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UCP_CoreFixed Intuitive influence buildings having really low values.Fixed Adavanced Capital upgrade morale.Fixed Galactic Event - Ludicrous Speed text, displaying wrong values.Fixed Galactic Event - Public Education text, displaying wrong values.Removed ProtoType Durantium Driver.Fixed Molecular Fabricator becoming available to build again once upgraded to Industrial Replicator.Fixed Manufacturing Focus specilization techs been wrong way around.Fixed Tourism buildings preclusions.Durantium can now spawn on planets.Changed random Star names.Reduced chance of Assassination Event and made it a late game Event.Increased sensor range by 8 for Capital Upgrade.Increased sensor range for Advanced Capital by 16.Reduced Range from Galactic Event - Life Support by 50%.Increased minimum turns on Life Support and Ludicrous Speed galactic event to make them late-middle to end game Events.Rebalanced Missile and Beam mass.Rebalanced Weapon resource costs.Renamed Devout unique buildings.Added Weapon Augments to most default blueprints.Added unused Augment and Support modules to ship blueprints. (AI Feets will be tougher)Reduced Thruster mass and dodge.Added small level up bonus's too all Trade Goods.Added wealth adjacency to Market Center and Shopping Center.Added new Defender, Slavemaster, Spider, Cleric and Mechanic icons.Added a Free citizen to Determined, Cybernetic, Angry, Engineers and Sneaky abilities.Increased Shopping Center bonus to 40%.Increase Trade Route planet income contibution by 60%.Rebalanced Xenophobic ability.Changed Temple of Enlightenment, +5 Research and +10% per level.Changed Citidel of Revenue, +20 income and +10% per level.Changed Death Furnaces, removed research adjacency, +10% Production and +1% per level.Balanced Lost Treasure ship components.Changed Torian Freighter module's range bonus from a multiplier of 100% to a flat +15.Numerical diplomacy values.Increased chance AI will pick mass reducing Hull techs over minus construction Hull techs.Reduced rush and upgrade costs slightly.Changed Scavenger tech Mining bonus to 0.2.Aquatic Farms are now 1 per colony, increased level bonus to +1 per level instead of 0.1.Tourism unlocked earlier.Added Tourist Center improvement.Added a Growth penalty to Bacterial World (Non Synths).Renamed Unrest to Taxation.Removed Banking Sector, which is tagged unavailable, from the ImprovementDefs.xml to stop it showing in the Tech Tree.
UCP_AIAI Strategy and Ship Class adjustments, AI should better understand the new blueprints.AI Now place sensors on starbases.
UCP_DLC4Fixed Precursor Worlds not providng resources, where aplicable.Fixed Precursor Prison.Fixed some broken Precusor Colonization Event texts.Change Precursor Treasury and Precursor Quarantine to a flat wealth bonus.7 Precursor Worlds complete with new Colonization Events.
UCP_DLC2Gives bonuses to the Dreadlords.
UCP_DLC7Fixed Lost Treasures buildings providing incorrect adjacency bonuses.
UCP_Map SizesFixed borked values in MapSetupDefs.xml.Regraded Map sizes. (They are generaly bigger more like pre Crusade)
UCP_EnhancedIncreased each Technology Age.Increased starbase hitpoints to 100.Increased admin count for Administrators by 1.New Terraformer promotion for Farmer.Updated Mechanic Citizen.
UCP_Planet Traits16 new Planet Traits.New Bacterial and Corrosive world icons. (Not great but different)Changed +% Food Planet Traits and Colonization Events to flat +.Changed -% Food Planet Traits and Colonization Events to -% PopulationCap.Fixed some planet Features having wrong colour icons.
UCP_Factions21 new Starter Systems.11 new Star Colours.21 new UI and Map colours.Over 50 new Ship colour sets.3 New abilities: Clones, Nanobots and Assimilators.1 new Race type, Cybernetic Organisms.
UCP_GovernmentsIncreased Government colony limits to account for the new map sizes.Increased Crisis chance by 10%.Moved colony bonuses from governemnt ships to a new leader. Bonuse split to first 5 colonies.All government awarded ships are now either combat or armed survey ships.
UCP_EXP1_MercenariesFixed broken mercs after removing Durantium Driver.Mercenaries now have 6 tiers with a maximum of 8 mercenaries per tier.Upgraded weapon components to better reflect thier tier vs tech/age.
UCP_IdeologyChanged pragmatic trait to give 1 free Engineer and 25% sponser decay.Reverted Engineered Pragmatic culture trait back to providing free Engineers (2).Fixed incorrect text for Ideology Traits.
UCP_EventsNumber of colonies events.Tech Age events.Galactic Peace events.First time in a War event.Mercenary Generals events.New Colonization events.Ministry of Economy.
UCP_DiplomacyDiplomacy softcap now ranges from 1-20 (softcaped at 10 before).Added additonal moods.Added numerical values instead of the --- and +++ you normal see.
UCP_TerraformingAllows the last 2 terraforming improvements to be placed 4 times. (6 Extra tiles)
UCP_Two Way TreatiesMakes benefiting treaties and alliances two way, also places a limit of 4 per treaty/alliance. Better descriptions and names for non benefiting alliances.
Reserved
I had strange things happen in some games I played with your UCP mod version 1.12 in Intrigue. In different games the default colony ship population would be different, and the time to wait to change governments would be different. I found the cause, and it still exists in 1.13 and in this mod.When the initial installation is made, the UCP_Enhanced\Game folder contains the file GalCiv3GlobalDefs.xml. When UCP_Intrigue.rar is unzipped, it adds another copy of GalCiv3GlobalDefs.xml into the UCP_Core\Game folder. This copy has the Intrigue information, but there are also a lot of other changes from the one in the UCP_Enhanced\Game folder.Depending on which copy of GalCiv3GlobalDefs.xml the game reads last, the game will have different data and may not behave as expected.That is the only file duplication I found.
Doh, It is in the wrong folder in the Intrigue.rar, I'll fix it (it should overwrite).
Fixed, updated both rar files on dropbox. Just redownload or delete the GalCiv3GlobalDefs.xml from the UCP_Enhanced\Game folder after installing UCP_Intrigue.rar.
Horemvore, awesome mod and thanks for combining with the ST races Couple things after playing 3 games with your mod combined with GRM and the ST races.
After about 125 turns on an immense map and once they start conquering planets, the BORG become OP even with only the cybernetic, assimilator and nanobot traits and not 4 like other GRM races. I know it is partly done on purpose but the 500 points of research and the modifiers to population and production add up exponentially when abundant planets are available. I had to tone it down a bit especially the research values, halved to 250, otherwise they become unbeatable if they are not eliminated very quickly. In all three games after 250 turns they where double the strength of all other races combined. If we could form a federation that includes all other players when the BORG get to a certain size and which disbands after the threat is dealt with, that would be a different thing ...
The change to Xenophobic is a bit extreme, at .9 for military production I have shipyards with 4 planets that take 99+ turns to produce large size hulls. I had to modify that one a bit also, brought it back down to .75 and to compensate doubled the research and social production bonuses instead of tripled it. Seems to work a bit better and I am not completely racing through the tech tree anymore but still keeping ahead of non xenophobic races albeit not ahead of the BORG.
Thanks for making the game great again and welcome back
That was/is kind of the point of that race combo. But..
Im still tweaking the "Borg" abilities. My last game they got out colonized by thier neighbours, close to 3 others, and eneded up with 11 planets where everyone else was 30+. They were still second over all
Current game though they are at war with Tellar and Cardassia, losing atm too. Killing Tellar but Cardassians are taking what planets they take. Funny to watch tbh lol.
Since you have changed the Xeno penalty back you will want to keep an eye on them Tholians. I increased it after the Tholians pretty much spanked everyone in my first 5-6 test games.
Understood about the Thalians and I agree that at the default .5 military production, xeno is OP considering the 3x bonus in research and social. That's why I am trying a .75 handicap, halfway between default and your setting, and a 2x bonus on research and social prod. See what that gives.
Thank you for the Star Trek ships , I just sent you a PM asking for the same thing , pretty funny you already thought of it
Now back to the first course ... (romulan Captain in Balance of terror)
JJ
Klingons going to win my game, they just spent the stock pile of 90000bc they had upgrading thier ships after Cardassians declared war on them, they have shot to 1st in military poower by a factor of 4x next to 2nd who is ahead of Borg (Struggling with a 5 way war, but still top on Tech and Production) by a short amount, then down to the rest of us
Wotan
Did you mean you were restoring the multiplyer to 2 giving 200% production and research ?
Horem had a flat value of 3 in there which is a base boost of +3.
I played a game with the multiplyer at 2 and yes I have to agree it is a bit OP . Perhaps a value of 1 , would that give a 100% bonus ? maybe that would work out better. I did find myself racing through the tech tree. However it was nice for a change lol.
Have you found .75 is good enough to get your ships produced ? It is a shame to have all those shiny new techs and not be able to build any ships with them
Horem
, Did you fix the Angry tooltip to display more than an A ? I thought having 3 cutters and a general good. I guess the litmus test would be , do you find yourself picking Angry over other abilities ?
Adaptability seemed to lack in description, or ability, it looked like it only had aquatic ability
do you think Emminance is strong enough for time travellers ? because you really do not want to trade that away since it makes your trades worse with that race. Large hulls are a great help but do not come in handy until later in the game for me.
Your abilities for the Borg are awesome. Great ideas !!
and A HUGE THANK YOU for the shipset. going to try it out
<StringTable> <Label>AdaptableAbility_Name</Label> <String>Adaptable</String> </StringTable> <StringTable> <Label>AdaptableAbility_ShortName</Label> <String>Adaptable</String> </StringTable> <StringTable> <Label>AdaptableAbility_Dec</Label> <String>Can colonize Water planets and access to the Precursor Archive achievement.</String> </StringTable>
I also got no Graphic when i made the DURANTIUM improvement on my planet, the durantium disappeared and the hex looked empty
can you try this out ??
Checking Angry text. Yeah adaptability had wrong description (They get Extreme Colonization not Aquatic Worlds).
I can't find the star trek Faction definitions in the download like
The Elo Sequestory_AB1063CCA9754235BFA1FA83851F5B2E.faction
Redownload the mod (you will only have to extract the faction folder).
THANK YOU !!
Hello Wotan
I was hoping to find out which traits you picked for the Star Trek races since you could round them out to 4 .
I am not familiar with some of the newer races(to me) so I did not know what to select to get the best play from them. I am old and watched the original Star Trek on TV in the 60's as a child.
I remember how excited we Trekkers were when the MOVIE came out !! I had the original communicator, tricorder and phaser. Unfortunately they disappeared
playing against 20 Borg races would do me in but for the sake of variety ...
thanks
Hi Jabberjaws, I gave a flat bonus of 2 to research and social not a multiplier and I brought down the handicap for military to .75 to compensate. .9 was too aggressive for me and I was not able to build higher end ships, at .75 it seems better but still a bit of a drag on production, problem with the default of .5 is that you can overcome it too easily and it makes winning the game too simple or gives the AI with it's bonuses on higher levels too much of an advantage. The Thalans at .5 and 3x are totally OP which is why Horemvore handicapped it in the first place.
Working ok so far but still not quite right. I might just omit it completely from the races I use and compete against.
For the traits I tried to stay true to canon, not near my PC right now but once I get there I will post.
I saw the original Star Trek shows in the 60's as they came out also, have not missed a series since. I pretty much qualify as a Trekkie, pretty much why I ended up in IT although I did start with punch cards LOL
I am CTDT with this error on start game
Response: 0|1|0|0Debug Message: ERROR: GetTranslation() failed on: CRISIS_FREQUENCY_LABEL
please perhaps someone can help fix it.
Do you own Intrigue expansion?
yes i do
The game was working before I put the GST in the MOD folder
It CTD during galaxy creation, or after its loaded up? (during creation ctd are usually down to a civ missing a planet/star.
The CTD happened before the game fully loaded . I had all the settings and races picked then poof after waiting for a few minutes for the galaxy to form , then CTD
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