MabusAltarn

MabusAltarn

Joined Member # 2490498
0 Posts 0 Replies 19,206 Reputation

I'm having trouble with a campaign I'm working on. I can't get the FlavorText to appear properly. I've figured out that for a custom campaign to even work you have to make a folder called "Campaigns" in your main mod folder or it doesn't work. So far, so good but for the life of me I can't get the FlavorText to appear properly. It defaults to the regular Howdy, Greetings stuff unless I put the file in the Date\English\Campaign folder in my Twilight install.

2 Replies 5,427 Views

I thought as much It kinda sucks because right now my AIs are overqualified and already have invention matrices, industrial sector and banking centers before they grab medium hulls but if I up the priority on advanced hulls it becomes an insta-grab and I'll have huge ships flying around with Laser Vs.

4 Replies 7,364 Views

What technologies do you think the AI should have as a minimum before jumping on medium hulls? My problem is that if the AI grabs Medium hulls to early it'll waste time researching it when it's useless. But if it grabs it to late a player will fly in and utterly crush the AIs small ships.

4 Replies 7,364 Views

I prefer using autoplay to test research before I dive into a test game or take over a minor. However, auto play crashes with Twilight of the Arnor when wars break out but I've figured out a way around this that's easy to set up. To auto play without crashing do the following: - Make a custom race with the universal translator - Pick a map. I prefer the 4-astroids map for consistency. - Pick the race you want to test and set relations to Team. - Start t

0 Replies 3,763 Views

I've toyed around with the idea of a species whose structures used food as a resource (- food penalty) and would need +food structures to compensate this. You could use immense amounts of morale bonuses to compensate for their massive populations. They'd have no economic structures, instead they'd get their money from taxation on their massive ultra happy, ultra loyal population. By not giving them Alliances, Univesal translator, Trade and government tech you'd create

21 Replies 24,026 Views

[quote who="aigokeros" reply="6" id="3320152"]Thanks a lot for your replies and advices. I'm also more inclined to APT (after having all three descriptions read) but there are many points and issues about APT in its thread https://forums.galciv2.com/438776 [/quote] Most of these issues have been resolved in V1.2 and don't impact game play all that mu

9 Replies 8,510 Views

I got the hull tech going how I want it now. AIV29 on Advanced Hulls did the trick. Concerning AIP8. I've given up on it, its just to hard to work with. AIP8 appetite for industry is insatiable and I never managed to dissuade it. It also HATES Branch ID Computing but you've noticed that. What is actually stopping it is the cost. AIP8 goes for the quick and easy research choices and expensive Computing IDd are not on the list.Only by lowering the cost to a fracti

298 Replies 925,927 Views

[quote who="Gaunathor" reply="23" id="3317032"]One way to approach this would be to reduce the AIValue until the AI no longer researches any Hull tech. Then, increase the value, one tech at a time, until the AI researches them how you want. This is going to take a lot of time, but should work in the end. Sorry, that I can't give you any more help.[/quote] Thats ok, thanks. I'm going to add some extra tech in the hull techtree and build in some low AIValue stops. My main c

298 Replies 925,927 Views

Congrats on the new release. AIP8 is very hard to slow down when it comes to manufacturing, I kinda gave up on it because of that. I also looked through you mod and I noticed almost all AIvalues are around 10ish and I'm curious why you did that. I'm having a bit of trouble balancing Hull tech myself. It seems the AI is far to eager to grind through it and you end up with battle cruisers with Laser III. Any advice or suggestions?

298 Replies 925,927 Views

[quote who="Gaunathor" reply="10" id="3314458"] Quoting MabusAltarn, reply 9I ran your mod through Mod Validator and found a few bugs. Could you check if the problem persists? I didn't notice, that you uploaded a new version before. It now says, that S_UpgradeTarget is missing for a lot of improvements. As that is normal, I'd say the problem is fixed now. Good job. [/quote] Excelent!

12 Replies 21,807 Views

[quote who="MarvinKosh" reply="11" id="3314510"] Quoting MabusAltarn, reply 5 Which XML Editor do you use? I use Komodo Edit. Although I'm fairly sure I used Notepad for editing TechTree.xml in the past and not that, otherwise I would have noticed the problem earlier.[/quote] I can recommend using Visual Studio Express. Any version will do. It's XML editor is excelent, it has on-the-fly error ditection, syntax hilighting, autocompletion. The

12 Replies 21,807 Views

[quote who="Gaunathor" reply="8" id="3314401"] Quoting MabusAltarn, reply 7It means there's something in your file file it didn't handle to well I'll have to test that with your file. Have you got multiple Requirements or something like that in PlanetaryImprovements.XML? It can't handle those. The Neutrality Learning Center has multiple requirements, but the message occurs even if I remove them.[/quote] I ran your mod through Mod Validator and found a f

12 Replies 21,807 Views

[quote who="Gaunathor" reply="6" id="3314366"]Well, I found one more bug and one thing I'm not exactly sure what to make of it. The bug is, that the program doesn't recognise if a tech is set to a different Category in the racial tech tree than what it is in the main tech tree. For example, I set the fleet module and Terror Star techs to Category Null in the TechTree.XML. I set them intentionally to an invalid Category to prevent the AI from researching those tec

12 Replies 21,807 Views

[quote who="MarvinKosh" reply="3" id="3314181"]All I get is an error loading the TechTree.XML file. Nothing more specific than that. Oh wait. There's an invalid token warning when I load up the file using my XML editor. Figured out it was a punctuation mark causing it. Moving on. Looks good. Now I just have to move a whole bunch of things to the main techtree. I haven't done it up until now because the supplied editors won&#39

12 Replies 21,807 Views

Hello everyone. While making APT 2.0 I got sick of finding errors in my test games. Missing connection, missing descriptions. Arg! It was just to much data to go through every time. So I wrote a program to do it. GC2 ToA Modvalidation (the program) will check the your mod for errors and it can be downloaded here . Use at your own risk. The download is a ZIP file so you need to extract the .EXE file fi

12 Replies 21,807 Views

Glad to hear it[quote who="eatatree" reply="45" id="3312404"]I've been playing the 1.2 version of your mod. Also, I am a noob. The Tor Confederation seems, like, unstoppable. I mean, seriously, take your eyes off them for five minutes and they've blobbed out over the whole galaxy. Do they do this in vanilla? (Playing on Tough difficulty.) Otherwise, your mod seems to work very well. It certainly makes for challenging games. Many thanks. If you&#39

84 Replies 281,628 Views

Thanks again. - new descriptions: I'm not sure about this change. Most of the details are already shown by the UI, making this superfluous. Only certain bonuses really need to be mentioned, because they are either not shown at all or it is hard to tell what type of bonus they are (planetary or ability). I like consistency so I either mention all properties or none. - Farming: The food-increase from Xeno Farm (2) to Intensive Farming (6) is still quite big, while Ad

84 Replies 281,628 Views

[quote who="clif9710" reply="34" id="3306219"]This discussion of mods has me salivating. From what I read, it appears the vanilla game has serious problems with the techs. As a newcomer, it's great to have the knowledge base that all of you have built and the work you've done to make the game better. I'm interested in a mod that will fix the problems of the basic game. I've looked at the Metaverse mod section and am bewildered because there are so many mods, many qu

84 Replies 281,628 Views

[quote who="Gaunathor" reply="32" id="3305468"] The Altarians and Drath have the Entertainment Center, Healing Pool and the Drathian Temple in their tech tree. Those improvements are relatively weak and the Altarians and Drath have no way to improve them. This also means, that there are three morale improvements in the build list at the same time, which can be quite problematic for the AI.[/quote] I 'fixed' this by removing Healing pools and giving the Drat

84 Replies 281,628 Views

[quote who="Tolmekian" reply="28" id="3305268"] Quoting MabusAltarn, reply 13I noticed the Korath never upgraded their slave labs with Xeno Labs. Makes sense, Xeno Lab's upgrade target is Basic Lab. Since you can't have one structure upgrade multiple upgrade targets I made a copy of Basic Lab and gave it the same properties as the starter slave lab and had it unlocked by a new custom tech similar to traditional research. Have you noticed the same problem with Drengin B

84 Replies 281,628 Views