Download version 6B for GalCiv2: Twilight of the Arnor
- Krynn tech tree fixes: corrected category for Missile Defence Theory, Mass Driver Theory.
- Drengin Experimentation Centre is no longer an upgrade target for the Improved Slaveling Lab.
- Hull capacities, hitpoints and logistics have been rebalanced.
- Armour and point defence modules have been rebalanced.
- Logistics ability gains from technology have been doubled to compensate.
Space Weapons Fix Mod is a mod for Galactic Civilizations II: Twilight of the Arnor (or Ultimate Edition).
Some time ago the modding community started poking around in the TA tech trees to see why the AI was reluctant to develop certain techs. We found that some weapons techs were categorised as PD, instead of Military, meaning that unless missile weapons were deployed, those techs would never be researched by the AI. Obviously, an AI that can’t fight back isn’t much of a challenge.
November 13, 21:41 UTC
Hmm. My first impression of this 6A test game is that either I’ve got really lucky with the colony grab, or cutting the Basic Life Support module is hampering the AI’s ability to colonise. I have the most colonies as far as I know, and I’m on target to snag a few more.
That being said, the Zylons do get an inherent bonus to Military Production, so that might explain why I’m having such an easy time of it.
November 13, 16:16 UTC
I’m playing a test game of the new version (6A) as the Zylons just to see if there are any lingering bugs. I’ll pick up my previous test game later on.
November 13, 0:25 UTC
I have Photon Torpedoes to fit onto my ships now. :) I’ve decided I’m going to wipe out the Terrans, and I’m moving my fleet into position before I declare war. It should be a very one-sided battle, but just in case I have my shipyards rolling out some fresh new ships.
November 12, 21:46 UTC
I can’t believe it. The Krynn, despite lagging horribly behind in the technology race, have built themselves a sizeable fleet and have declared war on the Thalans.
November 12, 21:36 UTC
The last of the Altarian colonies has converted. That brings me to 105 colonies, more than even the Drengin.
November 12, 17:31 UTC
I just noticed that the Drengin outright scrapped a bunch of their ships. They couldn’t afford the maintenance after the economic boom ended.
November 11, 17:27 UTC
That’s a lot of population! As each of the Altarian colonies convert, they get a Weather Control Zenith which ups the max population to 12B as well as improving the planet quality by 4 (so, three extra tiles). Tax income is only 12677bc but of course I only control one economic resource so far and no morale resources.
November 11, 16:10 UTC
The test game is pretty much in the bag, although it’s not yet won. The Drengin are ahead militarily, but they’re not very technologically advanced in terms of weapons research. However, they have a very healthy economy powered by their many resources and can support a massive military. Just as well they’re my ally.