Project origins
There was some discussion on the Steam forums as to how to get an update to GalCiv 2 out there.
Draginol popped in and suggested that an update incorporating the expertise of the fanbase would be the best way forward. A bugfixing update would soon be on the way.
I sent a message to the other tech tree modders, and luckily secured the assistance of Gaunathor, and later MabusAltarn, as well as some dedicated members of the community who posted some valuable feedback. They have been instrumental to the success of the community update, and I'm glad to have played a small part along the way.
Progress report
The community update has been released as part of a rollout of Stardock products on GOG.com and is also available as an opt-in beta on Steam!
Downloads and links
Issues which can't be fixed with XML manipulation.
The file archive folder, hosted by MabusAltarn.
The list of bugs which can't be fixed with XML manipulation.
The spreadsheet of data changes, hosted by MabusAltarn.
Initial discussion on Steam forums
Credits for community member and Stardock staff involvement
Gaunathor - Tech tree changes, descriptions and standardisation. AI value adjustment. Planetary improvement changes and fixes. Keeper of the change logs, spreadsheet and file archive.
MarvinKosh - Typo and description changes (English.str, Techtree.xml). Additional spreadsheet analysis.
DARCA1213 - Tech descriptions.
MabusAltarn - UI changes, tech tree changes, AI value adjustment, keeper of the file archive, spreadsheet and change logs.
Maiden666 - Suggestions for improvement (technology victory bonuses).
OShee - tech descriptions.
SiliasOfBorg - tech descriptions.
Frogboy - executable code changes.
I think that possibly it's because the proposal was intended to target cargo hull transports. So when the transport is using a different hull type, the game doesn't read the weapons in the combat viewer. Equally, it could be a bug with fleeting transports which was never spotted.
Perhaps we should have an unresolved bug list. There's only so much that we can do, and perhaps having a list of things which are definitely not working in GC2 will persuade Stardock to take another look at the executable code in the future - see what went wrong and whether it's something that can be avoided with better programming practises, or whether the software of the era (Visual Studio 2005) was a barrier to implementing such practises.
Okay, I've run some tests, and there is definitely something not working right. However, this is also the case in the unmodded game.
I've modified the UPIssues.xml so only the Armed Transports proposals are in it. Within the game, I used the cheats to force a UP meeting and voted for 5 pts. I then gave myself the techs Planetary Invasion and Interstellar Construction, and built troop transports using both the stock design and a small hull-based custom-design.
I then unveiled the map, and picked the closest race. Both designs had no trouble destroying unarmed ships. Armed ships, on the other had, always destroyed both troop transports designs. The combat-animations played, but the transports did zero damage. In one of the tests using the otherwise unmodified game, however, I noticed that the transport managed to do 1 point of damage. So, they actually do damage, but just get extremely poor rolls.
I then began another round of tests, using the CU mod. This time, I gave myself the 25% Luck bonus. The troop transport now did consistent damage. Exactly 1 point per attack. Mind you, this was with an attack-value of 5 in all three categories. The minimum damage should have been 3 per attack. The damage was also never higher than 1.
I suspect that there are two issues at work:
1. The UP proposal adds the attack-value only to one of the damage-categories, even though it shows and says something different. The GalCiv 2-engine is a modified version of the GalCiv 1-engine, which only had one damage (and defence) type, so it is possible that this UP issue just didn't get updated properly.
2. There is something wrong with the damage-rolls for this type of attack. The amount of zeros I rolled was just unrealistic. I also never got anything better than a 1, even thought the max attack-value was 5.
I've uploaded a new version. Still the same link as before.
It contains all of the previously discussed changes. The changes to the Technology Victory are still a placeholder though. I also made some tweaks to the starbases and their defence modules. Most importantly, starbases have 100 HP now. Plus, the Anti-Matter Torpedoes use a different animation now (the one for Positronic Torpedoes), because their original one was invisible.
As I mentioned before, I want to get started with fixing/updating the campaigns and scenarios. To do so, however, the layout of the tech trees has to be finalised. So, if you have any objections to the current layout, or simply want to change or add something, make a post ASAP. If I don't hear anything until this Saturday, I'm going to put the tech trees into lockdown. No more changes, no matter what.
Sooo...will modded tech trees work with the scenarios?
I don't have anything to object to, as long as the game works good. I think it does.
No objections here!
So I guess that the appropriate thing to do with the armed transports proposal is to disable it. In the event that you have escorts fleeted with transports, it means that transports are targeted before the escorts, which given the results of the transport weapon test is kind of dumb, because the transports are the least threatening ships there, even with a Luck bonus.
@ DARCA
re: "Sooo...will modded tech trees work with the scenarios?"
Yes and no. They will run, but there might be bugs, depending on how different the modded tech trees are to the vanilla ones. However, you also have to keep in mind that the scenarios were made for DL, and never got updated to work with the tech trees in TotA (or even DA). The campaigns are in a similar position. They do run in TotA, but they haven't been updated to work with the new tech trees. Once I'm done with them, that will no longer be the case.
@ Marvin
re: "So I guess that the appropriate thing to do with the armed transports proposal is to disable it."
Seems like it. It's a pity, because I don't like disabling stuff.
I'm also still wondering about the AddTradeRoute01 proposal. As I mentioned way back when we started, it doesn't work on my end. However, I still don't know, if that is only an issue with my copy (or my system), or if it is the same for everyone. It would really help, if somebody could confirm whether the proposal adds more trade routes or not.
Hi all,
I wanted to check in to see how you guys are feeling about the fan made XML patch at this point. Are you ready for us to integrate it or do you want/need more time to organize?
Thanks!
Hi Frogboy,
we still need a bit more time. I'm starting to update the scenarios and campaigns this weekend, so they work with all the changes the tech trees we've made. That would take about a week to do, and fully test. Though I would prefer two weeks, just to be on the safe side. Once that is done, and nobody reports any more issues, we should be ready to go.
Once again, thank you, for giving us this opportunity!
@Frogboy There's still a few things to look into, like as Gaunathor mentions above, the Trade Route proposal, and the campaigns/scenarios, and the tech victory bonuses for games with that victory condition disabled. But it's looking good.
Aaand, ninja'd.
As for the Trade Route proposal, I did a test with the proposal list stripped down to do just that one, it doesn't seem to do anything. Sorry!
Thanks for testing it, Marvin.
There goes another proposal. If this continues, there won't be any left soon. Maybe we should add a couple new ones? Like a time-limited version of the Terror Star ban.
Edit:
I'm currently working at the description of the Capitalism tech again. It still needs some work. I've come up with two more versions, but I'm not quite happy with them either:
$1,862,389,589... $1,862,389,590... $1,862,389,591... What? Write a description? Ask Larry to do it. I'm busy counting the annual turnover. What do you mean "he needed to be laid off for cost-saving reasons"!?
$1,862,389,589... $1,862,389,590... $1,862,389,591... Sorry, but I'm too busy counting the annual turnover to write a description. The guy who usually does this needed to be laid off for cost-saving reasons.
Any help would be appreciated.
I like the first one, actually. It needs a little more continuation though. For example: He only had two years to go until he qualified for a full pension! How will Larry feed his family?
I don't know. That feels a bit too "...and he only had two days till retirement" to me. Plus, the joke really should be that laying off some random dude should have barely an effect, when you are making that much money.
I'll run through the Mod this weekend, and see if I can evaluate all the fixes. I promise to comment on the text, too, and maybe come up with something more clever.
“It is not from the benevolence of the butcher, the brewer, or the baker that we expect our dinner, but from their regard to their own interest.” That bagel will be 3 Galactic Credits, please.
That's a good description, trims2u. However, while I can easily see it in Civ or SMAX, I just don't think it fits GalCiv. It's too... high-brow, for lack of a better term.
Well, you could make a Falling Down reference and say that Larry was "not economically viable." That fits rather well, I think, even if the younger players won't get it.
@Gaunathor, I think it was good, add in bits from Marvins and maybe trims. I'll think of something too
:- )
I like that. So basically:
$1,862,389,589... $1,862,389,590... $1,862,389,591... What? Write a description? Ask Larry to do it. I'm busy counting the annual turnover. What do you mean "he wasn't economically viable"!?
Well, let's hope Larry's day doesn't end like the movie.
Yep. It's amazing what a pop culture reference will do for a tech description.
I decided to play the Yor for another playthrough (though I'm not recording it, already got enough video to work with haha) and well, I find myself leaving a lot of tiles empty because I honestly keep running out of money to maintain more improvements. What sort of population should I aim for when I play as Yor?
17b per planet seems to work the best, in my opinion. You should have no trouble running a 69% tax rate with that. Even higher, if you have captured some Morale Resources or got access to other morale bonuses (e.g. TGs or foreign entertainment techs).
Okay, thanks. I'll see how that goes.
I'm finished with the scenarios.
Sadly, simply putting the Scenario-folder into the Data-folder for TotA didn't work. Instead, I had to make copies of the scenarios within the original Scenario-folder, and give them names which clearly indicate that they are meant for TotA. This is necessary, because the updated scenarios don't work under DL and DA. Well, at least the tech trees-related stuff definitely doesn't (tried out the updated Battle of the Gods under DL, and didn't start out with any more techs than usual, let alone all of them).
Well, this leaves the three campaigns. I'm not sure yet with which to start. DL is the longest, and requires the most work, while TotA is the shortest, and easiest, but it also has some points which require new text. The mission where this is definitely the case is the final one. I really don't want to get "Iconian morality msg 0" and "Krynn morality msg 1" anymore when I make first contact with those races.
There are also some contradictions within one of the DL missions, Pathfinder, for which I'd like to get some feedback on how to handle them. The goal of the mission is to clear the quadrant of all enemies. The description states, that you are up against the Dread Lords and the Yor. No mention of any other races. However, the Altarians are also active in this scenario, and they have a planet on the map. In the dialogue-file is also an entry for the Drengin, which don't appear at all.Now, I'd prefer to keep the scenario as described in the mission statement: you against the Dread Lords and Yor. This would make it a lot harder. Another possibility is to keep the scenario as is. However, that would require editing the briefing to reflect the presence of the Altarians. We would also need new text for a first contact greeting of the Altarians. The third option is to replace the Altarians with the Drengin. They already have a first contact greeting, so that would require less work. However, this would make the mission even harder than the first option would. So, what do you guys think?
Not sure, honestly. The presence of dialogue for the Drengin suggests that they were originally in the scenario but were cut, probably because they made things more difficult than they needed to be.
I guess that if you were to keep the Altarians in, their greeting could add to the immersion somehow. I'm not familiar with the mission beyond what you mentioned, so I don't have a suggestion there.
Totally fantastic Gaunathor, Marvin (and SD). The work has paid off, its like buying the game again. Few games can reach there full potential even with Moding, but galciv2 has just done that now. Its soooooo addictive and immersive.
Honestly really.
DARCA ;- )
Why there two copies of basicfactory in the improvements file?
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