements - not all - but that tag did never work, albeit the tooltip info did always show up. The ShipMoveBonus so far did work on all improvements I tested (so the info in Cari's guide is definitely outdated) so I guess using this combo for 1pps and <AbilityType>3</AbilityType> for TG/GA should give enough variations that things will indeed bring the bonuses.
I once tried to do this by exchanging the Influ-penalty of the Drengin-facs to a loyalty-penalty (that way their facs wouldn't depreciate their Tourism-income, or sphere-of-influence - which is evaluated for diplomacy hits). It, however, doesn't work. (Or, at least, I don't know how to do this...) I even tested with buildings increasing a planetary resistance to over 3000 but had it go rebellious and subsequently flipped a few turns later...
ok, BTW don't you think the FC is a bit misplaced? Alot of AIP aren't particularily interested in biology (except AIP7) and the FC is sort of lackluster once planets are crowded. It's more needed during the colony rush when the game still needs to establish a positive economy.
20% SP + 5% PQ would be fitting. The PQ boost only kicks initially on +20 planets. Taking the current outlay of the distr points that would equate to 60 points, not counting in their higher than normal logistics (which perhaps equates to another 40 points - or even more). So +100 points in total. Considering their reduction in available distr points from 100 to 70, that'll then make a total of +170 in comparison to a Custom Iconian that has 150 - but the benefit of picking a stronger SA. It's hard to evaluate the strength of the Iconian SA because it's so heavily based on the ExtremePlanets-frequency. Overall I find this fair.
The way I see it is this:
- In vanilla some improvement-lines, among them factories & moral impr, were too expensive and the AI never finished them. Some AIP simply turn to increased MP during endgame. That shouldn't happen and the CU did a good job preventing it. Though I find the endtier improvements too cheap, because once facs are at tier3 etc the planetary production is raised wih it naturally so errecting the endtier impr can happen swiftly, too. Increasing those buildcost a bit should still be possible without re-causing the former "unfinished planets" AI issue, don't you think?
- Maint is too low currently. In vanilla it may have been a bit too high but the CU did increase alot of base stats (mostly incorporated by techs) to morale, econ, trade, popgrowth etc where races actually profit positively in the long run. Currently maint is a non-issue. And I especially find it awkward that Civ-wide improvements such as TG, SP & GA are maint-free - if something needs to be transmitted throughout the galaxy it surely must be accompanied by some costs.
I'm confused now - in the latest testversion the VRC still uses the old DL icon.
Anyway, here a few icons, I've started by increasing the blue hue, then subsequently increasing contrast, last one did remove a lot of other colors. The last one is more in line with the Yors (crude) factories, while the first more with the Shiny Stalks or ElectrolyteGarden.
I personally like the #4 & #1 (although #2 is very similar to #1, just the 2 lights are a bit less shiny) most. Please give me some feedback esp. if you find something distracting.
Here's a quick sample of the querry:
I can easily accomodate that to whatever outlay is finally picked.
I take the bases from my arguments from 2 empiric sources; the first being how a player is able to use influence if he wants to actively go for Cult Victory, and the second how the AI uses this.
#1. If you're player then errecting Inluencer SB directly at alien planets and maxing them out to 360% is usually enough to flip the whole system. This is very efficient even against friend/allies and esp. if you're playing a non-war game which tries to circumvent all wars by diplomacy you can easily mount the constructor load because you don't have to build that many warships. Once this type of victory start rolling planets will flip more & more swiftly. For sure Infl-resources are going to help, but I'm not really counting them to a specific strategy or to a specific race or tree because they're freely available to anyone.
As a Yor-player you can't do this. 40% or 60% Infl per SB isn't enough to flip planets via SBs alone.
#2. I've conducted a large-number of AI testplays where Yor are fighting against a Yor-copyclone - with the only difference in that the clone had the +100 loyalty removed). I've also deleted all troop-mods from the game so I could observe the game infinitely (ie. no crash or hang once PIs are initiated). Result: The +100 loyalty basically wins the game for Yor in many instances. The effect is striking. The amount of lost/flipped planets is directly proportional to the loyalty rating.
I would disagree with you that a CustomYor-planet is better off than a Korath planet - the DI gives +200% [!!!] once errected they could build 50 Slave Canyons and still generate more influence than a CustomYor planet (IF said Yor planet uses the same buildlogic and errects 1 infl impr and the rest only facs....)
Also, the +25% infl perk is freely available to any race, so I don't see this as a special advantage of the CustomYor.
But I'm really not trying to compare the Yor or CustomYor to the Drengin or Korath. I'm compareing the CustomYor to the Yor. If I wanna mimick the current Yor racial setup I'll have to - at least - spend 130 points and I would stil be short of 80 Loyalty. The last remaining 20 points wouldn't buy me those if it were available - not even close. The only advantage is being able to pick another SA, but that has not really much to do with the influence-issue in the first place.
Thing is, even lacking base influence, or strong infl-improvements or loyalty as a player may not be a huge problem because you could choose to go for 18b-20b planets universally which may on their own thwart off foreign influence. (I always do that anyway because of economic & defensive reasons...) But the AI doesn't consider this in its general plans... So, just fire up a number of AI testgames and try to evaluate the strength of Loyalty versus Influence-ratings on your own - you'll see that one of the 2 is needed otherwise a race always falls to "friends" or "allies" in the long run.
Maybe I'm phraseing this not in the right way to the point I'm having in mind. Whenever I tried to build myself an interesting robotic custom race using the Yor tree I constantly discard any builds because the SA + 150 points seemed so inferior to what you can do with an Isolator-Yor+100 points in terms of its starting strength.
The opposite problem actually occurs with the current stock-Torian outlay where a Breeder-custom-Torian approach has better (or same - dependant how logistics are evaluated in terms of distr points...) starting stats (and, lacking Cartography in exchange for 120 starting RP to be spend elsewhere...)
Again, the argument is already moot. The orig CU design had 3 of 4 evil races starting with a penalty to diplomacy. It's irrelevant how that is ultimately reasoned up or deriven from, but its sole existance simply had a negative implication on the gameplay itself and would automatically point out the conclusion that evil-alignment is generally bad in diplomacy. That boring desing is gone now, I'm quite happy how the current oulay is.
IDK - you were the one pointing out that Iconians & Torians lacked Total Majesty to construct an argument that they're diplomatically also not well versed. That may slightly nerf a player playing a heavy-diplo game, but IF the AI doesn't research this technology in the first place then I don't see how that could be called a handicap? Or the other way round - how a tech can be considered a bonus in its unresearched state?
I've just completed a number of autoplays, all of them, at least, advanced beyond 800 [!] turns, in order to see how Total Majesty is gained by AIs:
- Korx: not even Advanced Diplomacy, nor Alliances [BTW Korx totally ignore defense-techs, thus also their unique Starbase-Victory/Supremcy techs (which shouldn't be labelled defense as they're incorporating MSB Ship-Assist mods as well...)
- Terrans & Drath were the only 2 to have Adv. Diplomacy - but not Expert
- Iconian, Torian & the rest: not even Adv. Diplomacy.
Suffice to say some of them were currently in the works to complete the toptier weapons. All them were already multiple times at war with their neighbours. At that point diplomacy isn't really much worth anyway, [because of distrust] so even if they'd get to Majesty (etc) in another 500 turns it won't matter much. And in a real competetive play involving a player many maps wouldn've been solved already (at least, that's what I do, I never have these kinds of longplays...)
Nevertheless, don't wanna get too much into an argument, so if you can't see the problem re: CustomRace let's just attribute it to the language-barrier and move on to a more constructive subject.
It should be doable. The vanilla version wasn't 100% finebalanced either, and I believe for good reason. The current design penalizes specialization. So whenever I build a config I usually just pick the basic +10% increases to moral, econ, SP, MP, Def + Weap etc until points are drained. That way you get the biggest bang for the buck, in terms of raw number of stat-increase. But it's boring. Donno... what are you guys thinking of it?
Oh no, the GravAcc did work. The problem was that you only got the bonus, if you built the GravAcc yourself. If you bought it or captured the planet its on, then you didn't get anything. That's not exactly how Tradegoods are supposed to behave.
I think we're talking about two completely different things here. Still, the ResistanceBonus-tag works similarily to Loyalty, from what I could tell. It doesn't prevent a planet from rebelling, but reduces the chances of that happening. With a value of over 3000, however, that planet of yours really shouldn't have flipped so quickly.
No, Fertility Acceleration is the most logical place for it. The placement of the Xeno Biolog techs, on the other hand? I can see the arguement for that. In DA, Xeno Biology was an independent branch, so you could research it from the start. In vanilla TotA, Corrupted Genetics still worked the same way. I wouldn't mind replicating this approach.
Something is off in this calculation. 20% SP is worth 25 points. 10% PQ is worth 40 points. We only use 5%, so that should be 20 points. 20% Morale is worth 30 points. So, 75 points so far. Adding in the 40 points for a higher Logistics, that's 115 points total. So 185 points, if we include the customization points.
Sure. To give some examples of what I had in mind:
The factories and generic morale improvements would use these buildcosts:
50, 75, 125, 200, 300
The labs would either get the same buildcosts or the following, if we add Xeno Labs back in (which I'd like to do):
40, 60, 100, 160, 240, 340
The Yor Collectives would use the following costs:
70, 100, 150, 225, 325
I'm using those values in AT, and the AI doesn't seem to have any problems with them. At least, I didn't notice any so far.
I absolutely agree with that. I've brought up the maint in AT to almost vanilla-level, and the AI is actually handling it pretty well. That should work even better in the CU, considering that I've significantly reduced the bonuses from techs and improvements (all the way back to vanilla-status for a lot of them) in AT.
I only partially agree to this. If a building increases the research or industrial output of a planet, then you should pay maintenance for it. Otherwise, I'm fine with them being free.
Yes, I've changed it back, because the Maintenance Grid uses the MoraleImp2.png again. However, if the MaintGrid gets its own unique icon, then I would use the MoraleImp2.png for the VRC again. That's where the hypothetical situation comes in. I probably could have worded that better.
So far, I'm liking #1 the most. The only thing bothering me a little are the green parts. They, combined with the purple, remind me a bit too much of the Thalan. Paint them purple too, and we should be good.
I don't think it's a language-barrier per se, but you're right. It's better to move on from this.
I'm going to change the AbilityBonuses.xml back to vanilla values then. That should make specialisation more viable. We can then discuss any further changes based on that version. Some are already obvious: Range is going to get cheaper (didn't we want to do that last time?), and Luck is going to stay more expensive than in the vanilla game.
I see. Well, the error was on my part because I looked at the "Stats & Grapsh" info where no increase to the speed-ability followed the build of the GravAcc. Though your own ships did indeed get +1 in speed, so apparently that TD worked similar like a Navigation Center - just on a global scale. Just went back to TA 2.042 to do some additional test in order to ensure we're not including something buggy with the addition of said tag. Didn't find anything. BTW the bonus from the GravAcc DID transfer if you gained the planet where it's build upon by whatever means; and the civ loosing it lost the speed-bonus as well the next turn.
Well, you weren't specific about it at all but the way I interpretate your posts is that you're trying to use the
<AbilityType>27</AbilityType><AbilityAmount>10</AbilityAmount>
taglines (which doesn't work on normal improvements...) to create the missing icon for the
<ResistanceBonus>10</ResistanceBonus>
tagline.
Is this correct?
Sure go ahead. Popgrowth is one of the most important stats foir building an economy. It should be available as early as being reasonable.
I also don't quite get the current design of StellarCartography. This tech is very important from a player-standpoint because you can then decide to colonize without scouts - not totally into the blue but to systems which at least do hold planets. This tech is sort of only important during the colonial rush. As of now, every stockrace has it but the customrace not. And the placement in the techtree (2 additional techs to gain) prohibits to get it early, at least, at any reasonable techspeed-setting. So we either say, let's make this tech a nobrainer and set costs to 0 or 1 so anyone gets it or reduce the availability of it to certain races while placing it that early in the trees so a player may get it within the first half-year (if he aims for it). For the AI this tech is completely useless so I'm considering solely player-options here... I'd put it very early to research or sensors maybe.
Yeah my bad I was just crudely counting from head aware of the fact that the calc was bogus right from the start because we have no set definiton to count logistics at all. Nevertheless, I'd still consider the 185 points to be fair, do you?
Currently it's 40-->80-->120-->160-->200 = 600 for labs
Your design 40, 60, 100, 160, 240, 340 amounts to 940 - that's more than 50% the buildcost [!!]
Vanilla was 40, 60, 100, 150, 350, 275 = 975 - just a tiny bit more and there a lot of improvements never got finished and your reduction of total -35 won't be enough to remedy that.
However, the CU reduced the base-lab strength roundabout by ~~25%, DiscSphere from 16 to 12 as an example. Having labs equally expensive but far less productive would only result in an effective nerf to overall research of all races. The question is why should that be imposed in the first place?
If you wanna keep cost & correspondending output in line with the vanilla ratio, just take the vanilla increments and crop by 25%. The relative value of your numbers seem fine as they are, just adjust them to a total buildcost of ~700-750.
Moral:
CU: 55 110 165 220 275 = 825
New: 50, 75, 125, 200, 300 = 750
I like this. They could be even more cheap in my opinion, because moral gets so heavily depreciated once pop raises (and we've included proper farming again). I once did a relative strength-comparison of econ-impr vs. moral-impr and not even the strongest Torian moral-impr (+50) was a match for a conventional StockMarket. Moral is a weak stat and even creates its own sets of problems if the AI handles it chaotically - dangers that will never arise form econ buildings at all.
Factories:
CU: 35 70 105 140 175 = 660
New :50, 75, 125, 200, 300 = 750
That's ok.
I'm somewhat puzzled that the CU didn't correct the obscene moral-buildcost - even facs are deadcheap in comparison. If you ask me the moral impr only were designed that way with the mindset that high-moral = high production, as it were in GC1. That design got scrapped but to adjust the improvements then accordingly was carelessly forgotten.
What's so special about those two subjects? If I have a planet building a special resource or tradegood etc, let's take Xin Hull Plating which is a metal used in shipbuild, then it's not unreasonable to think of that this particular metal has to be delivered to all your planets in your empire and that could be 100s. If you then add in the fact that you can even trade that good to virtually everyone that planet-count may even rise to 1000 - potentially involving hundreds of ships and thousands of crews that need to be paid. It's hard to see that a sole factory giving only a minor increase to a single planet sees more maint than something working galactic wide on hundreds of planets....
I'm slightly impaired in red/green-color so I need to ask which parts you're refereing to? Are these the one located at the top ring in the center-up of the icon?
You're right. Racial Range is really weak, a 10% gives a single parsec and isn't even enhancing the range from mods at all (IRRC). And because even the basic range mod is so small the AI can stack it greatly on cargos he virtually can reach half the map with constructors right at gamestart. I think range needs to get increased and reduced in cost by a decent amount.
I also agree on Luck. The only thing I harp about with the current outlay is that Universalists + Luck-perk only give 45% - which is a frustrating number to work with if you wanna utilize luck in your strategy. To explain: Luck works on rolls of each individual shipmodule, so if you pick 50% and go for Missile Weapons a +2 Stinger will roll 1-2 while other weapon-types still roll 0-2. In other words, "Luck favours big weapons". But currently that is broken because of the truncation - so if you're not gifted with a unique luck-bonus somewhere around your tree a Luck-focused player won't receive any bonus whatsoever for goinf full-mongo on luck on any Tier1 weapons and even Tier2 beams & MD are unaffected just Harpoon gets +1 to their rolls. [<-- omitting for now any weapon-bonuses....]
If you'd ask me restore +5 to Universalists and accomodate the racial luck-perk in terms of distribution points, perhaps 3 points for it. We shouldn't patch out the fun from the game, if it comes at a reasonable cost let's still have it.
Such a design may also unknowningly grant big boost of an AI having this if they pick the right weapon (which they pick randomly, so that only adds to replayability IMO)
Would it be possible for you to proof-read and/or make up some descriptions for techs etc. I'm afraid Gaunathor & me may sound too "outlandish" and there's not much we can do about it.... GC2 desc also have a tendency to come with a sort of wit or humour or perhaps slang etc we impossibly can't mimick... The CU already did invent/introduce some new technologies and those should have to be looked over as well, for example all the new Government infos for Iconian / Drengin/Korath. (esp. Egal Principles reads awkward/clumsy if you ask me....)
You're an active player so perhaps you already noticed something sounding flawed - just bring it up to the table. It may be the last chance to do this sort of finalization.
Yes, that was the idea. However, I'm not so sure about actually implementing it anymore, because having the bonus be called "Loyalty Bonus" in the info box feels a bit off.
I brought that up, because I want to change the Propaganda Center back to its old self, but with a bigger bonus (25% instead of 10%). Having the building give a Loyalty bonus is nice, because you only need to build it once. However, it's only 20%, which isn't very much. Also, only one race can get it, because the building is a GA currently. The way the Propaganda Center used to work was better in my opinion, because all Evil races could build it. Sure, it also wasn't exactly friendly to the AI, because it can't use the building like a human would. However, I think it would open up more options for Evil players. For example, you can stack the building on a threatened planet to reach 100% resistance or more. Sure, that doesn't prevent the planet from rebelling, but it should give you enough time to handle the underlying problem (like conquering the neighbouring planets). Once they are no longer needed, you can simple replace the buildings with something else.
The Secret Police Center is in a similar situation. It gives 20% Morale to one Evil race. That's nice, and certainly better than the original version of the building, which gave 20% morale to one planet. However, what if we make the SPC give 20% approval instead? Wouldn't that be more interesting? You could actually handle a ultra-high pop planet more reasonably, because you wouldn't need to build tons of morale improvements to reach the same bonus.
Even if we ignore my proposed changes for a moment, my biggest issues with the design of Evil in the CU are twofold. The first is that Evil is trying to copy Good (Loyalty) and Neutral (Morale) bonuses directly, instead of doing its own thing. The second is that the bonuses available to all Evil races got significantly reduced. Only the Evil weapons, free starbase modules, and the small econ bonus for foreign freighters in your territory are left. Everything else is a GA now (or given away to the Drengin/Korath, in case of the Artificial Slave Center).
Okay.
I'll see what I can do about that. At the very least I can make Custom Races have Stellar Cartography pre-selected.
It's a bit close to the other Major Races. The Iconians are supposed to be an intrinsically weak race, with access to powerful tech to compensate for that weakness. However, I think 185 points are still tolerable.
If I remember correctly, morale improvements were a lot more powerful in DL 1.0. I think the VRC originally gave 120%. Or was it 80%? Anyhow, those values got reduced significantly over time, but the cost of the building remained unchanged.
In any case, I'll take a closer look at the buildcosts, based on your feedback. It's going to take a while though. I don't have much time to work on the update this weekend.
Yes, it's those parts of the ring, the dome on top, and the small domes on the wings of the building. Let's see, if I can make a visual aid.
Err, I hope that helps.
Isn't it 40% at the moment? 20% from the pick and 20% from Universalists?
We should probably wait a little with that. The tech trees are still in flux, and some of the new techs may get cut.
It's also that the toolbox icon will be different from the one in the summary-screen - which really puzzles me. That, plus the fact that no icon for a planetary bonus is displayed originally, makes me wonder if that <ResistanceBonus> actually works?
I've had my shares of using the PropCenter in DA MV games when I tried to construct prisonplanets for all enemies with the intent to ally to them at one point and construct an immense MSB-field. But spamming the PropCenter on all tiles of these planets didn't make much difference... although that is hard to say with the random nature of planetflipping in mind and absolutely no place ingame to derive some concrete numbers from.
There's also been a number of complains about this very improvement, the wiki labels it useless - although that could be because it didn't cite any bonuses visually. So if you're going to rebuild the PropCenter back I'd say do it with the visual fix, then, at least, if someone constructs a super-loyal planet the total bonus will be shown under summary.
I just wonder how much more I'll have to increase the bonus until I'll get a planet that's safe from flipping, in, at least 2-3 years. I'm at 10000% now [!] and that planet flipped in under 2 years just like it did in a replay without building any improvements.
Perhaps the influence-flipping formulae contains an entry or field which, at low chance, ignores loyalty at all. Just to make an example, that could be a random roll from 0-10 where a subroutine then says: if roll=0 do flip, if roll=10 do not flip and if roll is 1-9 decrease foreign influence by loyalty and then enter the conventional flipping random subroutine if the result = 4 times of own influence etc
[that's now entirely a made-up example, but from a programing standpoint it's very easy to do and due to the many random increments would be virtually impossible to gather the actual formulae from observing result alone...]
Or maybe there's a hardcap on that stat with numbers beyond getting ignored....
It wouldn't only be more interesting, it would perhaps even be what the devs actually had in mind for this one, the desc is about approval; and second the
<F_AbilityFactor>0.2000</F_AbilityFactor>
is still retained (but commented out) in the DL/DA sheets. And this building seems to be one of the very few where the F_AbilityFactor-tag actually does work - it seems to be hardcoded, isn't it?
I've tried to apply that F_AbilityFactor-tag to a few other buildings (like: spamable Arcean-impr which would slightly increase their soldiering.... but it didn't work). A few others from the DL/DA sheet where this tag is commented out also won't work (like: Re-Supply Center - magnifying base-range by 25% would be much stronger than just add +25% to the abilityrating itself....). Do you know any other buildings where this might work (apart form the obvious traditional one like Eyes, Bazaar etc where it's traditionally always been used...?)
And I think that bonus could perhaps be even increased, to 30% perhaps? It'll make a fine improvement for a planet dedicated to build+release troop-transports!
In direct comparison to the vanilla-evil design it's been nerfed to the ground. Granted, PsionicBeam was OP, esp, in those trees where it's been placed early, but it got heavily nerfed so there was no need to nerf the other stuff all along with it.
ASC: 50%-->20%, limited to only 2 races [this racial-limitation is a huge flaw because it doesn't promote a player picking an alternative ethical choice - even paying for it; for what? - not being able to access the stuff???]
The same argument could be made for the new good-techs - they're only included in the conventional good-races trees. Now if an evil-player pays 10k bcs [!] he gets as good as nothing.... And that's not even limited to the player - there's this event which will flip a races ethics around.... long story short, ethical techs should be locked out by ethics and nothing else. The Thalan approach stands as a prime & IMO most interesting example of how to handle this, don't you think?
I also get the impression that some of the ethical-impr were deliberately designed to be too-strong, but limited to only one faction (GA) in order to select a potential "winner" inside its ethical realm who would emerge victorious to be able to battle it out versus the opposing ethics. The Temples hint at that by draining funds from Allies, not enemies. If allies or friends surrender to the strongest similar-ethical faction, that'll just increase the likelihood of overall success.
MCC: I thought that that would be more fitting to good-alignment. Yor & Drengin have very little capacity for flipping planets, Korath only via DI on a per-planet basis...
No Mercy: Korath don't need it - maybe that impr could be placed on an individual tech and then altered in the Korath-tree only so they won't research it. Yor have only very cheap Inv techs at hand.... to build this impr and then excessively use the 800 bucks expensive InfoWarfare was perhaps the best combo.
Ironically Neutral retained its immensely good boni - the only nerf I can think of is the NLC @ maso or higher diff (were base research is always better for the AI than researchbonus).
Good perks got increased although, as written, only for a few races. The ETC was perhaps minted to carry a +20% *magnifying* increase to defenses itself - not just a flat increase to racialdef. That would make it much stronger esp. in conjunction with the increased def-stats from good-techs. Defense seems generally be a theme for good, just remember the Drath from DL, also AIP11 researches that alot. IMO the ETC bonus needs to be further increased (the F_AbilityFactor don't seemed to be working I'm afraid...)
Same with me - gonna change that icon next time I can muster the time. Got 200kg of apples to cook into glasses before they start to rot...
ah yeah, got that intermingled with the costs (25). Well, maybe install a second option for luck giving additional +10% or just reverse to vanilla. 40% luck is equally "bad suited" or excessively complicated than 45%, at least in direct comparison to simply 50%.
BTW what precisely does
<Alignment>None</Alignment>
in Techtree.xml supposedly try to do? I see this line occuring more & more often...
Alright, here are 11 newly styled MaintGrids numbering 5-15 [the ones posted above also included for direct comparison numbering 1-4]
Wasn't good enough to eliminate the malcoloured regions specifically - they're too small and devolve into other colored fields much too sharply (which would have only blured the areal) - so could only adjust colors of the whole icon. In some cases affected the 2 flood-lighters to be more opaque, which may be a feature to diversify it from its original but may as well look awkward. Hence there're a few others which won't affect the lights.
http://www.xup.in/dl,13526257/Icons.7z/
All right, I'm finally done with all the adjustments. Here is the new file and the changelog.
A small overview of the changes:
I've probably forgotten some changes here, but they should be all in the changelog. There are some more changes I'd still like to do, but let's hear some feedback first.
I've ran enough tests to be certain that it works. Otherwise, I wouldn't want to add it back in.
You can't make yourself culture-proof. There is always a chance that a colony will flip, no matter how high your bonuses are. I gave myself a Loyalty of 1,000,000% once, and I still lost planets to culture-flipping.
That's odd. In one of my tests, I had a planet last almost three years (only two or three weeks shy) with a bonus of only 100%. Without the bonus, it flipped within less than a year (sometimes even less than half a year) in each of my replays. That was using the Korx. However, I got similar results with the other races too.
No, only the traditional ones.
I don't know. 30% seems a bit much. On a 25+ pop planet, 20% is already the equivalent of five VRCs. With 30%, that'd be 7.5 VRCs.
I've fixed that in the new version.
Yes, and I fixed this too. The Altarian ethic techs are now only available to the Altarians again, but they no longer have access to Good and Evil, Cocepts of Malice/Righteousness, and Balanced Vision (just like in vanilla). The latter is also true for the Thalan.
You consider mind-control good? I'm not sure, if I even want to know what you consider evil then.
Well, there isn't much that could've been done to nerf Neutral. Most of its bonuses are hardcoded. Neutral Trade, the Temple of Neutrality, and the NLC are the only things we can change. By the way, the NLC is now back to its old self (albeit cheaper to build and maintain). However, it's only available to races that use the generic labs.
All that does is make the tech not restricted by any of the Alignments. In other words, not having that tag there would achieve the same thing. It's fixed in the new version, but I have no idea what the tag was doing there.
I wasn't sure about #5 at first, but it doesn't look too bad within the game. The rest, however, either don't look right or are simply too garish.
So, it's a decision between #1 and #5. All in all, I think I'd go with #5.
Thanks for the new version, this is nicely done
let me just point out some oversights:
- Creativity-perk still uses 10 distr. points
- MP+50-perk still uses 50 distr. points
- the Anti-Matter PowerPlant needs to upgrade the Fusion PowerPlant (otherwise you can build both)
- the ResearchCenter needs to upgrade the XenoLab otherwise this one will stay forever under "Newest"
- The PropagandaCenter shows a bogus *morale*-bonus [change 4 to 27 in AbilityType]
Well, almost every entry in vanilla TA is identical to DL but the game changed considerably from then, so I guess that may reward a rebalancing.
--> Diplomacy in DL was a much stronger rating because there was no contact-lockout in place, not even after war-declaration. I suggest either increasing the boni or reducing points-consumption accordingly.
--> base popgrowth in DL was somewhat slower, and since DA we have more bonuses from techs, improvements & SA in that regard. That makes the reduction from 70%-->40% understandably. However, the first option is too weak/costly, and the 4th option consumes too much points.
--> The former sentence could be minted generally on Influence as well.
Quoting Gaunathor, reply 1823I've ran enough tests to be certain that it works. Otherwise, I wouldn't want to add it back in.ok I'll take that. The option to have this additional stat and make buildings with it is too intriguing to discard...
Quoting Gaunathor, reply 1823 don't know. 30% seems a bit much. On a 25+ pop planet, 20% is already the equivalent of five VRCs. With 30%, that'd be 7.5 VRCs.
Because the morale deprecitation on 25+ b worlds are risen to insane numbers. I've not even a single time encountered an AI planet that high in pop, 18b-20b is more what the AI generally achieves on his high-pop planets. But then you don't have any guarantee that the AI is even considering to place this improvement on only high-populated planets I'm quite sure that w/o normal moral-bonus, this improvement must be looking void for the AI. They may as well put it on a 8b world. If we take an average of 12b pop on standard AI worlds then a VRC is still 60% stronger but at only 40% of its price - that makes a VRC ~250% more efficient than the SPC in terms of cost/benefit-ratio.
What perhaps could be done is to also let the SPS introduce a strong planetary moral-bonus - 30% if you ask me - that way it'll always be better than the best moral improvement regardless of how the actual population numbers are - although its strength will not shoot through the roof on superpop-player worlds (because one part of its bonus will get deprecitated); and perhaps the AI will get an idea what this impr is all about. There would still be a downside - its enormous buildcost.
Quoting Gaunathor, reply 1823You consider mind-control good? I'm not sure, if I even want to know what you consider evil then.
Well it depends on what precisely you mean with mind-control. That improvement isn't really specific about what or how it does, but deducing from the game-mechanics it's not injecting new thoughts into foreign citizens or turning them into brainless zombies - because that would mean you could culture-flip any world. All it does is - once a colony decided *on their own* to become rebellious to reduce the time to act on that decision, ie. it makes people more bold. That could be by simply disseminating certain information, it mustn't necessarily involve a criminal act. Our todays TV, marketing ads etc also involve greatly manipulating people to form "own opinions" and none of this is actually down by law.
In the end, it's just my personal view that the good-aligned factions should rather try to win the game by cultural victory or alliance, the neutral by tech or ascension, and evil by conquest. [although the real influence-monster civ = Krynn are neutral, but it is debatable if religious states - that even go on a "Jihad" can remain [or are seen as] neutral. Such a thing can swiftly turn evil or, in the case of pacifistic Buddhism, even turn good.
Nevertheless, I made that remark solely because that improvements has the least strength in the hands of evil-aligned players. The same could be said from the propaganda machine but then again, that may be in order to prevent a single improvement becoming too strong on a galactic scale (once a certain influence threshold is breached....) so it's fine with me but I may try to play with this around in my mod at one point^^
Quoting Gaunathor, reply 1823All that does is make the tech not restricted by any of the Alignments. In other words, not having that tag there would achieve the same thing. It's fixed in the new version, but I have no idea what the tag was doing there.
Perhaps the tech-editor is responsible for that line, at least, the editor gives you the option to select this (although it doesn't have any effect)
Quoting Gaunathor, reply 1823So, it's a decision between #1 and #5. All in all, I think I'd go with #5.
Sure, fine with me
So that was just a quick examination of the current rev ingame + a response to your post. I'm gonna go through all the changes now in the files, but that may take some time.
Okay, I've changed the cost for the third and fourth option to three and four respectively.
I've went with a 10% per point approach here. So the max option would be 40% for four points. Thoughts?
I had the same idea, but was a bit worried that this might make the SPC too strong. Still, it's not like you could build it on every planet, or that there ever'll be that many of them in one game. So it should be okay.
I've uploaded a new version with all of the above mentioned fixes and changes.
No worries, it's a lot to take in.
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