http://www.xup.in/dl,19679606/FutureWorlds_v0.65.7z/ Filesize: 68.5 MB
Bugfix for version 0.65:
http://www.xup.in/dl,44779613/FW_Bugfix_for_version_0.65.7z/
1. Mega Homesystems:All races start out at a system holding 4 habitable planets averageing a total of base PQ40 (moons & rings count as PQ1) with 2 exceptions - Iconian & Thalan. The idea behind this change is that homesystems now do form a considerable stronghold for every race, and that it's also now possible to start out tiny/small all-rare galaxies with reduced risk to not get completely unlucky esp. on higher difficulty settings. Alot of new graphics with intricate details have been added for this. 2. New Political Parties:4 new parties are available (Automatists, New Colonists, Explorers, Traditionalists) in order to widen the available bonuses presented while all other conventional parties were slightly altered. 3. Advanced Customization:The distribution points spending screen now makes all meaningful ratings accessably including: Miniaturization, Logistics, War Profiteering, Purchase Now Reduction and rebalances many conventional choices. Stock Races do start out with a prefixed selection of these perks - all of those can be undone ingame by a player at the game's setup.4. Divers Anomalies:More than 15 new anomalies now bring previous untouched stats to you, even introducing new mechanisms (which may have been forgotten in vanilla...) while many traditional anomalies have been (slightly) buffed. As a compensation a few anomalies bring penalties to its finders!! This will further diversify galactic development and throttle a player going crazy on surveying.Includes all possible variants of anomalies (Stellar Black Holes, Temporal Rift & Space Junk) with brighter textures to better see them when playing zoomed-in.[NEW] All 8 anomaly-types have their own texture now.
5. Big Asteroids:Some races get additional techniques to mine out Asteroids at the end of the Space-Mining branch. Some of these are locked and require that you trade for the unlocking key-technology from another race...Asteroid-textures/fog have been beefed up to make them less prominent.6. Strong United Planets:Selection has been streamlined to 25 options with most being permanent, and their impact have been dramatically increased in force & numbers. Meaningful votes that are going to make the game less easy for the player should now appear more often (Neutral-ground, End-all-wars, Anomaly-ownership etc). Remember you still have the option to leave the UP!7. Racial Rework:To promote more unique play and balance the stock races versus custom race setups. Rule of thumb all races now have a particular weakness while the positive rating & starting technologies suggest the general strengths of that particular races' techtree. So you know what you can expect right at the start of the game.Furthermore, all Stock Races customization points have been reduced to 5 (which are already preselected) but they've been given some additional -mostly unique- technologies to compensate. In contrast the Custom Race now has 15 points more, so a player has all freedom to generate a faction to his/her own likeing.8. Specialized Hulls:4 new hulls to be used for: Sensory Buoys, Planetary Defenders, Military Starbase Swarms & Fleet-support Ships. To use these hulls look under 'Templates' for already completed pre-designs.The conventional hulls have been slightly rebalanced (Tiny & Small are a little bit boosted).Cargo Hulls -and its capacity-modules- were greatly revamped to keep Cargo's out of fighting business while still retaining functionality.The starting ColonyShip has been defunctionalized to a nonmoving prototype so the AI won't establish low-pop planets. It initially helps getting a glance at near neighbouring systems and later could be decommisioned to get 250bc.[NEW] The Arceans get to build 'Gigantic'-sized starships as part of their Technological Victory.9. Simplified Range:This makes the game more territorial - you won't see constructors zipping halfway through the galaxy for a resource that's already been claimed by some neighbour. The AI will also now build more starbases in own territory and have its fleets more guarding own space.10. Engines Revamp:The purpose of engines is to deliver speed in order to cut down time to reach a destination. But the high costs of engines only increase the buildtime of a ship to such extremes that paradoxically this happens even LATER! So especially starting engines (in early times when production is still low) has been considerably decreased - but you won't be able to stack them at ships that much than before.Secondly, the base-speed increases have been ripped out from the engine-modules and collected into their own branch "Slipstream Technology" - which gives the player the option to choose which method to use in order to have faster ships. As well as giving me the option to incite the AI to get rather base speed (which they can use flawlessly...)11. Resistant Minors:Strong 1pp buildings: To compensate their starting handicapps.Early trade: Tradeing is the very best they can do in order to stay alive longer.Homeplanet PQ increased to 25. This even stays upon conquest.Severely restriced techtree - because many items are useless for them (like Influence), but many techcosts decreased by approx. 25%.They're not helpless victims anymore - their weakness is to only have 1 planet. But if they manage to gain more planets via conquest you may loose that game You could even design a CustomRace using their own techtree - but be warned: You can't colonize anymore: just like a real MinorRace! .[NEW] Stuff you'll get from Minors:-Weather Control & Biosphere Modulator.-All Trade Goods: Minors won't build the improvement themselves but they can still research the technology (which holds some minor bonus for them) and trade that technology away to Major Civs which, in turn, may erect the Trade Good.12. Real Stars:About 400 names of the historically most important and also, most visible stars in the northern hemisphere. If you look up in the nightsky you'll see many of them unknowingly. Most bear a latin or arabic name (some english). See README.txt for additional installation-instruction.13. Enhanced Graphics:Old DL planetary improvements have been doubled in size and beefed up in coloring/contrast to adapt to the TA standard (also their querries). Many did see completely new artwork. Much artwork of ColonizationEvents, MegaEvents, RandomEvents and general infopopup-graphics are now better visible, upped in colour-depth to 32bit (formerly 256 colour) and depixilated/decluttered.Stars now have flares, an add. star-type added (Grey - Dusty Protostar).Both survey- & sensormodules now have an own texture in unique color distinguishing it from shield-mods.The CustomRace now uses another logo + dynamic trade sequences [courtesy of Donfield]14. New Techtrees:All techtrees underwent drastic changes - to better AI play and give a player more interesting choices. This is an ongoing endeavour so there's more to come with each update!Every race now has, at least, a single 1pp building which is indestructible - even staying after conquest. This has done to help bringing a conquered planet faster back up (Efficiency Matrix, Food Distribution Silo...), to prevent exploiting (Weather Control Zenith, Gaia Vortex, Biosphere Modulator...) and simply make the mid- to endgame more interesting, showing that each race will still leave a unique imprint on a planet even after they've been banished there.15. Super-Ability Fixes:SPY - unlocks 3 additional technologies.ISOLATIONIST - 'Barren World Col.' has been significantly increased in costs (which they get for free).ANNIHILATOR - 'Toxic World Col.' has been significantly increased in costs (which they get for free).ADAPTER - 'Aquatic World Col.' has been increased in cost (which they get for free).DOMINATOR - the Corvettes got buffed, carrying now 1*Stinger & 1*ArmorPlating.TRADER - unlocks 2 additional technologies (otherwise unique only to Korx).There are still some other, kinda weak SA (esp. for the player...) like Manipulator, Organizer, Warrior etc but it's not possible to work on these skills directly. I've therefore changed/boosted some of the racial stats or starting technologies of the races which carry these weak SAs to compensate at least the stock races, and to prevent that a more strong Custom setup is possible. For example, WARRIOR/Arcean - runs on AIP8 now to build all-attack ships, MANIPULATOR/Drath run on AIP10 to make use of their immense defense-bonus....
16. Additional Shipdesigns:Around 35 shipdesigns - mostly tight to Tiny & Cargo Hulls - are now prefixed and will automatically appear in the selectable buildqueue once all required technologies have been gathered. Some of these designs may hint vaguely at specific gamemechanisms and thereby exemplify what can be done extraordinairily by combining different functionality modules. One example would be to create Colonyships with surveyability (most likely after its cost's been nullified) in order to pick up anomalies while en route to its destination or trying to cut down travel time by using wormholes...17. Unique Technological Victory:Every race gets unique bonuses/improvements as it researches down their own TechVic-branch. At the end lies usually something that is so powerful that it should win the map for this race - if used correctly. However, if you plan to use this ie. to "play-out" a technological victory - you'll have to disable that victory condition on mapsetup otherwise you'll just get that boring victory-screen.The other reason why these bonuses are there is because the AIs still research down this line even if tech-vic is disabled - so without any bonuses they waste a ton of research for nothing artificially gimping their game. In Future Worlds this cannot happen anymore.
[NEW] To sum it up for each race:-YOR: Miniaturization as a path towards ever smaller robotic sentience.-TORIAN: Morale & Range in their quest to make the whole universe habitable to their physiology (ie. "fluidic").-ARCEAN: Weapons & Hitpoints crowned by the Gigantic Hull-size, in an ongoing effort to become a Super Warrior that fights space battles losslessly.-ALTARIAN: Luck & Creativity as a path to a complete understanding of the universe.-DRENGIN: MP & Logistics to achieve total space supremacy.-TERRAN: Speed in order to be faster than ever before.-KORX: Purchase Now Reduction, under Neutral alignment and/or some more starting bonuses they'll be able to buy anything for free.-DRATH: WarProfiteering & Diplomacy, plus the ability to weaponize a TerrorStar - this will be the ultimate weapon to sell!-THALAN: They're able to reassemble their past technology which is based on 'Expert Gravitronics' which will nullify the limitations of some of their improvements.-ICONIAN: Their Technological Victory gives them the ability to fully colonize all tiles on every planet.-KORATH: MilitaryProduction at the expense of PlanetaryQuality, plus the ability to construct a very cheap TerrorStar regardless of ethical picks.-KRYNN: Tremendous cultural bonuses to sway their neigbours to their creed.18. Easier Techtrade:In the CU both AIValue- & WillingnessToTrade-tags saw (sometimes) huge increases calling for quadruple costs in order to ensure a tradedeal. I've therefore adjusted many of these values to make techtrade much more easy again.Some historically untradeably unique technologies are now tradeable as well, although the specific AI will ask for A LOT in compensation.Many untradeable techs can now be stolen - to ensure that this will happen more frequently many tradeable techs have been rendered unstealably (except Weapons). However, some untradeable techs also remain unstealably most noteably many techs holding buildings.Creativity is made now more generally available but technologies beyond 2000 base costs cannot be affected anymore - except weapons/defenses where every other tech can still be creatively researched.19. Events Debugged:All Colonization- and Random Events do now do exactly what the text states, ie. mechanisms that don't work have been thrown out. Since it's only possible to have negative-good-options and only positive-evil-choices I've nerfed some of the good-penalties & evil-bonuses. To ensure that good isn't always handicapped I've presented them with some additional choices steming from technologies alongside the XenoEthics-techs, which all are also more easier to get than the evil-techs.20. Spying Finetuned:Espionage suffered a roundabout penalty of -50% (to help the AI) but to make the Spy-game more interesting all techs which are easy to get through techtrade cannot be stolen anymore - meaning that your invasive forces or spies only bring home technologies which are either rare or significant.
21. Clever Cost-reductions:Several improvements now reduce specific shipmodules in cost to help the AI:- Freighter Factory --> Trade module (Korx/ Trader SA)- Galactic Guide Book --> Survey module (All)- Stellar Forge --> Constructor module (Arcean)- Space Trucker's Guild --> Mining module (All)The reductions may require a reload to be effective (if the corresponding module was already available before the improvement got built...)
22. New Invasion Techniques:Many additional invasion techniques are now available and the whole field of Invasion/Soldiering/PlanetaryDefense got greatly rebalanced. Every race has now a different mix of techniques at their disposal, some rules of thumb:- One invasion branch deals in destructive invasion which will incapacitate the defendants defense-roll, the trade-off is a penalty to PQ/buildings/influence. At the end of the branch lies usually an uberstrong technique that will most likely guarantee a successful invasionbut greatly damage the planet. This branch is unavailable/incomplete on some good/neutral-races.- The second branch deals mainly with techniques enhance the own advantage (through better soldiers etc) oftentimes not damaging the planet. At the end lies the Adv. Troop Module.- Unique buildings or technologies are placed frontally, usually right after Planetary Invasion so they will have a great impact on that specific race's attitude towards conquest.Sometimes I did heavily alienate from that general design when it either made thematically sense or because of balance. For example, Torians are Breeder and therefore need a sooner access to the Adv. Troop Module, and also less access to general soldiering-bonuses or planetary defense (they simply try to win by sheer numbers). They're also an aquatic race so their preferred technique is "Tidal Disruption" which they get at decreased costs.
[NEW] 23. Weapons-love:All weapons now have their own unique animation, be it either differently in colour or texture or both. The original game only uses about ~30% of what's in its internal folders. I've also used much more soundfiles - and together with the animations applied them in order to make out an evolution in sound/effect (ie. rockets get bigger in size or more in numbers, beams get bigger and nastier, slugs faster or more devastating etc).Further I've applied differently looking explosions (the vanilla game only uses 2 out of 37!). Blue-colored slugs now cause blue explosions and so on...Several new weapons are available (although not to everyone):- Multi-Seekers- Bioforce Thrower- Overcharge Disruptors- Nova Torpedo- Photonic Salvo- Star Sprinkler- Tachyon ShockwavesAdditionally, all Defense-tiers got their uniquely colored textures/lights.
[NEW] 24. Further Techtree-Individuation/Extension: :- Introduced the 'Hyperion Research'-branch to some factions which replaces the (relatively weaker) 'Adv. Laboratories'-branch.- 'Automated Repair Systems'-branch offers up to 45% Repair-ability boost on most trees.- 'Xeno Obedience' & 'Thought Manipulation'-branches may offer up to 50% Loyalty to various selected factions.- 'Secret Service Training' offers up to 40% increased Espionage. [NEW] 25. Trade-Goods distribution:Most tradegoods are now only available in 2 or 3 trees, their bonuses/effectiveness slightly buffed and the tech holding the good gets a minor related bonus as well. This should disable a player from leasebuying all goods once they become available (if this is worthwhile is dependant only on the planet-count...). That is, most tradegoods have to be traded for - or their residing planet taken by force.
*. Latest patch:The mod includes many of the latest (and future) CU patches to Twilight 2.20 - the re-introduction of proper farming, invasionfix, old weapons/defenses and all other bugfixes & changes as well.No Campaign-compatibility! Play only in Sandbox-mode!
HAVE FUN!
See the included README.txt for installation-instructions!
How are you using <Logistics ID="Master Hull Building">?
It used to be the universal prerequisite for Massive Hulls, but your new description implies that it exists to convey the Hyperion Shipyard project. Is the split between hull size and hull quality branches, breaking the relation with Massive hulls makes sense.
Do all races have access to Hyperion Shipyard and Fort. III through Massive Hull Building?
Do all races have a follow-on hull quality tech?
Is "Hyperion' a good name to use for non-Thalan techs?
The effect will only start working if you upgrade such a ship, and only carry the bonus if, at least, one mod for each individual weapon- or defense type is present.
So if you get +3 +3 +3 on weapons you need to upgrade that ship to 1 beam, 1 missile & 1 MD to get +4 +4 +4 (for starting weapons). Because the option to research multiple branches of weapons is totally counter-productive, such a design is usually non-optimal. However, there are thinkable exceptions; for example before the first wars break out one usually can trade for some Tier1 or Tier2 weapons and turn some of his Surveyors into Heavy Fighters. With further advances into weapon research the anomaly-bonus will become rather minor...
True. In the campaigns against the Dread Lords speed is one of the most important stats.
what do you mean?
That's partially because some AIs are coded to ignore all defenses completely. So if they don't trade for or steal them, they will build all-attack ships forever. However, Minors always research defenses...
Research & Creativity, and some "Social" options, a little bit of everything, and they should become stronger as the game progresses. Many times when races develop different strengths its due to resource crystals or what SP they could build, not really much what a modder could do in that regard but actually I like the dynamics.
Krynn is the civ I designed purposefully to be an influence monster.
Thalan is one of the civs where I completely changed the game, so to speak, simply because the "High Maintenance cost early on" approach doesn't reliably work. I took them back to vanilla also influenced by some of the ideas Frogboy mentioned in an old thread. They are now also super-reproductive, only dwarfed by Torians.
I have to say, I am most proud of the Thalan design because it has a very unique feeling. Factories & Labs are incoroporated into one building (Hives). This makes it much harder (sometimes impossible) to specialize worlds. But the AI can easily use that design.
I've also switched/shuffled some AI personalities (Thalan is one of these - they will now also research into defenses) so you will see the civs act differently to the vanilla or CU experience.
Yes. Some civs are penalized in research but I thought it a good idea to give many of them at least a 1PP starting building. So if they catch a lot of planets they still can dominate this way. Yor have it however quite hard in that regard
Many of the Invasion techniques are attributed to red technologies (weapons) that's why they get the same critical checking as weapons which carries hardcoded routines where I can't do anything. But that's fine. You basically get limited if you've been a proven hostile to other, engaged in too many wars or have a too-high military rating. Or broken treaties etc pp. The red techs also inflate most, and indeed the AI will use only the up-to-date recalculated cost when doing its math. Even if you sell these techs for cash etc.
The two tags a modder can use to influence this are
<AIValue>5</AIValue><WillingnessToTrade>50</WillingnessToTrade> [for Temporal Warfare]
The former is quite low (favourable) and the latter mediocre. I could up them but you would hardly see the difference. Some of the hardcoded routines are too severe. I think it's because late-game the research into weapons is basically what makes you win or loose the game, so the devs didn't want to have it too easy on simple techtrade games.
@ Majesty. There are 2 other, even stronger, invasion techs where you can make enemies rebell to your side, one for Krynn and one for Korx.
Damage from one shot to another doesn't carry over. At least, not on the individual mod level. So if the attacker carries one weapon +10 it will have to fire 10 rounds to kill all drones. But if carries 10* a +1 mod it may clear them in the first round with extreme luck.
However, Drones aren't made to often survive battles. They're rather designed to be easily reproduced & replaced, always using such a design that a 1-drone-per-turn output is reached. If you then guard this planet with four fully outfitted MSBs you have your fleets re-up in no time. The losses the enemy carries will be much higher than yours.
However, this is a rather defensive tactic that can be effective in a suicidal-stalemate game or if you roleplay an Isolationist-Yor. Because effectively slowing down the enemy is also important to buy you time in order to catch the enemy into certain sweet spots where your Drones receive most support.
I won my first suicidal warfighting game this way, using the vanilla 2.042 TA and only Tiny Fighter, against a rampant Altarian
Indeed. Fleet Carrier sounds more like an overall category, not a class. But I wanted it to make it most obvious and didn't find anything more suitable. I'm not even satisfied with the hullname on which it is based of (Command Hull) but the thing is that hull/ship really isn't of much use for anything else. It's quite expensive and thus, even a luxury. The problem is I can't make it a strong fighting ship because you can fill fleets endlesslessy due to 0 logistics.
Yeah, the ongoing CU development was a major problem. I had to start over 2 times because, after some time, the CU changes got so manifold it turned out to be easier to take the CU final and reintegrate the FW development... And then we reimplemented farming again, and what not, but this time I couldn't follow because FW was already too much developed and that would simply create too many bugs or unbalances.
There's currently no work in progresses so you have all liberty at your hands. Because of the current good weather I'm rather spending the days outside and maybe finish the mod to 1.0 in winter. But I still need to have a creative input concerning the "theme" for some techtrees (that lack individualization or unique buildings or gameplay specifics) and that's something I can't really force.
Aynway you're welcome
Well, I splitted the Hull-branch into 2 because this has some interesting effects:
- A player that feels that its current hull is competetive enough can now research all hitpoints without having to invest into other hulls. This can be very effective because a racial hitpoint increase applies to old existing ships as well Or the other way round if you think the hull is most important part. Or a balanced combination. This separation isn't possible in the old version...
- AIs always have it quite hard to get a decent hull because the hardcoded part seems to deny such an interest. I think that this is deliberately in order to not make it too hard for new/average player. Thing is the jump in relative strength from Small to Medium hull is tremendous (there's a reason why the game displays the trailer on release of the first frigate ). The AI routines will pick the hull techs by random if it decides to pick a hull tech. That means that most civ will have a balanced approach to hulls/hitpoints resulting in the same play than the non-bifurcated old design. However, a minority will have better hulls more swiftly, and others will have more hitpoints but smaller hulls. Basically the AI warfleet game becomes more dynamic by that change.
I've switched around alot of techs. It can be that some tooltips or descs are misleading now, maybe because I forgot to backcheck. Work on tooltips is somewhat the least interesting work from my point of view, that's why.
The hull-branch should be basically the same for all civs. The new hitpoints-branch differs with each civ, because many civs use special HP mods and I did throw them therein. However, some races differ greatly in that approach, because the new Repair-branch is tied quite individually into some of the techtrees. That was absolutely necessary because there's no internal tag for "repair" and the "hull" category would have thrown lots of AIs off track. Compare Torians with Altarians if you want to see a real difference.
Well, I'm used to Hyperion as a term for lategame good stuff because that was the case in DL & DA and the namechange was merely made up by Gaunathor who incorporated his individual vision of the Thalans into this. I even had an argument with him about this but a year later he undid all these changes again when he cleared the CU. For me, Hyperion is similar to "Super" "Hyper" "Mega" you get it, just a little spice up. Actually Hyperion is a greek god so I really don't knwo how to place this correctly in a sci-fi game
BTW if you play take your time and watch the individual weapons. All of them have different animation & sound, that took me the most work of all the different refs.
One thing I didn't mention about Thalans. They build their own improvements now. They used to trade for alien production techs to get around the high maintenance. Eventually most of their facilities are alien, making the whole concept of a Thalan tech tree kinda pointless. So far I like what you've done.
Quoting DMF, reply 98 Where is Information Warfare invasion tactic? @ Majesty.
@ Majesty.
I like it on a Cultural branch. Not sure Majesty is quite the place, but it's okay.
I like the hull branch split. As a general principle, splitting out techs that impact different attributes makes it not only easier to customize races, but gives a player a lot more flexibility to customize his game. In my own case, I prefer smaller, harder to kill ships (and you'll see a bit of that in my description of Medium Scale Building), sometimes never even researching Massive size ships.
Hyperion is a titan rather than a god, and the father of Helios (sun) and Selene (moon). If the Hyperion techs are now super-projects rather than achievements, different names name be better. But maybe not. I'll give it some thought.
I did sometimes find the 1PP farms irritating. I can't just build another farm to increase pop. But I do understand why you've done it that way, and it is more realistic. A lousy planet (one without Food bonuses) shouldn't be able to support large populations. And the Food Distribution Center solves the problem a little. But I'd rather see the FDC as a very early or stand-alone tech (or perhaps dependent on Basic Logistics) - again, for customizing worlds without having to deal with the auto-upgrades a new farm tech generates. (I keep my populations very controlled to keep morale way up.)
I do not like the icon for Discovery Sphere. The black sphere (now used for Invention Matrix) is perfect and fits the description. I never have liked the blue(purple?) half sphere originally used for Invention Matrix, but everyone is used to it. So why not go back to the black angular building for Research Academy? Or is that being used for something alien?
Hmm. Maybe if you shrink the big red ball (current Discovery Sphere) image down and mute the color, it would serve as Invention Matrix. The shape is kinda what I came up with just from brainstorming - structural and half-way toward a sphere.
Individual weapons illustrations is nice, and I appreciate the effort. But they don't make much difference to me. Most of my battles I bail out early when the outcome becomes obvious. Different color shields is a really nice touch, though. As is different audio.
Do you notice a slow-down in FPS during battle now? Mine is a little choppy. But it could be my machine - I've been having trouble with the video. The driver crashes in odd and mysterious ways. Yet in the meantime it performs okay. Tough to blame the chop on it.
Gigantic hulls have no attachment points, thus are useless if Tech Victory is disabled.
Hyperion Domination has moved from Thalan - where it was never very comfortable - to Iconian, where is just doesn't fit. So I've done this:
<DisplayName>Discovered Secrets</DisplayName> <Description>Secrets of the Precursors applied to our ships.</Description> <Details>Our continued search of Precursor archives has led to the discovery of a number of tweaks to ship design that together result in a significant bonus to ship hit points.</Details>
Why ID="RobustHulls" for Krynn and ID="Robust Hull Construction" for Arceaen? They seem functionally identical?
Can't individual tech trees override cost and effect to make a single tech different for each?
Am I correct in observing that you have removed Support modules entirely? Good for you.
Re: the Fleet Carrier/Commando Station thing. Try this:
<Logistics ID="CommandHullBuilding"> <DisplayName>Magic Carpet</DisplayName> <Description>Special auxiliaries to drive our fleets along faster.</Description> <Details>And now for something completely different: a fleet starship that has little or no logistical impact on the fleet. The Co-Propulsion Auxiliary vessel (CPA) (aka "Magic Carpet") has minimal structure and no hard points -- and very few crew. There is just enough room to mount a Warp Bubble Projector and an engine.||The Magic Carpet, through its bubble projector, integrates the warp envelopes of all the ships in the fleet, making the overall fleet envelope larger and increasing fleet speed.||The CPA, because it is so lightly constructed and completely unarmed, could easily be destroyed by any warship. It relies on its fleet to protect it.</Details>
The problem is that none of this relates to the Hyperion Logistics System. Nor does i make a whole lot of sense to make the Magic Carpet dependent on Enhanced Logistics. Maybe have it follow on Warp Bubbles 1 is best. But them were to put the Logistics System? Ultimate Logistics?
Say, I'm using the 64-bit Notepad++ and it's got this really annoying autocomplete type-along popup. Do you know how to turn it off?
I'm going to have to go back to 32-bit because I really need a spell-checker. My editor eye is seriously handicapped by the confusion of XML. (And this time leave the tabs in.)
I have some problems with your re-purposing of Wretched Cloning. As described it has no economic purpose. Why spend the time, effort, and bc when the slavelings will do it for free? As an Aul generator it kinda made sense since you don't need to bring the new clone to full growth, but simply as a population enhancer it's way too inefficient and would only be implemented as a solution to a problem. But if the Korath recognize that they have a problem Aul Harvester that merits WC, they likely wouldn't build the Aul Incinerator at all!
I say if you're going to keep a growth enhancer, make it a follow on to Aul Incinerator, the worst growth-eating production tech. The two Aul techs total -35% growth. They've got themselves in trouble and need a solution. Then the new WC makes sense.
Here, try this. (Also must change the description, and probably the name, of Wretched Harvester):
<Details>This project was instituted when it was realized how badly the new Aul technologies would affect our population. Producing new units for our Empire by cloning is much more expensive than simply letting the slavelings do the deed for free, but something must be done.</ >
That way I could split it away from more unsuitable factions, plus make it more a middle/lategame technology. Otherwise the situation could arise when a player gets to research an Invasion-technique having not even Planetary Invasion at hand.
TBH the design of the current farming layout is mostly based on AI gameplay. I studied this extensively, perhaps one of my strongest regions in the game. The 1PP approach is crucial because it prevents the AI from having multiple farms at one planet. And using multiple farming bonus-tiles.
This is abuseable. If you then just trade the last farming technologies to them, after some time you'll see quite some planets with populations well beyond 18b but moral in the red. If you attack using Information Warfare you can scoop up 6b soldiers and will successfully invade this planet, on first try. Sometimes your remaining soldier's number will even be higher than before the attack, then these survivors transfer to the planet's population and also one full crew of the vanishing transport-vessel. Newly conquered planet hits turn with ~2000 pop already in positive economic balance. That's overpowered and the reason why IW got nerfed in the CU, plus all moral buildings can't have spies anymore.
In FW this can only happen on planets with food-bonustiles, in the CU, this can happen on all planets beyond PQ>7.
Nevertheless, I think farming in FW is still quite elegant for the player. First, you already start out with the basic farm. This generates a more homogenous farming-distribution for the AI game. A player can also include it in his Planetary Governor - standard templates and use it already in the colonial rush. Much less work later once planets become crowded. And if you rely on the auto-upgrade feature, you can simply control the amount of available food with the research of a technology.
The reason why the FDC (or FDS) is middly-placed is that its bonus works percentage-wise so an early placement on a 8p or 10p planet would only generate an extra +2mt food - something that is equally achieved by the next tiered Xeno Farm as well - just much better because no extra tile is needed and far less buildcosts.
Why? This icon seems more massive and energetic to me. If you take a look at all the laboraties or research facility icons throughout the game you'll recognize some similarities: they're mostly blueish, occupied with astronomical work (satellite dishes aimed towards the sky, or gleaming experimental constructs inside showing planetary charta and so on...) and some upgrade into the other always getting bigger.
The upgrade of the Xeno Lab into the Research Center seems obvious to me. The upgrade of the Research Center into the Research Academy not so much - but there was a technological development ongoing during the research of the RCC leading to the "Adv. Labs"-tier.
The upgrade of the Research Academy into the Invention Matrix seems also obvious to me. The Research Academy is simply half the ball your see when looking at the Invention Matrix. The upgrade of the Invention Matrix into the Discovery Sphere not so much, but the is also another technology in beetween and I simply don't see how it could pssibly work the other way around...
If descriptions are non-fitting to your eye, simply change them. Most of the time I wasn't paying too much heed to the generic descriptions, only to hint at special concepts did I use these to explain certain things.
This icon is used for the Altarian's Dark Energy Weapons lab exclusively. It correlates to the blueish version which is the Discovery Sphere. The DEWL is also quite potent structure so it makes sense to have it look similar to the top notch lab.
That's due to the mod. FW demands much more RAM due to increased image sizes due to better quality but also diameter. Before the last before latest update I went through all graphics and compressed them further when it was possible w/o loosing lots of quality. That's why the new release didn't increase in size. I'm afraid that's all I can do.
Yeah I need to remedy that, hope I can find the original template.
I like this. This change has happened when I redistributed all the ethical technologies. Some of them were in a strange placement even in the original game.
Cost & effect yes, but not a shippart or building.
Yes, the game is a bit more territorial and the research into range not so trivial. Even the smallest possible range-mod is still OP and guarantees you to fly everywhere.
And now for something completely different: a fleet starship that has little or no logistical impact on the fleet. The Co-Propulsion Auxiliary vessel (CPA) (aka "Magic Carpet") has minimal structure and no hard points -- and very few crew. There is just enough room to mount a Warp Bubble Projector and an engine.||The Magic Carpet, through its bubble projector, integrates the warp envelopes of all the ships in the fleet, making the overall fleet envelope larger and increasing fleet speed.||The CPA, because it is so lightly constructed and completely unarmed, could easily be destroyed by any warship. It relies on its fleet to protect it.
I would like the name "Co-Propulsion Auxiliary vessel" much better than Magic Carpet. That sounds fantasy-like and would only be fitting to Altarians. This vessel does have hardpoints and except a Warp Bubble Projector should carry engines or sensors. In GC2 the logistics ability relates to computing strength because that is much needed when simulating multiple ships forming a fleet. So from my pointof view, that vessel must carry some special computers & coordination system, most likely also commanding officers of the highest hierarchy. That's why it has no logistical requirements because it can do this work on its own. And that's also the connection with the logistic branch. Someone researching into logistics may find such a ship handy. Only very few civs have actually access to Warp Bubbles, I think only Humans and Minors. And the Minors don't need it at all so that would be a major setback.
I'm sorry but I can't follow you here. These buildings are designed to illustrate how slaves/clones can be turned into production or food. They are never ment to be a population enhancers. The technology Wretched Cloning does this as base. The AUL Incinerator acts as an upgrade to the Death Furnace so the total loss of population growth is only -20%.
If you research down this branch completely and build all its improvements then the total planetary loss/gain will be as follows:
+9mt food
+101% production
-20% pop growth
- 3 tiles
+ 9bcs maint
If a planet is still growing in population you could choose to delay to build the Wretched Harvestor. Once full population has been reached, a population growth penalty becomes irrelevant. More production is always welcome. Maybe some of the old descriptions are misleading, but one peek over how the buildings work and the bonuses they bring must incite you to errect the AUL Inc always - this is one of the strongest buildings ingame! The strongest farm + strongest production enhancer combined into a single building (that's why it can suffer -1 tile and still be very viable).
Yes I understand about farms. We've talked about the AI farming mess before. FDC is fine where it is.
Wretched Cloning + Aul Harvester = +5 PG, That's what got me. But after thinking about it last night, it's fine as organized.
We totally disagree on Magic Carpet. First, that phrase only appears in the tech tree (despite the preliminary description above). Second, it was my intention to rename the Fleet Carrier to Co-Propulsion Auxiliary (or similar), so that's what the player will see on the map. Third, the name refers to a famous fable known to everyone on Earth (i.e. Stardock's customers). Fourth, it perfectly describes what the ship does.
As to its relation to Logistics, your argument is rationalization. Yes, it has attachment points, but to use them for anything except engines is pointless. You're still thinking of the thing as a flagship, and it's not. It's an auxiliary that does nothing but boost speed, and so acts merely as a buff to a fleet; no logistics points needed.
As for not all aliens having access to Warp Bubbles, that's another rationalization. The Fleet Carrier uses a Warp Projector. Any aliens without access to the tech can't build the ship. Yet they all have CommandHullBuilding in their trees. So the HLS is to make up for that? Fine, but my suggestion to split an HLS tech away from CommandHullBuilding, leave it there as a standalone, and attach CommandHullBuilding to Bubble 1 accomplishes the exact same thing. (Or make the HLS a product of the top-level Logistics tech, though IIRC that tech is not universally available either.)
As it is, the tech is attempting to accomplish two orthogonal results in the same tech. Yeah you can make it happen, but you can't describe it reasonably in techtree Any reference to the CPA is going to confuse and anger those players that can't build it. And I see no connection between the tech as it exists and the HLS, save that it just happens to enable it.
Btw, are CPAs additive?
I don't mind a large memory footprint. That's why I have 4GB. And I need a new video card anyway. (ATI HD4650 w/ 2GB).
Hey what's PG?
Yeah that would be fine.
As to the other points raised, there is a difference. First off, I need to say that the way I think about the Command Hull as something that already ingraines lots of computation. That's why it can have no logistical requirements and that's perhaps also the reason why it is so expensive & fragile. I want that hull to be available to all -or most- factions. If I attach it to Warp Bubbles then I should make Warp Bubbles available to anyone which will somewhat impact the Krynn's Hasty Fleet specialization as well take one reason as to why let Minors alive, away.
This hull can have other uses. Once +85 miniaturization is reached (the base included in any techtree as minimum...) you can attach a single Adv. Troops Module to it and use it to invade planets. Expensive but without any limitations on your attacking troops' number. These ships can also savely accompany the main warfleets which is normally used to clear out defenders. Because it is unarmed, you don't have to remove it from the fleet prior to the engagement, because it will be placed at the end of the list and thus, only suffer an attack if you loose that battle. This way your troop ships are more safe plus.
Another usage would be to arm that ship with a single high-end weapon and then put some defensive mods on it. If you include it now into an all-attack designed warfleet, the combat calculator will also place it at the end of the list so its fragility won't matter. This is especially effective once you reach the top tiered weapons/defenses because these mods are usually so expensive that the expensive base-costs of this hull become relatively less of a problem, because these ships costs around 500 to 1000 MP in total. A good specialized production world can release such a ship every turn. Thus you can add a good amount of extra firepower to any fleet. In the beginning this basically will just be a gimmick but if you handle your battles alright then the number of these ships will rise over time increasing the attack of your fleet into regions not possible with other methods. They can make a large difference in if you win a battle or not.
Finally, if you combine this approach with the Super Warrior-ability (were enemy fleets won't fire back if destroyed with the opening volley) you can stuff this hull full of weapons and add large portions of extra firepower to your best fleet. Which will then win any battle losslessly. Image a customed-Yor with their immense miniaturization-bonuses doing that, even without the Technological Victory bonuses such a vessel could bring a base of +144 attack to the table. That is gamedeciding, but I think it's okay because it needs alot of ramp up time and only becomes feasable very late. But I didn't wanna hint at it with template.
Lastly some of the fleet-enhancing mods will come back at some time and then this ship may be a suitable vessel to carry those. I did throw all these mods (Kill Zone Computers etc) out of the game because you can use them to manipulate the target-rational of the battle-sequencer. And that the AI won't use them. But I've done some experiments in the past and maybe I can remedy that with some unorthodox usage of code.
This way I tell a player to make himself on the lookout to catch the Warp Bubble technology via trade or stealing, either the Humans research it or maybe you can protect a Minor civ or steal Hasty Fleets from Krynn. Many of the templates are there to hint at potential ideas (like "Jumper"-ships...). Or use that ship in another way (s.o.) and if all things fall short then, at least, that tech will let you build the HLS. So, however it comes to research this technology isn't useless.
Maybe we could invent just another special hull and have that designed to accomodate Bubble-ships, and then attribute it the Bubble-techs. And change the Command Hull to be a bit more suitable for combat purposes.
I'm surprised at the Firewall Racks tech. Aren't Yor supposedly "nearly immune" to cultural subversion anyway? A racial +100% Loyalty? Ah, I see that's been knocked back to +50%.
Looking at the Yor tree, I see that it's quite different. What were you trying to address with Yor? You've emphasized that they are essentially walking computers. I find this most interesting because for years I played a very similar artificial race in a space PBM/EM game (BSE). We had to address the same questions that the Yor would have. There is a central controlling intelligence. Since they are networked there is a common consciousness (analogous to a hivemind), though the balance between collective consciousness and individuality is a hard one to maintain. (Your version of Thalan has a similar problem, though they can err more on the side of hivemind. (BSE had a very similar race to this, too. Our two races got along very well indeed.)) If one can make a citizen, one can replace parts, meaning that they are effectively immortal. What interest does an immortal being have in this world? Etc..
Firewall Racks bother me because - as described - they make reality virtual for Yorians. If real-time experience can be shaped, why make it "real"? Make it "happy". It should have an effect on Loyalty and Morale. Most important;ly, experience of bad things is how the bad things get fixed. This will not be an easy description to write.
Have you considered making much of the Yor tech tree dependent on Central Core tech? Wouldn't bother me at all.
I've cut down the Yor's racial loyalty to 50% but distributed the other half into the techtree. This way a Custom Race using the Yor tree does still have access to some loyalty. In the original game you're screwed as a custom race since you neither get influence or loyalty.
A 100% loyalty doesn't give you a guarantee just diminishes the chances of flipping. Only the rack does this, and I see the combination of both as a the result of an ongoing endeavour of this civ to entirely negate foreign influences. If Yor colonize or capture a low PQ planet inside a system were filled-up planets of other neutral factions are present, then the 100% loyalty will buy enough time to build the rack if a red face should show up.
Individual Yor are not immortal. The Spark of Life fades over time, which is something the Collective itselve doesn't understand because it's been the Arnor/Dread Lords who imbued them with this power.
It adds +18 TP so is one of the strongest labs ingame. And let's not argue semantics here. Did you notice that Yor have no spamable labs and so have only 3*1pp structures which will add research. The only way for Yor to increase their research is by building more factories. This is already a super-hard approach to research but if you replace that with moral or loyalty (which would be irrelevant because the Rack already prevents rebellion 100%) then Yor would only have 2 labs and actually that would screw the whole approach. The way I see the Rack is more like a planetary firewall. The Stalks give the Yor a better morale because the structures are described to boost the Spark of Life from its original source.
Yeah, I missed that it's an attribute of the improvement rather than the tech, and just edited the previous post to drop the suggestion. (Which was NOT to replace Research with the others. I only saw the +5 Loyalty mod and thought it rather weak and out of keeping with the description.)
So what is the XML attribute implementing the prevention of rebellion? I don't see one.
Hmm? I built a custom race from Yor based on the aforementioned game and it seemed to work just fine.
The immortality comment was in regards to that game, not this one. ( I always wanted the GMs to introduce some form of mortality, but they never did.) AIS (BSE robot race) Citizens were built in factories using rare materials, but I doubt that would translate to GC. One thing that might, though -- Citizens didn't need life support on ships or most ground installations, but didn't like corrosive atmospheres. Is it possible to prevent Yor from colonizing Toxic (or maybe Radioactive) worlds? Maybe be set to require ImpossibleTech in Yor_Techtree?
As I say, I haven't played a full game with your Yor yet, but made un-spyable and un-influenceable, coupled with that movement nerf, I would venture that they'll be a PITA to deal with.
Man, this one has had me hung up for a while. But now that I understand it better, I think this is a fair cut. What do you think?
techtree
<DisplayName>Firewall Application</DisplayName> <Description>Filter out the seeds of rebellion, with a nice side effect.</Description> <Details>The essence of this technology is the ability of software processes to contextualize and evaluate ideas embedded in *live* data streams. If that can be done, then "disturbing" ideas and information can be filtered out in real time. Even better, the information can be altered to be made reassuring (details of that aspect remain classified).||At times the editing function can require an enormous computing capacity, so an implementation of this technology will have huge leftover "horsepower" that could be harnessed for other uses. </Details>
planetimprovements
<S_Name>Firewall Racks</S_Name><S_Description>This immense hardware installation protects against disloyalty and rebellion by filtering potentially disturbing information out of the flow of data inbound to the planet.||Unused computational capacity is dedicated to help develop new technologies.Cost: 150 PP</S_Description>
Does the Korx Zone Extension Module also increase the distance at which the starbase can boost planetary production?
<StarbaseAbility>StarbaseRange</StarbaseAbility><StarbaseAbilityValue>5</StarbaseAbilityValue>
BTW. The description of SuperTradeStarbases says that it doubles income. Yet this:
<StarbaseAbility>Trade</StarbaseAbility><StarbaseAbilityValue>50</StarbaseAbilityValue>
Doesn't that mean that it increases income by 50%?
<Improvement><S_InternalName>ReeducationCenter</S_InternalName><S_Name>Firewall Rack</S_Name><PlacementLimit>1</PlacementLimit>
The bold part triggers a hardcoded routine that prevents any rebellion.
It would be possible to delete some of the extreme colonization technologies from each individual techtree. An interesting idea I have to say, but in order to not create unbalances, it should affect all civs. Techtrade would then fill in the gaps later. But there is the potential danger that under minimalistic games with only few factions that a extreme planet type cannot be colonized by anyone....
Sounds okay
This is in fact the only thing which it will do.
Yes. That desc is still the old one.
Thalan StellarProduction enables a 1PP Economic Direction Unit. But on the build menu is that unit, and a second EDU that is not 1PP. In other words, I could build an all-EDU world.
Please take a look at it.
P.S. I built EDU1 on Thala, then used <ctrl-shift-R> to enable all techs for the test, so maybe another tech is involved.
I've started work on PlanetImprovements, so if you change it, please send just the changed part. (Do you still have my email address?)
Later: I walked through the build using <ctrl-R> and it works okay, with two caveats. 1) the "upgrade" on the home world was unexpected, but I see why it's necessary. 2) if the Super project isn't built before EDU2 becomes available, it won't be (no loss).
If you get the StellarProduction tech before EDU1 is built it is hidden by EDU2 (didn't look in the old tech folder for EDU1).
Was not able to reproduce the "unlimited" EDU with just <ctrl-R>. You judge whether it's worth pursuing.
There are three EDU available - the one coming as starting technology/building. It's a SP which is necessary so they can only build it onetime. This way the Thalan can create a single superstrong starting planet like it's been historically the case in TotA.
Then Stellar Production enables a 1pp EDU which is also going to upgrade the early SP.
Finally, their technological victory "Complete Technological Restoration" removes the 1pp limitation.
This should work as intended. I didn't find a way to circumvent the limitations prematurely.
Yes, you're still in my address-book so emails should go through on first try this time.
Have a nice weekend
Well that explains it, except that I thought <ctrl-shift-R> does not complete Tech. Vic.
Okay, I got another problem. Arceaen speed buffs are over the top. Their ships have historically been a little slow but very tough. In FW, they remain tough, but in mid-game they would seem to be the fastest around.
From the start, Arc. have a string of 6 techs, each of which provides a speed boost. Six techs, +6 speed.
In contrast, Terrans - the speed merchants - must go through 3 engine techs before they can research the 3 speed tech, then are locked out of speed until they research ALL the rest of the engine techs. Six techs, +3 speed
Granting that Arc. has to use a tile to build a Nav. Center, they have Weather Control - +2 or 3 tiles. The Terran doesn't.
Plus you've made the Nav. Center techs untradeable (which I don't disagree with in principle), yet Arc. can easily acquire all the other speed techs.
Don't you see something wrong there?
I would suggest, at the least, dropping the Slipstream II tech from his tree and making Slip I more costly. The Superior Nav. Center makes good sense if there's a Slip tech to justify it. But maybe the streams just aren't so easy for the Arc. navigators to deal with.
There's something going on with Extreme World techs.
In a test game using your previous version, Iconian has Toxic. It does not show on his trade screen.
Korath (who has Adv.Toxic as a racial) also has Toxic, though he did not research it. It does not show on his trade screen.
No one else has Toxic, so how did Ico and Kor get it??
Why do Iconian Aqu. and Toxic techs not require Extreme Colonization?
How did Ico. research the base techs without their prerequisites? (Ico does not have Extreme Col.)
Why do Yor and Korath have the Advanced extreme techs as racials, but not the base techs?
Are all racial techs Untradable?
Strange occurrence: Terran completed Int.Govts. and got Political Cap. It showed up with the label "Technological Capital" in the build tree (w/ the PolCap icon and description). A restart cured it. I see nothing wrong in the files.
Well, now, this is interesting. Just for grins I tried making a tech dependent on two prerequisites. It shows up kinda strangely in the tree display, appearing after both required techs (i.e. twice) -- but it works as expected! That's good to know. Have you tried it before?
I can't find any attribute that designates a ship component as "one per ship". Nothing in Cari's Guide or the wiki. I don't see anything in GC2Types that do it, e.g. on Righteous Might.
??
How do you justify making InvisibleHand available only to Good civs? War profiteering is universally reviled among the righteous.
I can explain that decision. In most testgames Arceans weren't doing quite well, the initial speed penalty has a severe effect on the number of colonies gathered in the colonial rush - and that was almost always a game-deciding loss. I had to boost them here, also because their SA only works if they initial the combat (offensive attack) which, esp. lategame with hightiered weapons, can result in lossless oneshotkill-battle.
The Terran do get much more basespeed once they go down for technological victory. The Terrans also have one of the best research capabilities and are funded, good diplomatics, in most testgames strong. The Arceans do get penalized on tech-development and are designed to have only *late*game-strength.
Untradeable extreme techs evolve from a hardcoded input because of a Super-Ability. That has always been the case like this.
Some of the "bizaar" tech-placement is because of my FW design to give specific races a bonus or stiffling in respect to their ability to make use of extreme planets. Some are just better colonizers, or maybe their natural bodyform already favours that extreme habitate (Yor [metal] likes Barren [no corrosives prevalent]) or that Korath should be able to colonize Toxic if their Spore SA causes that planet type.
Remember that you can start games with half, full or even without x-worlds. So sometimes this advantage is even nullified.
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