About Space Weapons Fix Mod

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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.

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Update to Marvin’s Space Weapons Fix Mod

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Download version 6A for GalCiv2: Twilight of the Arnor

Change list:

  • Arcean tech tree streamlining – some techs are now optional rather than core.
  • Fixed Space Weapons costing in Arcean tech tree.  It is no longer core, because Arceans have access to Fusion Beams earlier on, but it does give access to Missile Weapon Theory and Mass Driver Theory in case the player wants Stinger or Railguns.
  • Added ‘Support’ hull class – category Small, available with Interstellar Construction.
  • Known issue: AI builds Support class but names it ‘Heavy Fighter.’
  • Increased colony module cost from 50 to 100.  Together with the cost of a cargo hull, this is about a 50% increase in cost.
  • Basic Life Support module is no longer available.  Life support modules are smaller but offer less range, starting at General Life Support tech.
  • Altered GC2Ships.cfg again, removing old Life Support modules from ship designs.  Starting ships are affected.
  • Yor and Zylon tech trees – Biological Studies is now categorised as Terraforming, not Colonisation.  Neutrality Learning Centre removed.
  • Yor and Zylon buildings – cybernetic versions of the Research Centre, Research Academy, Invention Matrix and Discovery Sphere.  These are all half the usual maintenance cost.  However there is no cybernetic version of the Research Co-ordination Centre or Neutrality Learning Centre.  Manufacturing Vortex now a Super Project granting +30 to Social Production as opposed to +15% manufacturing per planet.
  • Krynn tech tree – changed Xeno Industrial Theory to Manufacturing category, increased priority for Research techs.
  • Arcean buildings – Advanced Navigation Centre is now a Super Project, does not upgrade the basic Navigation Centre and provides a civ-wide increase in speed of +1.
  • Arcean Fusion Beam – the required sound file for this weapon is now included.
  • Yor and Zylon tech trees – debugged and rearranged for visual consistency.

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Marvin Kosh
Marvin Kosh 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. :)

Status

Marvin Kosh
Marvin Kosh 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.

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Marvin Kosh
Marvin Kosh 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.

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Marvin Kosh
Marvin Kosh 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.

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Marvin Kosh
Marvin Kosh November 12, 21:36 UTC

The last of the Altarian colonies has converted.  That brings me to 105 colonies, more than even the Drengin.

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Marvin Kosh
Marvin Kosh 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. :D

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Marvin Kosh
Marvin Kosh November 11, 17:27 UTC

over_a_trillion
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.

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Marvin Kosh
Marvin Kosh 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. ;)