Status

Remington Ryder October 31, 17:04 GMT+0000

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.

Status

Remington Ryder October 29, 14:20 GMT+0000

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.
  • 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

Remington Ryder October 27, 14:03 GMT+0000

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

Remington Ryder October 25, 22:42 GMT+0000

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.