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.
This mod adds a smaller light source with half the power requirements of a standing lamp, and a smaller radius of illumination.
You need to research Colored Lights to unlock the lantern.
Those packaged survival meals are no longer the meal of choice for your colonists. Meal quality and nutrition value is reduced. Fortunately, no ‘OMG that tasted like cardboard’ thought had been added… yet.
Pretty simple mod. Instead of requiring 3000 or 600 tech points to be accumulated before the Ages of War or Ascension are unlocked, they will be available as soon as you begin. However, the Age of Victory remains unchanged, at 9000 tech points.
N.B. In order to install this mod (at present) you will need to (backup first!) and overwrite TechAgeDefs.xml in your game’s installation folder.
Also note that at the moment this mod has only undergone preliminary testing. Effects on gameplay are at this point unknown. If your galaxy explodes, it’s not my problem.
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.