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!
Actually it's a 1pp.
Creativity only works on techs with base cost <2000 RP. Because weapons are generally more expensive I've reduced this nerf to every other weapon tech. It's fully intentional, also the ability to trade or steal some of them.
Some of the descriptions have been written merely to illustrate or outline the progression and also, to explain why the animation does look like it does. If you keep that concept you can rewrite those descriptions if you think you can come up with something better sounding.
Because 30 planets isn't much and Firewall Rack is a midgame tech. The AIs use the overbuild feature only very very sparsely. A human player can fill up all his old planets with the latest stuff but the AI is reluctant to do so.
Good catch! I've corrected the problem.
Another one. I've simply flipped damage-numbers, because the icons are displayed in a fine order.
It's about quantity and balancing.
Antimatter is hard to gain while Nukes are an old technology where resources did stack up. The nuclear solution is much more dirty and removes alot of future potential of the target planet. That's why it had to be more potent/destructive because I still want to preserve a sense of rivalry between the different techniques. Some are less potent but have other advantages like less cost or less colateral damage.
New test game with 0.65. One consistent problem (esp. with Korx and Krynn) is that the AI will build a Power Plant on every planet that it can, but no Factory. Krynn, e.g. has about 3 Factories in its entire civilization.
(Date is about 2229.06.)
I was watching another stack of his - all singles. He didn't have a lot of Logistics points (26?) and would form one maybe two fleets from the stack each turn. I guess there were so many in the stack they just never got formed up, which I found surprising because the war went on for a while. He also has a bad habit of flying his spore ships around in ones and twos.
Where is this Logistics setting? In racecongif? What does it control? the tendency to fleet up?
I've already fixed it. Not quite as straightforward as I'd thought.
Actually, they did pretty well in this test game. Didn't go far afield but snatched everything close, including an extreme deep in Yor territory (as they did in Korath last game). I'd say they're okay.
Btw, I thought these test games were Suicidal, but they're actually Masochistic.
Well, I've generally nerfed the ability to spam facs, esp. early on because that does more harm than good. That's why there is almost no spamable starting factory but instead the the 1pp plus the Fusion Reactor. The former is generally better early on because bonus-production comes at only half the cost. I deliberately kept maintenance cost down at such improvements in order to give a player also the choice between costly buildings with lots of raw output and cheaper, more efficient structures that however only translate into more production if some base prod is enhanced through them. Otherwise they won't net more production but still what they offer will be cheaper. Remember the initial colony also gives 24PP and that can be enough. I've played lots of all-econ games where I never did build a single factory and it did work out (although harder in some setups)
The question in charge is if that is causing problems?
There's something wrong. This test game has the same problem as the last - agents are completely inoperative.
I thought that it might have something to do with me running the first year and a half in auto mode. This game, not. I have bee <ctrl-shift-Z> to check out the progress of the AIs, but no funny business.
I save every 6 months so can go back in time, though with a coarse resolution. I'll check back to see if they were ever operable.
Can you reproduce?
Later: Nope. From my first save at 2227.06 Agents are inoperative.
That's hard to say, except that Korx and Krynn aren't exactly leading the charge. In this game Iconian is doing great! Last game they were too, but since I was contributing 1/3 of their income (Eco treaty) I didn't think that much of it. This time I did notice that Ico built Molecular Fab at a rate like the K&K build Power Plants, without their big Factory. But MF has like a 50% bonus so not so debilitating. (Plus I "corrected" the oversight on some planets earlier.)
There may be some balancing to do, but I don't have enough evidence yet to say for sure that it needs to be done. It still looks strange.
[duplicate]
Do you have weapons and defenses spreadsheeted? I'd like to see that they look like without poking around through individual entries, and would prefer not to have to do it myself.
Just ran an auto-testgame. In the case of Korx, facs were build just fine. Remember that in FW there are more 1pp structures ingame and these always carry a higher possibility to be built. I've also encoded it that farms are build more often.
With Krynn it's because they have lots of 1pp structures at their disposal. Most likely they'll build factories only at bonus tile sites. That's ok, because I don't want that the different civs build up their planets all with the same boring generic design but use their unique structures instead. Krynn are supposed to go for massive influence and Korx primarely want to make money.
I've increased the AI tag of the Krynns CounterEspCenter to 100 because I didn't see that too often on their planets but they start out with it and that building actually fits in with their theme.
Very good catch, I can confirm this. I've also been able to track it down, the error must be inside file "PlanetImprovements.xml". Somehow there's a xml-format error inside, which is causing this problem. My guess is that a specific line of code, such as
<CanHaveAgents>0</CanHaveAgents>
is being extended over the whole text, thus applied to all ingame improvements. Therefore the Spy-MegaEvent cannot place spies at all.
I've tested it out by giving a building the positive line <CanHaveAgents>1</CanHaveAgents> and then it did work.
I guess I'll have this one out quickly.
(enables the placement of spies again)
sorry, no
Can you give me the line number? I've already started work on PlanetImprovements.
Strangely, the file passed XML validation.
I had to change more than 200 lines. Basically all improvements that had <CanHaveAgents>0</CanHaveAgents> had this line removed (because this is actually the default setting). But all improvements that lacked this line now got added <CanHaveAgents>1</CanHaveAgents>.
There were some exceptions which I changed en route while going through the code, so it will be very hard to replicate this without a manual check I'm afraid.
Okay. Probably easier for me just to bring over my changes. I've been doing them piecemeal but they should be easy to spot.
<CanHaveAgents>0</ > is the default? That's odd. I would have sworn it was the other way around. But one can't argue with empirical evidence...
Exactly! With all other variables in the game it's the other way around, that's why I've been off track on this.
Hang on. I'm not so sure that makes total sense. If some of the improvements are set to "no agent", then some are set to "yes agent". Yet not a single improvement allowed an agent, even those that weren't supposed to (and would have were it a simple reversal of logic). They couldn't all have been hard coded. I know for a fact that Morale boosters aren't, and I recall that in an earlier mod Mercenary Academy did by default. It had to be disabled because it crashed the game when an agent was placed there.
I'm going to take a closer look this once I can get a new game started.
Logic Module engaged: If the default is "no agent" on everything, then your use of <CanHaveAgent>0</ > is merely redundant.
I've increasingly been using [YOURSHORTCIVNAME] in details. But that has an annoyinging side effect. When an invading Terran player steals a e.g. Torian-specific tech like Aquatic Tactics, it tells him how good *Terrans* are in water, so they can have the tech.
I suppose that's rare enough that we should go for the customizability instead of worrying about it...
I integrated the Agents fixes. Looks good so far.
I'm looking at the Korx Trader techs. You say FreighterFactory can be built by any civ with Trader SA. But FreighterFactory is a GA! I tried and a Second Trader can't build it. Make it a Super Project? The pre-req should be untradeable so same thing.
Tried three Traders, two Korx tree, one Alt tree with FreighterFactory as a SuperProject. All had FreighterFactory enabled, but only one (not the player and not Korx) built it initially. Strange.
------------------
Korx Trader and non-Trader race based on the Korx tech tree seem to work as intended, but I don't understand how the Korx non-Trader gets A history of Mercantilism tech?? 'Locked' is not granted for Korx as it is for everyone else.
There is a problem with non-Korx Traders. A History of Mercantilism is enabled, but Trade et al. is not. I think the addition of a Trade entry depending on A History of Mercantilism will fix it.
<Culture ID="Trade"><Requires>A history of Mercantilism</Requires></Culture>
Yes, it enables Trade and dependent techs. I'm adding it to all tech trees.
That by itself did not work in the non-Trader trees. But this does in both Trader and non-Trader trees:
<!-- TRADER SA Bonus Technologies --><Culture ID="Locked"></Culture><Culture ID="A history of Mercantilism"></Culture><Culture ID="Trade"><Requires>A history of Mercantilism</Requires></Culture><Culture ID="Trade"> <!-- <Requires>Diplomatic Relations</ > --></Culture><Culture ID="FortifiedFreighters"></Culture>
Apparently the effective tree is constructed using either the first satisfied or the last unsatisfied tech definition. (Many of the aliens already had base Trade defined after SA Trade.)------------------
Why a cost in this construct? (I understand why you don't just use Impossible Tech. Pretty slick, and potentially applicable elsewhere.)
<Culture ID="Locked"> <Cost>205</Cost><Requires>ImpossibleTech</Requires><CanBeTraded>0</CanBeTraded><CanBeStolen>0</CanBeStolen></Culture>
------
Defined a new Custom race that uses Trader SA but a non-Korx tech tree. Initially the SA did not enable A history of Mercantilism, but after a re-start (vs. a New Game) it did.
I wonder why Locked doesn't show up in the tech tree? Is it <Group>none</ >?
I saw in my first test game that Thalan had Trader techs when they don't have Trader SA. I looked at new Thalan and they don't have them to start. Might have been a glitch? I try to dredge up a saved game.
You make some statements in descriptions that I don't understand.
* in Espionage2 "Very early [Agents] hardly won't have any useful or precious technology to steal so we could instead .." In my experience, outright stealing of technology is very rare at any penetration level, at least for the player. Is this changed in FW?
* Same sentence, ".. use the first agents to get a sufficient level of espionage on all factions enabling us to determine where their ships are heading towards." Huh??
Why does Counter Espionage2 increase EspionageAbility 10%? The tech has nothing to do with the effectiveness of OUR spies. Rather, it stands on its own with its own purpose.
You explain it to me and I'll explain it to the player.
Were it up to me, I'd make Counter Espionage2 a stand alone tech and make the prereq of Xeno Espionage the same prereq as Counter Espionage2. Then make Xeno Espionage +10 or +15% and make Counter Espionage2 +0%. If I want it, I'll research it. If I don't want it, it's just a waste of time RPs.
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