I've uploaded a ZIP file to my google drive alongside a note file on my current findings. I've made changed to TechTree, PlanetImprovements and the racial techtrees. All my changes are marked with to be easy to find. I haven't updated the change log because I'm still experimenting and don't want to waste time redoing updates in the change logs. On a side note. I urge you all to keep AI values sub 25 whenever possible. We don't want all our techs
MabusAltarn
@Gaunathor. I've worked out a way to get AIP8 to research Planetart Invasion. It's not pretty but it works well. Set it to: Industry/Pure Research/AIV 35. AIP8 ignores AIvalues and is allergic to high cost research. Setting PI to Industry/Pure Research prefent research inflation and convinces AIP8 to get this tech ASAP. AIP11 does as well and the tech stays "cheap". IT's not pretty but it works. I've also concluded X
@Gaunathor Good to know. I'll start with the Krynn and work my way towards the Yor from there.
@Gaunathor Thanks. I'll do that. Question. How do you feel about switching a few categories around so both AIP11 and AIP8 research more or less the same techs. For example. AIP11 rarely if ever reseaches Xeno Com > UniT > Basic Dip > Trade. Personally I feel these are essential early game techs which are a good source of income to anyone. As it stands the AIs rarely research them. For APT2 I used a few "hacks" to force the AI into these techs.
@Gaunathor. I've been doing some tweaking with the AI values but I think the current version (V3+scenario's) is a little out of date. Is there an ETA on the next version?
@Gaunathor. No looks pretty good imo. Is it worth considering turning the Precursor Library into an SP? I know it's not a structure you start with but the iconians practically trip over it. It's a good structure but perhaps it's not game braking if there's a few more of them in a game. I ran a little experiment linking hull tech to industrial. The idea was you'd unlock factories then a bigger hull. Of course you could omit medium hull
I've been running a few test game of AI vs AI battle. I've noticed the AIP11's don't research Interstellar Construction on an AI value of 25. I recommend it's set to 35 (same for Nano Materials) as often this crucial technology is completely ignored. AIP8 seems to be just fine with this.
On farms: Even with an AI value of zero on a farm structure the AI will still build farms and it will put them on 300% food tiles. It's been tried. It doesn't work. Making farms 1pp would trigger the 1pp upgrade bug. Basically if an upgraded 1pp structure is destroyed you lose the ability to rebuild it. So, that won't work either. To my knowledge there's no civ wide bonus to food production. Besides if you do give say, +20% food to a whole civ. Imagine
@Gaunathor. Seems good. I must have made a few error updating the change log. Thanks for correcting them. @Maiden666 Is it true the AI doesn't need sensors? I wasn't aware of this.
@Gaunathor. Looks good. I like it.
Here is my suggested pre-setup for races using the initial 10 points each gets. I'd like to stress that you can redo these in game whenever you want. Yor: -Ability Economics +10 (Total 20) (Efficiency leads to low profit margins) -Ability Hit Points +10 (When you don't have to waste time and energy on life support you've got all these materials lying around doing nothing. So, might as well add hull plating) -Ability
re: I think every race should have some bonuses to economy-related abilities (Economics, Morale, Pop. Growth). The rest of the points can then be invested into abilities that are fitting to the race, depending on its background. For example, Weapons and Soldiering for the Drengin, Research and PQ for the Iconians, Diplomacy, Trade, Creativity, and Speed for the Terrans, etc. Alright. I'll set it up.
Getting starbase defense right is really tough. I've made several attempts in APT2 and you either end up with indestructible objects or something with the studity of a leaky water balloon. The key ingredient is health. Starbases benefit from +health bonuses like a ship. Maybe a boost to base health? re: Miniaturisation has always seemed a little bit too powerful compared to doing research which makes particular components more space efficient. The cost
@Gaunathor I'll pick up the new version and check out hull progression again. re: What do you think about the Precursor Library as a GA? I'm still not sure, if that was the right move. However, it was the only thing I could think of to fix the Iconians over-abundance of mandatory 1pps. Although, I'm even more worried about the Omega Research Center. It feels a bit UP compared to the Tech Capital and Precursor Library. One of the best changes!
I played a test game with the Iconains. Large map. Painful difficulty. 5 random opponents: Terrans, Krynn, Torians, Yor and Korath. I had a minor in my territory that seemed to be doing alright and had quite a fleet. Unfortunately it decided it's fleet should be kept off planet making an invasion rather simple. The Krynn and Yor didn't get a lot of words in the early game. I dealt with the Yor first while they were occupied with the Terrans. The Kryn
Also uploaded an English.srt with the bonuses added to tile descriptions.
Uploaded a techtree.xml and modified changelog to my google drive account. The techtrees are a bit more compact now.
@Gaunathor Exactly :) Question. Would you guys mind if I reformatted TechTree.XML so it displays the techtree a little better in game? There's a few lines that cross and there's a few lines that are very steep.
@Gaunathor Hmmm. Module: "Protection Racket" Description: "Pay up, or blow up."
re: Okay, I'll add it. However, I'm still not sure about this. The manual explicitly mentions the bonus tiles, and I don't know, if Stardock is willing to adjust this part in order to accommodate the change. I think we might need a new manual. :D re: I don't know. It looks a bit off to me. [e digicons]:S[/e] The point of the map is to show you where your rally points are. However, they are often hard to make o
Oh, is there a CSV repository or a shared folder I could upload changes to?
Uhm. Guys. All I did was edit a DXPACK file which is nothing more than an DestktopX file. iMod did something similar but never finished their project. Also the changed icons are part of Galciv 2, not twilight, so after the update they'll still be there for modders who want to restore farms and the same applies to English.srt. Anyway. My stance on this is simple. Everything you show on screen communicates purpose to a user. If you show farm tiles old players will think
I'm not to worried about the farm bonuses tbh. If we're going to put out a fix it might as well go all the way. Btw. I've been playing a test game with the Thalans. It's surprised me how easy it is to make money in the early game. On a side note. I've done some other UI work. The Rally Point screen e.g. has a map that is rather useless so I removed it and made the list showing the rally points much, much bigger. Trust me it's an improvement. I&#
Oh I do love it when a plan comes together. I've made a slight alteration the the plantscreen which removes the bonus in the tile display. Then I added the bonuses to English.srt. Combined with the translucent PNG's farm tiles are now a thing of the past. Download location: https://drive.google.com/folderview?id=0B0w-HWDGP00gcG53UmtLZkJELTQ&usp=sharing
Hmmm. Now that I think about it I could use Object Desktop to remove the % bonus display in the Planetary screen (for tiles) and put those in the descriptions linked to each unique tile. That way there would not be a misleading bonus either.