Insane Abundant Balance Mod
A mod designed around balancing the game for large maps with many planets.
Features:
* Massive AI work, to make the AI more competitive even on normal difficulty.
* Replaces Large Empire Penalty with stacking maintenance costs.
* Reworks the balance between 'wide' and 'tall' empires to make planet-grabbing less important, smaller empires more capable of competing with large ones.
* Fixes sensor stacking and engine stacking.
* Includes dozens of bug fixes
* Trade and Tourism more valuable
* Diplomacy less exploitable
* Ship blueprints improved
Install Instructions:
Just extract the .zip file to your My documents\my games\galcvi3\mods folder, then start the game. Activate mods by going into the Options meun, selecting the Gameplay tab, and turning on the 'Enable Mods' checkbox, then restart your game. To check it's working, just start a new game. If the minor races are listed as playable factions, then the mod is working.
Current Version:
1.7.1 for GC3 1.7
Latest version download link available at:
http://www.nexusmods.com/galacticcivilizations3/mods/13/?
fair enough I'm mostly just killing time and waiting for your 1.41 update to come in, no point in starting a 1.3xx game due to all the aforementioned changes, and my current game has run its course some time ago... Don't suppose you could release your version for the opt in? So many big changes and am anxious to try them out.
Hence the reduction to 1 of each level per colony. I'd actually rather they allowed terraforming improvements to set a maximum planet class rather than piddling about with land %, then I could cap them all at 25 or so, but that's not how the XML works.
Hmmm, is there a happy medium between that and what you had before? 1 tile per tech is pretty binary and boring, I kinda liked that you couldn't always tell how good a planet was going to be until you started terraforming. Some planets would get nothing, others could get quite a bit. It's really only the last two techs, and last one specifically that went overboard.
Not until the AI knows how to use it properly, no. I'd prefer to see 'full' end-game planets... but ultimately, it's too exploitable unless the AI does it too.
Just running a few soaks with your latest 1.35 version (I was on 1.34 prior) and the AI is terraforming the first upgrade without problem. I'd only occasionally see that before. I'll try to keep my eyes peeled to see what happens if they ever research the 2nd tier and so on.
The problem was twofold before, they wouldn't do the project, and 2 they wouldn't research it. Seems like you may have solved the 1st one? I'm not sure if you ran any tests on your 1.35 version before moving onto the 1.4 files when you changed the terraforming projects to filler projects? Did they ever get to 2nd base?
Hmm, will double check
I can confirm the AI's are now researching terraforming techs, and may even be applying them. I'll keep my eye on them to see. They are 100% using the first level of the tech, and many planets I've looked at have no slots available, although many still do. Hard to say for sure, but will report back.
*edit* just confirmed an AI with terraforming tech (level 3) saw instances on 2 planets with the AI performing it. its not consistent tho. NOt sure if it can be prioritized more but they are doing it now.
I can confirm it also, but it strange. I have 2 AI's that have researched up to level 4, both used it about thee same which is where it gets strange. On some planets they only used level 1/2 even though level 3/4 spots were available. On other planets they used all 4 levels.
In latest opt in Ai is doing mush better at planet build out, biggest flaw (imo) is lack of hospitals and typically only 2 or 3 farms. On a class 20 planet thats a lot of raw production to miss out on.
OK, have re-added multiple terraforming and have made it the AI's #1 priority filler improvement. Let's see how it does with that.
Oh, and 1.4.1 released:
1.4.1
* Upgraded codebase to 1.4.* Made big nebulas much bigger. I think.* Reconciled UI changes* Focuses set to 100%* Removed filler drives and life support modules.* Increased AI production bonuses by about 100% on higher difficulties.* AI now has some chance of producing Colony ships in wartime.* AI uses offsets, which I'm not convinced it does in vanilla (just from the code).* Ditched 'balanced' governor, because specialization pwns balanced output in every possible way, full stop.* Fixed a typo in the Protein Resequencer which prevented it unlocking* Drengin can now get tourism buildings.* Adjusted terraforming land % requirements.
If you have a previous version of the mod installed, you will need to delete it before extracting this version. SD renamed a couple of files, and so it will throw an error if the old version is still present. Or you can delete the bad file; the game will pop up a grey box which tells you exactly which one and where it is.
I posted this on nexus site first but things seem much more active over here so I, reposting
So I was testing out the mod for about a week and its glorious! iv always played only insane maps and this mod fixes 90% of the unbalanced things I had an issue with(and it may fix the last thing, missle cdr hitting 95% making it broken, but I haven't bothered to test it yet). and today there was a patch for 1.4, so I went back to vanilla... urg agony. so I showed up here prepared to beg for an update and there already was one!! anyway, heres some notes:possible bug: Patriotic trait according to patch notes and file should be giving a 10 approval bonus empire wide, and it does not.possible bug: Drengin tech does not have an approval building strait out and with the rework to how approval works make them starting out VERY complicated. I tried a few builds and ended up relying on pouring my production into colonization just to spread my people thin while I prayed for artifacts to get me the first teir building.possible AI bug: when I get a few money planets going strong im able to start buying out other factions tech, its what the ai does with that money that is weird. I traded 25000 ish credits for like 8 techs. and 5 turns later that faction had bought literally HUNDREDS of constructors, so many constructors it started taxing my 32gb memory and quad core i7 cpu. I tested this in 3 different games to be sure... don't know if that's in your mod or not, but you've posted some info about ai reworking so I figured youd find this interesting regardless.anyway, thanks for all the hard work!
Thanks
I'll probably put out another 1.4 version one early next week. I'll take a look at those bugs; I've seen the AI building mass constructors at certain points in the game. It seems to be only certain personalities at certain points of the game, though.
ok another bug iv found on the newest version is that when I try to save a ship design the game crashes. iv been trouble shooting for a couple hours but im no good with code so here is what I know:
it is related to the mod, as when I remove the mod from the mods folder the bug goes away.
it happens when modifying a ship design and clicking "save". it can be a pre existing ship model with nothing changed or an entirely new one.
it occurs on saved games and new ones (though all my saved ones are previous mod version so that probably doesn't say much)
it occurs on custom factions and preexisting
I did run an integrity check and a had a few files missing but there where no noticeable changes.
hope my floundering in the dark helps a bit
No idea if this is the problem BUT i had done some simple ship mods and did not define all my text pointers. Everyplace else in the game where it call for text and its undefined, the pointer to the missing text is printed. However if its the ship name or description it will crash the game when you go to save in designer.
Interesting. I'll see if I can replicate.
hmm I did try vanilla models and modded models (some star trek stuff) with both iabm enabled and disabled. both worked without and neither with. or maybe you mean the box that's supposed to appear when you save so you can name the ship? I could see that being related. you would think if any of the model parts or components were the issue it would crash on opening the designer, so the text box does seem like a good idea.
It appears to be limited to the cargo hull.
hmm your right, just went and tested that and only the cargo hull crashes. weird
Hi,
I'm trying your mod and while I applaud the efforts, some features leave me thoughtful. That the adjacency bonus is down to 1% / level is effectively killing this gameplay feature that I believe is nice. Perhaps it was done to help the AI in 1.3, but 1.4 AI is better at specializing planets and really, removing the feature is removing fun.
There are missing tooltips, even for basics like military subsidies tooltip.
SB range is 10 but exclusion zone is 12. This is super annoying to calculate optimal placement.
That said, a lot of neat ideas... I many additions but some of your features are so extremes that I'm unsure I want them in a complete game, even if your ideas are original.
Thanks for the feedback
[quote who="PocusFr" reply="593" id="3598562"]That the adjacency bonus is down to 1% / level is effectively killing this gameplay feature that I believe is nice. Perhaps it was done to help the AI in 1.3, but 1.4 AI is better at specializing planets and really, removing the feature is removing fun.
I'm not shifting it from 1%/level, as that gives me better granular control over the bonuses for balance reasons. However, I'm open to increasing the levels given by different buildings etc at some point to make hubs more important, or to make some races more adjacency-dependent then others etc. The main point of it wasn't to help the AI; at 5% per level, it was easy to make buildings that had more bonus from adjacency than they have inherently; that makes it VERY difficult to achieve a balance between production and expenditure.
Yeah, I go through and reconcile the UI text changes from time to time. I might just get rid of the mod's version of the file, tbh; it's only in there to change the turn length flavour text from weeks to months, and it's a pain having to update it every time there's a base game patch.
I'm tempted to increase the exclusion range further tbh; I'd rather eliminate SB stacking. It's really micro-intensive, it's dull, and it's overpowered.
Further to this, it's also something to do with the ship class defs file. But nothing seems to be missing form the cargo hulls - they match quite nicely. Will continue to poke at it.
Found and fixed. I suspect it's due to a couple of the thumbnails for Drengin and Pirate factions having changed.
Changelog for 1.4.2, which I'll be uploading in about 5-6 hours:
1.4.2:
* Removed all pre-requistites for all projects, aside from the Military project requiring that the planet is sponsoring a shipyard.* Fighters no longer have filler components; do have several thrusters. This means that they don't really benefit from hull size upgrades, which might make them balance a bit better.* Reconciled text files to 1.4* Added 1 value to all hulls.* Added in the vanilla prototype blueprints. I'll probably rework them in a future patch.* Fixed the crash on editing Cargo hulls.* AI now stops using the military slider around turn 50 and just relies on the Military project, so that it upgrades it's industry worlds as quickly as possible.* Adjusted AI governor building priorities a bit.
Shifting the adjacency bonus to 2.5% would be the perfect value, not too high that adjacency is overpowered but not too weak it is de facto an abandonned mechanism. You are also killing in effect many tiles bonus like geothermal springs and such. Who cares putting a factory there now that the bonus is +2%. You should perhaps see what others people think, except if you do the mod only for you (but in this case, you would not publish it either).
Come on! Maybe i am just taking this the wrong way but i think thats a cheap shot. naselus obviously takes in what others think and if you read his posts you would know that.
I do think your points/ideas are good ones and for the most part agree, so please keep those coming
I don't think he was trying to imply anything, a
I'm still not shifting the per-level value from 1%, though. But yeah, I don't mind for instance giving tile bonuses a buff so that you get, say, 5 levels from them etc. I can adjust the levels granted from everything independently, so I can arbitrarily make, say, factories give 3 levels but not change any of the others if I wanted to. This is why 1% per level is better; it allows me to exactly control how much things are worth to the smallest integer.
Updated to 1.4.2:
* AI a bit less enthusiastic about constructors
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