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Tolmekian
I ran my test through year 4 last night and it's going very well. Tech trading and Super Abilities on, eight identical custom races with paired tech trees and Super Abilities. I set my Iconian, Drengin, and Terran to AI 8, and the Korx, Drath, Torian, Yor, and Arcean to 11. I set it up like that for a few reasons: AI 8 doesn't seem to like Extreme Colonization. Since the Iconians start with Aquatic and Toxic, they can get those worlds and research the
Don't forget the Research Center and Research Academy, if you haven't found replacements already. They currently use the images for the Dark Energy Lab and Interstellar Refinery. I set them back to the old images, but updates would be swell.
Me, I've just been bizzy bizzy bizzy. Can't say I'm quite near the end yet, though I have gotten over the hump. I added the Terran tree to my mix, since I was running 2 Korx trees. They're a pretty easy fix. I overdid it slightly on the ethics techs.. It's a fine line between less than half researching by year 6 and a few starting to research them in year 1 and 2. Pulled them back just a bit and it's time for the next test. Maybe tonight. I th
[quote who="CamronSareja" reply="9" id="2871518"]There are already far too many people on this planet for all citizens of the Earth to enjoy Western standard of living. The solution : A Restricted Family Policy (0 to 2 children) in 64 countries. -------------------- Camron Sareja[/quote] Given today's technology. They're building hyper-fusion reactors, folding space to travel between stars, and shipping materials in from all around the solar
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[quote who="MarvinKosh" reply="102" id="2868021"]I think I'd probably just be re-inventing the wheel. The only thing I can think to do at this point would be to alter the weapons tech tree and add some new components so that the AI gets some decent defences without having to plod through the Defence tree. It doesn't make sense to me for there to be so little gained with the early Defence techs which actually slow down the AI's development of weapons in the event that they're facin
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Also, is tech trading and tech brokering on . . . wait, this is DA. My little experience with DA was that the AIs will all just trade techs amongst themselves until they all share the same techs. It makes it virtually impossible to out-research them, as you are up against the collective research capabilities of all the AIs together. Sorry for no real input. :(
Interesting. I just looked and the internal name is the same. I just copied the recruiting center and pasted it at the bottom of the list, changing only the tech requirement. Like so: - Improvement > <span class="b"
One thing I've noticed with the Arceans is that Weather Control seems to delay Extreme Colonization to the extent that they don't get in on the extreme planets race. It's not that they don't research it fast enough, it's just that Weather Control and Extreme Colonization are expensive techs. It looks like they are getting priced out, essentially. My Drengin hold their own fairly well, but they aren't one of the top races. A bit lackluster overall. One of the be
Actually, I don't recall. I think I actually did change the internal name, because I first called it an Induction Center. I'm not able to check right now, but try the same thing and change the internal name - maybe to AMC01 or something. Is the upgrade target the internal name or the display name? That's the key issue.
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Whew. After many hours of modding and testing over the past several weeks, I'm pretty much ready to declare my work done. The TechTree itself is fixed, along with the TechTrees of the Arcean, Drath, Drengin, Iconian, Korx, Torian, and Yor. Minor tweaks could be done to suit various tastes, but each tree allows for balanced research spread across the entire tree. Overall, I would say 95%+ rating. Final notes: Balancing and final testing was done w
Oh wow. Yes. I've been busy and distracted and lost track of this. Good news is I think I'm ready to call my tech modding done . . . for the most part anyway. Should have more GalCiv2 time to devote to this!
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A suggestion, though I haven't tested it. To solve a different issue, I have two instances of the Recruiting Center in my PlanetImprovements.xml. The only change is the tech requirement - I wanted the Arceans to have access to it through War Rooms. It works just fine, the only issue being that it shows up twice in improvements menu on the planet screen. It doesn't break the one-per-planet requirement, though, and both disappear after either one is built. So,
[quote who="TOV" reply="91" id="2862150"] I did actually see a couple military starbases with assist modules. I got to looking at the starbase module xml and found out why Battle Stations 2 and Protection Fields misstate their actual bonuses. Yet another minor thing to fix. This is the first time I heard about this (that I remember). Would you care to elaborate on what you mean by this?[/quote] For Battle Stations 2,3, and 4, it looks like they
[quote who="qrtxian" reply="89" id="2861367"] Just wanted to add here that a game where defenses outpace weapons isn't very interesting if you like watching the combat viewer. I have actually encountered a draw (link: https://forums.galciv2.com/383289) after a battle that lasted for 300 combat rounds. Until I started using the original Space Weapons Mod, high-defense was common, although I never saw the draw again. It's probably best for weapons and defenses to, at most, stay on the same
Well, my test with AI 11 turns everything on its head. To keep it short, a game full of 11s was a joy to watch. Nice, balanced research with no weapons blitz. Good defenses, good starbases. I must agree with an earlier statement by qrtxians that AI 11 seems to be the best war-fighter. Issues would be that now I think they research Extreme Colonization a bit early - late year 1 to early year 2 - and they don't reseearch engine techs at all. I only ga
Thank you. It's nice to get feedback. I'm going to keep posting on my work, since it gives me a chance to collect and present my thoughts. It's also nice to share and get ideas. My next test is going to be with no changes other than using all AI 11, just to see. Oh, that and I did create a bunch of custom races and gave them the exact same stats. That way I can compare the tech trees against each other without having the same races rise to the top every tim