I’ve started yet another new test game. I’ve made a few changes to the Arcean tech tree and added a new ship size, Support, which fits between Small and Medium in terms of cost, capacity, hitpoints, and logistics capability. For now, it is available with the Interstellar Construction tech.
Monthly Archives: October 2013
Status
I have a new test game going. The Zylons, which use a similar tech tree and buildings to the Yor, are making good use of their Cybernetic Matrix, which gives both a manufacturing and research boost – they’re placing it on bonus tiles and so on.
Space Weapons Fix Mod, v6
Download version 6 for GalCiv2: Twilight of the Arnor
Change list:
- Beam weapons balance tweaked – beams are fairly expensive per unit of firepower but scale damage to size well.
- Missile weapons balance tweaked – missiles are much cheaper per unit of firepower but do not scale damage to size well.
- Mass driver weapons tweaked – mass drivers are the cheapest per unit of firepower, and are average at scaling size to damage.
- Krynn buildings – Consulate changed to Super Project, gives +20 bonus to influence ability. Cost increased to 125, no maintenance.
- Krynn tech tree – Various changes. They lose Industrial Revolution, so no Entertainment Centre, but gain A History of Co-operation which nets them a free +10 to Culture.
- Thalan buildings – removed limtations on matrices. Reduced output of matrices but set maintenance to 1. Fusion Transformer is now available with Technology Adaptation II, adds 8mp and 8 tp, magnifies mp and tp by 75%, cost 500, maintenance 10bc.
- Altarian buildings – Regional Matric no longer upgrades from Manufacturing Matrix.
- Altarian tech tree changes.
- Core Technologies I: Economic Improvements, Xeno Economics
- Also unlocks Xeno Communications.
- Core Technologies II: Research Improvements, Xeno Research, Xeno Biology
- Core Technologies III: Productivity Improvements, Industrial Construction, Temples.
- Also unlocks Xeno Farm Construction.
- Core Technologies IV: Soil Enhancement, Xeno Trade Centres.
- Also unlocks Diplomatic Relations.
- Core Technologies V: Military Improvements, Interstellar Warfare, Space Militarization, Space Weaponisation
- Core Technologies VI: Starport Upgrades, Interstellar Construction, Advanced Hulls
- Core Technologies VII (after Technology Progression I): Space Weapons (new), Research Academies.
- Core Technologies VIII (after Technology Progression II): Invention Matrix, Medium Scale Building, Starship Defences, Advanced Space Weapons.
- Core Technologies I: Economic Improvements, Xeno Economics
- Yor buildings – removed limitations on collectives. Reduced output of collectives but added a % bonus to manufacturing. Brought collective cost to build more in line with other factories. Research Matrix is now Cybernetic Matrix, increases mp and tp by 12, with a 25% bonus on top, increased cost to 90 and maintenance to 7.
- General buildings – Industrial Sector cost reduced to 180, maintenance reduced to 7bc. Omega Research Centre now adds 20tp and boosts research by 65%.
- Torian buildings – Reduced cost of University to 80. Reduced cost of City of Learning to 100 and maintenance to 6. Technology commune now adds 10tp and only costs 350, maintenance reduced to 7.
- Default ships: Altered GC2Ships.xml to remove the obligatory Hyperdrive and extra crap from some of the starting designs, increased Support modules in a few cases.
- Iconian buildings: Precursor Archive maintenance reduced to 4. Precursor Library maintenance reduced to 4. Precursor Matrix is now a Super Project which adds 12tp and improves civ’s Economics ability by 40. Precursor Repository is now a Super Project which adds 16tp and improves civ’s Research ability by 20.
- Power Plant buildings scrapped. There are now three new Trade Goods, Fusion Power generators, Anti-matter Power generators, and Quantum Power generators which increase social or military production abilities.
Status
Made good progress getting v6 of the mod ready. Still needs testing though.
Mass driver weapon changes
Finally, here’s the updated mass driver stats:
Weapon | Cost | Damage | Size | SizeMod | Size on Small | Size on Large | Damage/size1 | Damage/size2 | Cost/damage |
Space Cannon | 8 | 1 | 16 | 5 | 18 | 20 | 0.06 | 0.05 | 8 |
Railgun I | 10 | 1 | 12 | 5 | 14 | 16 | 0.07 | 0.06 | 10 |
Railgun II | 10 | 1 | 10 | 5 | 12 | 14 | 0.08 | 0.07 | 10 |
Railgun IIII | 10 | 1 | 8 | 5 | 10 | 12 | 0.1 | 0.08 | 10 |
Railgun IV | 10 | 1 | 7 | 5 | 9 | 11 | 0.11 | 0.09 | 10 |
Railgun V | 10 | 1 | 6 | 5 | 8 | 10 | 0.13 | 0.1 | 10 |
Ion Can I | 12 | 1 | 9 | 3 | 10 | 12 | 0.1 | 0.08 | 12 |
Ion Can II | 12 | 1 | 7 | 3 | 8 | 10 | 0.13 | 0.1 | 12 |
Ion Can III | 12 | 1 | 5 | 3 | 6 | 8 | 0.17 | 0.13 | 12 |
Scatter Gun I | 6 | 1 | 10 | 4 | 11 | 14 | 0.09 | 0.07 | 6 |
Scatter Gun II | 6 | 1 | 8 | 4 | 9 | 12 | 0.11 | 0.08 | 6 |
Scatter Gun III | 6 | 1 | 6 | 4 | 7 | 10 | 0.14 | 0.1 | 6 |
Neutron Dr I | 26 | 3 | 10 | 4 | 11 | 14 | 0.27 | 0.21 | 8.67 |
Neutron Dr II | 15 | 3 | 8 | 4 | 9 | 12 | 0.33 | 0.25 | 5 |
Neutron Dr III | 15 | 3 | 6 | 4 | 7 | 10 | 0.43 | 0.3 | 5 |
Pulse Can I | 15 | 3 | 12 | 4 | 13 | 16 | 0.23 | 0.19 | 5 |
Pulse Can II | 15 | 3 | 10 | 4 | 11 | 14 | 0.27 | 0.21 | 5 |
Pulse Can III | 15 | 3 | 8 | 4 | 9 | 12 | 0.33 | 0.25 | 5 |
Sing Dr I | 18 | 4 | 7 | 4 | 8 | 11 | 0.5 | 0.36 | 4.5 |
Sing Dr II | 18 | 4 | 6 | 4 | 7 | 10 | 0.57 | 0.4 | 4.5 |
Sing Dr IIII | 18 | 4 | 5 | 4 | 6 | 9 | 0.67 | 0.44 | 4.5 |
Sing Dr IV | 18 | 4 | 4 | 4 | 5 | 8 | 0.8 | 0.5 | 4.5 |
Sing Ripper | 52 | 12 | 12 | 10 | 15 | 20 | 0.8 | 0.6 | 4.33 |
Grav Dr I | 33 | 6 | 12 | 4 | 13 | 16 | 0.46 | 0.38 | 5.5 |
Grav Dr II | 33 | 6 | 10 | 4 | 11 | 14 | 0.55 | 0.43 | 5.5 |
Grav Dr III | 33 | 6 | 9 | 4 | 10 | 13 | 0.6 | 0.46 | 5.5 |
Grav Dr IV | 33 | 6 | 8 | 4 | 9 | 12 | 0.67 | 0.5 | 5.5 |
Psy Shred | 155 | 13 | 12 | 6 | 14 | 17 | 0.93 | 0.76 | 11.92 |
Quan Dr I | 35 | 8 | 5 | 4 | 6 | 9 | 1.33 | 0.89 | 4.38 |
Quan Dr II | 40 | 10 | 6 | 4 | 7 | 10 | 1.43 | 1 | 4 |
Quan Dr III | 45 | 12 | 7 | 3 | 8 | 10 | 1.5 | 1.2 | 3.75 |
Black Hole Gun | 165 | 48 | 21 | 9 | 24 | 29 | 2 | 1.66 | 3.44 |
Missile weapon changes
Here’s how the the missile weapons will shape up in v6 of the mod:
Weapon | Cost | Damage | Size | SizeMod | Size on Small | Size on Large | Damage/size1 | Damage/size2 | Cost/damage |
Sparrow | 32 | 1 | 11 | 4 | 12 | 15 | 0.08 | 0.07 | 32 |
Seeker I | 15 | 1 | 7 | 3 | 8 | 10 | 0.13 | 0.1 | 15 |
Seeker II | 15 | 1 | 6 | 3 | 7 | 9 | 0.14 | 0.11 | 15 |
Seeker III | 15 | 1 | 5 | 3 | 6 | 8 | 0.17 | 0.13 | 15 |
Stinger I | 35 | 2 | 16 | 4 | 17 | 20 | 0.12 | 0.1 | 17.5 |
Stinger II | 35 | 2 | 14 | 4 | 15 | 18 | 0.13 | 0.11 | 17.5 |
Stinger III | 35 | 2 | 12 | 4 | 13 | 16 | 0.15 | 0.13 | 17.5 |
Stinger IV | 35 | 2 | 10 | 4 | 11 | 14 | 0.18 | 0.14 | 17.5 |
Harpoon I | 40 | 5 | 14 | 3 | 15 | 17 | 0.33 | 0.29 | 8 |
Harpoon II | 40 | 5 | 12 | 3 | 13 | 15 | 0.38 | 0.33 | 8 |
Harpoon III | 40 | 5 | 11 | 3 | 12 | 14 | 0.42 | 0.36 | 8 |
Psy Miss | 100 | 8 | 12 | 3 | 13 | 15 | 0.62 | 0.53 | 12.5 |
Phot Torp | 35 | 6 | 8 | 2 | 9 | 10 | 0.67 | 0.6 | 5.83 |
Phot Torp II | 40 | 7 | 9 | 2 | 10 | 11 | 0.7 | 0.64 | 5.71 |
Pho Torp | 55 | 11 | 11 | 2 | 12 | 13 | 0.92 | 0.85 | 5 |
Pho Torp II | 65 | 14 | 12 | 2 | 13 | 14 | 1.08 | 1 | 4.64 |
Pho Torp III | 75 | 17 | 13 | 2 | 14 | 15 | 1.21 | 1.13 | 4.41 |
Night Torp | 220 | 56 | 39 | 6 | 41 | 44 | 1.37 | 1.27 | 3.93 |
Beam weapon changes
Here’s the spreadsheet with the beam weapons I’ve worked on today so you can see the full extent of the changes. Note that not all of these weapons are in all tech trees, so I’ve colour-coded some of them accordingly.
Weapon | Cost | Damage | Size | SizeMod | Size on Small | Size on Large | Damage/size1 | Damage/size2 | Cost/damage |
Fusion Beam | 30 | 1 | 11 | 4 | 12 | 15 | 0.08 | 0.07 | 30 |
Fusion B II | 26 | 1 | 8 | 3 | 9 | 11 | 0.11 | 0.09 | 26 |
Fusion B III | 22 | 1 | 5 | 3 | 6 | 8 | 0.17 | 0.13 | 22 |
Laser I | 25 | 1 | 10 | 5 | 12 | 14 | 0.08 | 0.07 | 25 |
Laser II | 25 | 1 | 8 | 5 | 10 | 12 | 0.1 | 0.08 | 25 |
Laser III | 25 | 1 | 6 | 5 | 8 | 10 | 0.13 | 0.1 | 25 |
Laser IV | 25 | 1 | 5 | 5 | 7 | 9 | 0.14 | 0.11 | 25 |
Laser V | 25 | 1 | 4 | 5 | 6 | 8 | 0.17 | 0.13 | 25 |
Particle Beam | 35 | 2 | 8 | 4 | 9 | 12 | 0.22 | 0.17 | 17.5 |
Particle B II | 35 | 2 | 6 | 4 | 7 | 10 | 0.29 | 0.2 | 17.5 |
Particle B III | 35 | 2 | 5 | 4 | 6 | 9 | 0.33 | 0.22 | 17.5 |
Plasma I | 35 | 4 | 7 | 6 | 9 | 12 | 0.44 | 0.33 | 8.75 |
Plasma II | 35 | 4 | 6 | 6 | 8 | 11 | 0.5 | 0.36 | 8.75 |
Plasma III | 35 | 4 | 5 | 6 | 7 | 10 | 0.57 | 0.4 | 8.75 |
Ion Beams | 50 | 4 | 7 | 4 | 8 | 11 | 0.5 | 0.36 | 12.5 |
Ion Beams II | 60 | 5 | 8 | 4 | 9 | 12 | 0.56 | 0.42 | 12 |
Ion Beams III | 70 | 6 | 7 | 6 | 9 | 12 | 0.67 | 0.5 | 11.67 |
Psy Beam | 130 | 8 | 8 | 5 | 10 | 12 | 0.8 | 0.67 | 16.25 |
Phasor | 50 | 7 | 6 | 5 | 8 | 10 | 0.88 | 0.7 | 7.14 |
Phasor II | 65 | 10 | 9 | 3 | 10 | 12 | 1 | 0.83 | 6.5 |
Phasor III | 70 | 11 | 8 | 3 | 9 | 11 | 1.22 | 1 | 6.36 |
Phasor IV | 70 | 11 | 7 | 3 | 8 | 10 | 1.38 | 1.1 | 6.36 |
Phasor V | 95 | 15 | 9 | 4 | 10 | 13 | 1.5 | 1.15 | 6.33 |
Phasor VI | 95 | 15 | 7 | 4 | 8 | 11 | 1.88 | 1.36 | 6.33 |
Phasor VII | 110 | 18 | 8 | 4 | 9 | 12 | 2 | 1.5 | 6.11 |
Disruptor | 70 | 11 | 6 | 4 | 7 | 10 | 1.57 | 1.1 | 6.36 |
Disruptor II | 70 | 11 | 5 | 4 | 6 | 9 | 1.83 | 1.22 | 6.36 |
Disruptor III | 75 | 12 | 5 | 4 | 6 | 9 | 2 | 1.33 | 6.25 |
Disruptor IV | 80 | 14 | 5 | 3 | 6 | 8 | 2.33 | 1.75 | 5.71 |
Doom Ray | 395 | 66 | 24 | 12 | 27 | 34 | 2.44 | 1.94 | 5.98 |
Omega Beam | 500 | 98 | 30 | 18 | 35 | 45 | 2.8 | 2.18 | 5.1 |
Status
Tweaking all the weapons today.
Status
Been playing a test game as the Arceans. Up to turn 450 and things are fairly interesting, although it’s taking a while to process turns on an Immense galaxy. The Altarians and Krynn are far behind on research for some reason, other races are going fairly strong.
Space Weapons Fix Mod, v5G
Download version v5G for GalCiv2: Twilight of the Arnor
Change list:
- Krynn tech tree bug fixed (thanks to Guanathor for spotting it) – they should now research weapons and not get stuck.
- Arceans have a Fusion Beam weapon which replaces Lasers.
- Fixed bad tags in GC2Types.xml which led to wonky weapon animations.
- Added PlanetImprovements.xml that should have been added in 5F.