Update to Space Weapons Fix Mod

Download version 6B for GalCiv2: Twilight of the Arnor

Change list:

  • 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, v6A

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.’
  • Known issue: The Drengin Experimentation Centre can be upgraded – this is fixed in version 6B.
  • 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.

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.

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

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.

Space Weapons Fix Mod, v5F

Download removed.  Reason: Bad version.

Change list:

  • Weather Control Zenith improves PQ by 4 instead of 3, has maintenance 2 and improves food production by 50%.
  • Farming techs removed from Arcean tech tree (otherwise they could have large unhappy populations!)
  • Arcean first-tier weapon tech costs reduced by 50%.
  • Arceans have earlier access to a low cost version of Advanced Logistics, but later logistics techs in their tech tree cost more.
  • Minor races did not have Hyperdrive defined as Propulsion category, fixed.
  • Made some consistency changes and fixes to Krynn tech tree.
  • Removed the improved colonies and fixed other improvements with multiple upgrades in different tech trees.
  • Broke apart Planetary Improvements in Arcean tech tree for improved early research.
  • Cathedral of Valor: Super Project, increases planetary defence by 65% (obviously only only on built world) and will test to see if it actually grants a 50% civ-wide bonus to Soldiering.
  • New Arcean Super Project.  Temple of Honour, improves population growth by 15% on planet and adds 6tp of research capability.  Available to build immediately.

Space Weapons Fix Mod, v5D

Change list:

  • Engines re-costed as follows:Speed 1
    • Hyperdrive, Hyperdrive Plus: 20
    • Ion drive, Stream Drive: 15

    Speed 2

    • Impulse Drive I – III: 30

    Speed 3

    • Warp Drive I – IV: 45

    Speed 4

    • Warp Drive V: 60
    • Hyperwarp I: 55
    • Hyperwarp II: 50

    Speed 5

    • Hyperwarp III: 75

    Speed 6

    • Stellar Folder: 120
  • New defences for Good-aligned civs:
    • Duranthium Battle Armour, +9 Armour, cost 95
      Prerequisites for research: Duranthium III and Good alignment.
    • Psionic Defence, +16 PD, cost 140
      Prerequisites for research: PD Combo III and Good alignment.
  • Sensors and sensor array re-costed and re-sized, research cost for sensor array reduced by quite a bit
  • Re-costed the Yor Doom Ray research project.
  • Added a custom race as an opponent, with a close copy of the Yor tech tree and the Super Warrior ability.
  • Added the Omega Beam research project to the tech trees with Disruptors.
    • It replaces Doom Ray and makes it more worthwhile picking beam weapons in the end game with those races.
  • Omega Beam: Damage 66, Cost 405, uses the Disruptor II weapon model.
    • Custom sound effect based on the disruptor sound effects, but same Doom Ray animation.
  • Hopefully fixed Arceans getting stuck on Weather Control research.