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GalCiv 2 Ultimate Edition Community Update

GalCiv 2 Ultimate Edition Community Update

is now on GOG and Steam! :)

https://www.dropbox.com/sh/x2y0vtszretrook/AADTKT6lhp0Qhns8B7LkfJvaa?lst=

Project origins

There was some discussion on the Steam forums as to how to get an update to GalCiv 2 out there.

Draginol popped in and suggested that an update incorporating the expertise of the fanbase would be the best way forward.  A bugfixing update would soon be on the way.

I sent a message to the other tech tree modders, and luckily secured the assistance of Gaunathor, and later MabusAltarn, as well as some dedicated members of the community who posted some valuable feedback.  They have been instrumental to the success of the community update, and I'm glad to have played a small part along the way.

 

Progress report

The community update has been released as part of a rollout of Stardock products on GOG.com and is also available as an opt-in beta on Steam!

 

Downloads and links

Issues which can't be fixed with XML manipulation.

The file archive folder, hosted by MabusAltarn.

The list of bugs which can't be fixed with XML manipulation.

The spreadsheet of data changes, hosted by MabusAltarn.

Initial discussion on Steam forums

 

Credits for community member and Stardock staff involvement

Gaunathor - Tech tree changes, descriptions and standardisation.  AI value adjustment.  Planetary improvement changes and fixes.  Keeper of the change logs, spreadsheet and file archive. :)

MarvinKosh - Typo and description changes (English.str, Techtree.xml). Additional spreadsheet analysis.

DARCA1213 - Tech descriptions.

MabusAltarn - UI changes, tech tree changes, AI value adjustment, keeper of the file archive, spreadsheet and change logs.

Maiden666 - Suggestions for improvement (technology victory bonuses).

OShee - tech descriptions.

SiliasOfBorg - tech descriptions.

Frogboy - executable code changes.

 

6,638,179 views 2,020 replies +5 Loading…
Reply #1551 Top

Quoting Maiden666, reply 1549

The AIs pick randomly, perhaps an intent to create factions with different strengths even at the same diff level.
End of Maiden666's quote

Possibly.

Quoting Maiden666, reply 1549

Setup is medium map, with 0% range, and 10% range, respectively.

I checked on initial range of an empty cargo hull, then gave that 1 basic rangemod, then 2, then 3.

Racial bonus: 0%:___10%

No mod:_____16 pc___17pc

+1 mod______25 pc___25 pc

+2 mods_____34 pc___34 pc

+3 mods_____43 pc___43 pc
End of Maiden666's quote

That's odd. I just did the same test, but got different results.

Racial bonus: 0%_____10%_____35%

No mod:_____16 pc___19 pc____24 pc

+1 mod______22 pc___25 pc____30 pc

+2 mods_____28 pc___31 pc____36 pc

+3 mods_____34 pc___37 pc____42 pc

Apparently, the bonus only gets applied to the basevalue. However, that still doesn't explain why we've got different results.

Quoting Maiden666, reply 1549

Well you got still 2 places left on the selection screen. No idea what an Isolationists party could do though
End of Maiden666's quote

I've been thinking about it. Maybe +10% Morale, +20% Social Production, +20% Loyalty could work. Or maybe +10% Soldiering instead of the Morale-bonus.

As for the last party... Egalitarians, maybe? As an opposing party for the Totalitarians. Though what would they do? Maybe +10% Research, +10% Diplomacy, +10% Morale? Free-thinking space hippies, basically. Everything goes in their society.

Quoting Spinorial, reply 1550

Here's the Invasion screen. I wasn't able to test this yet, so it could be very wrong. PLEASE TEST EXTENSIVELY!
End of Spinorial's quote

I've tested it through almost all of the available resolutions. Looking good so far.

Quoting Spinorial, reply 1550

Also, Gaunathor, here's your old Trade screen with the video fix applied. I'm not sure if that's what you wanted, but it's all I can manage for now.
End of Spinorial's quote

Yes, that's it. Thank you.

Quoting Spinorial, reply 1550

So, again, the results aren't guaranteed. Please test them.
End of Spinorial's quote

I've noticed one little issue on 1280x1024. The borders of the videoscreen are slightly clipping over the panels on the side.

Here is how it looks with the original file.

It's not too bad. We could let it slide. Also, how many people are still playing on 1280x1024 nowadays?

Quoting Spinorial, reply 1550

In the Governor and Planet sceens, all the elements are still there, they've just been resized and moved/hidden. So, adding the old food tiles back requires merely subbing the old screens back in.
End of Spinorial's quote

Okay, the old files are back in.

Quoting Spinorial, reply 1550

I got that bit, but is there any way to come in at the very end, take that output and jack it up? I'm guessing not, but worth asking all the same.
End of Spinorial's quote

No, there isn't. At least not as far as I know.

Reply #1552 Top

Quoting Gaunathor, reply 1543

Here are the updated files and the new changelog. I changed the farms to provide proper food production again, as well as tweaked several other improvements and techs.
End of Gaunathor's quote

are these links up-to-date? because the RaceConfig.xml still contains the -30 diplo penatly of the Yor. There's also no new parties although the changelog mention them...

 

Reply #1553 Top

Quoting Maiden666, reply 1552

are these links up-to-date? because the RaceConfig.xml still contains the -30 diplo penatly of the Yor. There's also no new parties although the changelog mention them...
End of Maiden666's quote

The changelog is up-to-date. It got accidentally updated when I was uploading those screenshots earlier. The game-files, however, are out-of-date now. They don't contain the new political parties and the new UI-files yet. As for the Yor still having the Diplo penalty, that's a case of "making the note in the changelog, and then forgetting to actually do the change". I hate it when that happens.  >:(

Reply #1554 Top

Okay, the zip-file is up-to-date now.

The new political parties still need some work. Primarily their descriptions and the bonuses.

I've also adjusted the default-parties for some of the races:

Terrans - Egalitarians

Drengin - Totalitarians

Arceans - Industrialists

Torians - Expansionists

Yor - Isolationists

Please tell me what you think of them.

Lastly, I have some concerns regarding the Federalists party. Is it just me, or is this party a bit weak?

Reply #1555 Top

Quoting Gaunathor, reply 1551

That's odd. I just did the same test, but got different results.

Apparently, the bonus only gets applied to the basevalue. However, that still doesn't explain why we've got different results.
End of Gaunathor's quote

Well, I think my test was gimped as I was using the vanilla game where the basicrangemod gives+0.4 range, we halfed that for the CU to prevent the AI from sending Constructors to resources that are on the opposite side of the map.

Which is apparently irrelevant since racial range doesn't affect it. So I ran a new test on the current CU version only checking for racial range bonuses:

Bonus:_0%____10%______35%

Tiny:___12____14(+2)____19(+7)

Small:__14____16(+2)____21(+7)

Med:___16____18(+2)____23(+7)

Large:__22____24(+2)____29(+7)

Huge:__30____32(+2)____37(+7)

--> it seems like every +5% racial range translates into one additional square.

No idea why you get +3 & +8... we must be counting something differently....  :S

if this can be confirmed we could actually update the abilities description to make it a bit more clear what it actually does, like:

<Ability Name="Range">
<AbilityIndex>22</AbilityIndex>
<AvailableOptions>1</AvailableOptions>
<Option0Text>+2 parsecs to Initial Range</Option0Text>
<Option0Bonus>10</Option0Bonus>
<Option0Cost>30</Option0Cost>
<BonusUnits>%</BonusUnits>
</Ability>

tbh I still find 30 points way too expensive esp. since a shipmod gives so much more....

Quoting Gaunathor, reply 1554

Lastly, I have some concerns regarding the Federalists party. Is it just me, or is this party a bit weak?
End of Gaunathor's quote

could use a tiny boost imo

Reply #1556 Top

Quoting Maiden666, reply 1555

No idea why you get +3 & +8... we must be counting something differently....
End of Maiden666's quote

I had another look, and am now getting the same values as you. In my previous test, I began with the Terrans (no bonus) and then took control of the Torians (+10% bonus). That may have caused an error in the range-calculation.

Quoting Maiden666, reply 1555

tbh I still find 30 points way too expensive esp. since a shipmod gives so much more....
End of Maiden666's quote

Agreed. How about a cost of 20 points? Or would 15 be better?

Quoting Maiden666, reply 1555

could use a tiny boost imo
End of Maiden666's quote

How about increasing the bonus to +30%? Or adding a +10% bonus to Social Production?

Reply #1557 Top

Quoting Gaunathor, reply 1556

Agreed. How about a cost of 20 points? Or would 15 be better?
End of Gaunathor's quote

20 sounds good

Quoting Gaunathor, reply 1556

How about increasing the bonus to +30%? Or adding a +10% bonus to Social Production?
End of Gaunathor's quote

If it were up to me I'd give them InterestRates, somewhere in the range of 2%-5%. Otherwise I'd increase the economics-ability a bit. After all, you pick this to get more money, incr SP will actually increase your spending

Reply #1558 Top

All right, here are the new files and the updated changelog. I've made sure that all of the mentioned changes have actually been done this time.

Here is an overview of all that is new:

AbilityBonuses.xml
Range: changed Description from "+1 to Initial Range" to "+2 parsecs to Initial Range", changed Cost from 30 to 20

PoliticalParties.xml
Federalists: changed Economy-bonus from +20% to +30%
Mercantile: changed -20% Economy to -30% Economy
Totalitarians: new party, +10% Economy, +20% Military Production, +20% Loyalty, opposing party: Egalitarians
Expansionists: new party, +10% Speed, +10% Pop-Growth, +10% Range, opposing party: Isolationists
Isolationists: new party, +10% Morale, +20% Social Production, +20% Loyalty, opposing party: Expansionists
Egalitarians: new party, +10% Research, +10% Diplomacy, +10% Morale, opposing party: Totalitarians

RaceConfig.xml
removed Basic Space Construction from starting techs
Terran Alliance: changed PoliticalParty from Mercantiles to Egalitarians
Drengin Empire: changed PoliticalParty from War Party to Totalitarians
Arcean Empire: changed PoliticalParty from War Party to Industrialists
Torian Confederation: changed PoliticalParty from Populists to Expansionists
Yor Collective: changed PoliticalParty from Industrialists to Isolationists

StarbaseModules.xml
re-added Diplomatic Outpost: 10% Culture, Cost 100bc
re-added Foreign Relations Center: Tech Requirement Universal Translator, Module Requirement Diplomatic Outpost, 15% Culture, Cost 100bc
removed Interstellar Embassy
Imperium: changed Module Requirement from Interstellar Embassy to Foreign Relations Center
Missionary Support: changed Culture from 50% back to 25%
Kryniac Conversion Temple: changed Culture from 100% back to 50%
Kryniac Disciple Chamber: changed Culture from 150% back to 100%
Utopian Society: changed Module Requirement from Interstellar Embassy to Foreign Relations Center, changed Culture from 200% back to 50%
Xeno Influence Module: renamed to Xeno Influence, changed Module Requirement from None to Utopian Society
Starbase Factory: changed Tech Requirement from Basic Space Construction to None
Adv. Starbase Factory: changed Description, changed production-assist from 5% back to 4%
Smart Drones: changed Tech Requirement from Cybernetic History back to Hyper Mainframes, changed Module Requirement from None to Starbase Factory, changed production-assist from 10% back to 4%
removed Orbital Slave Pits
Stellar Slave Center: changed Module Requirement from Orbital Slave Pits to Starbase Factory, changed production-assist from 8% to 6%
Adv. Stellar Slave Center: changed production-assist from 7% to 8%
Industrial Replication Center I: changed Tech Requirement from Advanced Robotics back to Industrial Replication I, changed Module Requirement from None back to Starbase Factory
Industrial Replication Center II: changed Tech Requirement from Industrial Replication I back to Industrial Replication II, changed production-assist from 5% to 6%
Industrial Replication Center III: changed Tech Requirement from Industrial Replication II back to Industrial Replication III
removed Interstellar Collectors (Thalan)
Resource Collector: changed Module Requirement from Interstellar Collectors back to Starbase Factory, changed production-assist from 15% back to 12%
Mfg. Vortex Factory: fixed typo (Manufactucting to Manufacturing), changed Module Requirement from Smart Drones back to Starbase Factory, changed production-assist from 8% back to 6%
Energy Matrix Center: changed production-assist from 7% back to 8%
Mining Barracks: changed Tech Requirement from Basic Space Construction back to None, changed Description
re-added Mining Center: Tech Requirement Artificial Gravity, Module Requirement Mining Barracks, 5% Mining
Mining Headquarters: changed Module Requirement from Mining Barracks back to Mining Center, changed Description
removed Extraction Center
re-added Extraction Complex: Tech Requirement Manufacturing Centers, Module Requirement Resource Excavation, 5% Mining
Resource Sectors: changed Module Requirement from Extraction Center back to Extraction Complex
removed Slave Mining Center
Slave Mining Complex: changed Module Requirement from Slave Mining Center to Mining Center, changed Mining from 5% to 8%
Adv. Slave Mining Complex: changed Mining from 5% to 10%
Interstellar Mining Refinery: changed Tech Requirement from Advanced Robotics back to Interstellar Refining, changed Module Requirement from None back to Mining Center
Mfg. Mining Matrix: renamed back to Mfg. Mining Matrix L1, changed Tech Requirement from Hyperion Starbases back to Industrial Adaptation I, changed Module Requirement from None back to Mining Center, changed Mining from 35% back to 7%
re-added Mfg. Mining Matrix L2: Tech Requirement Industrial Adaptation II, Module Requirement Mfg. Mining Matrix L1, 7% Mining
re-added Mfg. Mining Matrix L3: Tech Requirement Industrial Adaptation III, Module Requirement Mfg. Mining Matrix L2, 7% Mining
Collective Mining I: changed Tech Requirement from Cybernetic History back to Manufacturing Collectives I, changed Module Requirement from None back to Mining Center, changed Mining from 5% back to 4%
Collective Mining II: changed Tech Requirement from Manufacturing Collectives I back to Manufacturing Collectives II, changed Mining from 5% back to 4%
Collective Mining III: changed Tech Requirement from Manufacturing Collectives II back to Manufacturing Collectives III, changed Mining from 5% back to 4%
re-added Collective Mining IV: Tech Requirement Manufacturing Collectives IV, Module Requirement Collective Mining III, 4% Mining
Trade Outpost: changed Trade from 50% back to 25%

TechTree.xml
removed Basic Space Construction
Capitalism: changed Requires from Basic Space Construction to Traditional Research

Racial Tech Trees
removed Basic Space Construction

Terran_TechTree.xml
removed Creative Good, Paradise Worlds, Righteous Might and Righteous Justice

Reply #1559 Top

The Range-Ability displays "sct" as bonus-units - that should be %.

Would it be possible to swap the political parties of Drengin/Korath? Thing is that Drengin need soldiering more than Korath do, whereas Korath need loyalty more for their sporeworlds. Drengin also get some military ships for free while Korath have to build all of them so the +MP will help them.

On the invasion-screen: would it be possible to adjust the dimensions of the window to the right (which is displaying the flag) to be more wide? All the invasion.png are 100 width 50 height esp. the Core Detonation makes the planet look like an egg.

The Elections-screen could also be adjusted in height so all parties are visible right away.

The screen following the successful first-time invasion looks good to me. It really looks like an extension of the menu.

Reply #1560 Top

Quoting Maiden666, reply 1559

The Range-Ability displays "sct" as bonus-units - that should be %.
End of Maiden666's quote

I missed that earlier. Thanks.

Quoting Maiden666, reply 1559

Would it be possible to swap the political parties of Drengin/Korath? Thing is that Drengin need soldiering more than Korath do, whereas Korath need loyalty more for their sporeworlds. Drengin also get some military ships for free while Korath have to build all of them so the +MP will help them.
End of Maiden666's quote

The Korath already have a pretty big racial MP-bonus. Their tech tree is also set to increase this bonus even more, so I don't think that the Korath need yet another boost. They also didn't seem to have any problems building new ships when I was observing them.
As for the Loyalty-bonus, I get your concern. However, I don't think it will help the Korath that much. The Loyalty-ability never seemed that effective compared to the planetary culture resistance stat. Well, unless it's in the 100+ range.

Quoting Maiden666, reply 1559

The Elections-screen could also be adjusted in height so all parties are visible right away.
End of Maiden666's quote

I was thinking the same thing.

I've been doing a couple more changes last night. Here are the updated files and the new changelog.

GC2Types.xml
Maser: changed Size from 13 back to 14
added Maser II: Tech Requirement Beam Weapon Theory, Size 12, SizeMod 4, Cost 45, Damage 1

PlanetImprovements.xml
Recuperation Center: changed MoraleBonus from 25 back to 15
re-added Zero-G Amusement: Tech Requirement Expert Gravity Channeling, Maintenance 1, Cost 100, MoraleBonus 25
re-added Advanced Xeno Farm: changed DisplayName to Xeno Farm III, Tech Requirement Xeno Farm Construction III, Maintenance 2, Cost 120, Food 6
Robotic Farm: changed UpgradeTarget from None to AdvancedFarming
Basic Stalk: changed UpgradeTarget from None to AdvancedFarming
Counter-Espionage Center: changed Cost from 100 to 200
Planetary Defense: removed one-per-planet limitation
Space Cannon: re-added "It also has a slight effect on morale." to Description, re-added Moralebonus of 10

RaceConfig.xml
Drengin Empire: changed Diplomacy from -30% back to -25%, changed Military Production from +10% back to 0, changed Logistics from +14 to +20
Korath Clan: changed Diplomacy from -30% to -25%

TechTree.xml
Advanced Charging Stalks: changed DisplayName to Charging Stalks II, changed Category from Farming to Biology, change AIValue from 10 to 7
Xeno Farm Construction II: changed Category from Farming to Biology
re-added Xeno Farm Construction III: Cost 4000, Requires Xeno Farm Construction II, grants +10% Morale, unlocks Xeno Farm III improvement
Spore Weapons: changed Category from Pure Research to Biology, changed Cost from 600 back to 1500

Racial Tech Trees
added Xeno Farm Construction III where needed

Drengin/Korath_TechTree.xml
Xeno Farm Construction: changed PopulationGrowthAbility from 15 back to 10
Xeno Farm Construction II: changed PopulationGrowthAbility from 15 back to 10, removed MoraleAbility

UPIssues.xml
UPTerrorStars: changed Question from "Terror Stars are devastating weapons in the wrong hands. It has been proposed that the use of these weapons be strictly forbidden." to "Terror Stars promote mass murder on an intergalactic scale. As long as these destructive machines are present in the galaxy, universal peace will never be realized. For this reason, we'll be voting on a permanent ban on these vessels.", changed SubQuestion from "Should Terror Stars be banned?" to "Should Terror Stars be permanently banned?"
added UPTerrorStars2: same as UPTerrorStars, but lasts only 3 years

The Recuperation Center needs an adjusted icon, because it uses the same one as the Zero-G Amusement.

The Warfare Tax UP proposal is meant to deter races from going to war. Anyone currently at war will be fined for 10-20bc. Does that really feel like a good deterrent? Maybe, for someone with a weak economy. However, anyone with at least a somewhat healthy economy shouldn't have any problem paying 20bc more per turn. Shouldn't we increase the values at least a little bit? 

Reply #1561 Top

Quoting Gaunathor, reply 1560

The Korath already have a pretty big racial MP-bonus. Their tech tree is also set to increase this bonus even more, so I don't think that the Korath need yet another boost. They also didn't seem to have any problems building new ships when I was observing them.As for the Loyalty-bonus, I get your concern. However, I don't think it will help the Korath that much. The Loyalty-ability never seemed that effective compared to the planetary culture resistance stat. Well, unless it's in the 100+ range.
End of Gaunathor's quote

And even then planets could fall, I occasionally see that for the Yor. But it would help a bit.

The thing what I don't get is *why* the Korath's racial & tech design is so much centered around Soldiering? It does only help them defensively, this stat only holds 50% of its power than it does for other SAs.

Additionally, AIP7 doesn't do own research into defenses - so if they don't get defensesmods from trade with other AIs, then what the War-Party essentially brings to their game is just +10 Weapons. Donno, but that's not much....

Quoting Gaunathor, reply 1560

The Warfare Tax UP proposal is meant to deter races from going to war. Anyone currently at war will be fined for 10-20bc. Does that really feel like a good deterrent? Maybe, for someone with a weak economy. However, anyone with at least a somewhat healthy economy shouldn't have any problem paying 20bc more per turn. Shouldn't we increase the values at least a little bit? 
End of Gaunathor's quote

IMO alot of these decision could see a larger boost. I mean, how much time usually passes until a game is usually won? 3-5 years, so not many elections do actually happen. They should be a little bit more significant. A player still has the option to leave the UP if something untolerable happens....

BTW what do you think:

 

edit:

on ZeroGAmusement:

http://www.xup.in/dl,13157409/ZeroG.7z/

 

Reply #1562 Top

Quoting Maiden666, reply 1561

The thing what I don't get is *why* the Korath's racial & tech design is so much centered around Soldiering? It does only help them defensively, this stat only holds 50% of its power than it does for other SAs.
End of Maiden666's quote

What do you mean? Their racial bonus is 30% (originally 10%). Germ Warfare currently adds 10%. That's 30% more than they originally had, which is equalled out by the fact, that their tech tree is missing the Planetary Defense techs. The rest of their Invasion tree is identical to the Drengin one. I hardly call that centered around Soldiering.

Still, how about this:

1. Reduce the racial bonus to 20% (making it equal with that of the Drengin). The Korath were the shock troops of the Drengin. However, I don't recall if it was ever mentioned, if they are better soldiers.

2. Give the Korath the Isolationists party. The Korath are xenophobes, so I can see this party work for them too. The Yor would then get Industrialists again, and the Arceans the War Party.

Quoting Maiden666, reply 1561

IMO alot of these decision could see a larger boost. I mean, how much time usually passes until a game is usually won? 3-5 years, so not many elections do actually happen. They should be a little bit more significant. A player still has the option to leave the UP if something untolerable happens....
End of Maiden666's quote

The question is still: which proposals need to be buffed, and how much? I also don't recall the AI ever leaving the UP, so we should keep that in mind.

Quoting Maiden666, reply 1561

BTW what do you think:
End of Maiden666's quote

Looks good. :thumbsup:

Reply #1563 Top

Okay, how about the following for the UP proposals?

Welfare01: Instead of 5% for 2 years, it charges 10%.
Welfare02: Instead of 2% for 3 years, it charges 5%.
Welfare03: Instead of 7% for 1 year, it charges 15%.
StarbaseTax01 and 02: Instead of 5bc, 3bc, or 1bc per week, the options are 10bc, 7bc, or 5bc.
StarTax01 and 02: Instead of 10bc, 5bc, or 2bc per week, the options are 20bc, 15bc, or 10bc.
WarfareTax01 and 02: Instead 20bc, 15bc, or 10bc, the options are 100bc, 75bc, or 50bc.

Reply #1564 Top

Quoting Gaunathor, reply 1562

What do you mean? Their racial bonus is 30% (originally 10%). Germ Warfare currently adds 10%. That's 30% more than they originally had, which is equalled out by the fact, that their tech tree is missing the Planetary Defense techs. The rest of their Invasion tree is identical to the Drengin one. I hardly call that centered around Soldiering.
End of Gaunathor's quote

Well, for one the SporeWeapons-boost & the 100% soldiering-boost for their TechVic (I can't see how that stat will help them win the map technologically if TechVic is disabled).

But your solution for the Politcal Party looks good.

Quoting Gaunathor, reply 1562

The question is still: which proposals need to be buffed, and how much? I also don't recall the AI ever leaving the UP, so we should keep that in mind.
End of Gaunathor's quote

<UPIssue InternalName="UPHeadquarters01"><UPIssue InternalName="Welfare02"> couldbe increased. it's just one planet.

<UPIssue InternalName="Welfare01"> double. this will ensure that the no.1 doesn't run away. if it hits an AI the game doesn't have to become more easy as another AI might take his spot. the money isn't away but distributed, and at that, mostly between the AIs, anyway.

***

<UPIssue InternalName="ChangeGovernment01">
<Question>To govern responsibly, civilization leaders should listen to the opinions of the people. One of the most empowering forms of government available is the Star Democracy, where each planet rules itself, with only loose ties joining it to the empire. Morale is difficult to keep up, but production and the economy will increase exponentially. For the good of our people, should governments be required to operate under the rules of the Star Democracy for 3 years?</Question>

is incorrect. I think this was correct in GC1.

***

<UPIssue InternalName="ConstructorSpeed01"><UPIssue InternalName="ConstructorSpeed02">

<Question>As a unit whose only purpose is to haul massive amounts of cargo, the Constructor tends to become a sitting duck during times of war. We're here to decide whether or not to enforce a strict policy on the minimum drive speed of these units. If passed, the law would stay in effect for 3 years.</Question>
<SubQuestion>What do you feel is an appropriate base speed for Constructor ships?</SubQuestion>
<Option01>2 parsecs/week</Option01>
<Option02>3 parsecs/week</Option02>
<Option03>5 parsecs/week</Option03>
<Option04>No Change</Option04>

the "2 parsecs" & "no change" options will always result in the same speed, as without racial speed any empty hull already has 2 speed. --> change to 3,4,5

***

<UPIssue InternalName="Olympics01"> coul dbe increased.

***

<UPIssue InternalName="PrisonPlanet01"><UPIssue InternalName="PrisonPlanet02">

<Question>As the overall population of the galaxy grows, the rate of crime expands with it. Local holding facilities are reaching overflow, which is why the idea of a Galactic Prison is being voted on today. Criminals from all races will be sent to a single planet, where security can be focused and criminals will be used as workers to fuel commerce. This would double local production for the 3 years the law would be in effect.</Question>
<SubQuestion>Which do you feel is best suited to house this prison?</SubQuestion>

is this correct? IIRC the prod bonus was less...

***

<UPIssue InternalName="SBAssistAllies01">

I think this vote should be made longer. One problem is that you cannot ally before 2y2months have passed, and I've had this vote occasionaly on the 1st UP, so it looses more than 14 months where it cannot work at all.

***

<UPIssue InternalName="TradeFed01"><UPIssue InternalName="TradeFed02"> could be increased. trade income is not a big deal anyway.

***

<UPIssue InternalName="UPHeadquarters02"> could be increased. just one planet.

***

<UPIssue InternalName="WarFareTax01"> could be increased. Maybe reduce time, as it's 5 years and there's a permanent vote as well

Reply #1565 Top

Quoting Gaunathor, reply 1563

Okay, how about the following for the UP proposals?

Welfare01: Instead of 5% for 2 years, it charges 10%.
Welfare02: Instead of 2% for 3 years, it charges 5%.
Welfare03: Instead of 7% for 1 year, it charges 15%.
StarbaseTax01 and 02: Instead of 5bc, 3bc, or 1bc per week, the options are 10bc, 7bc, or 5bc.
StarTax01 and 02: Instead of 10bc, 5bc, or 2bc per week, the options are 20bc, 15bc, or 10bc.
WarfareTax01 and 02: Instead 20bc, 15bc, or 10bc, the options are 100bc, 75bc, or 50bc.
End of Gaunathor's quote

seems ok  :congrat:

Reply #1566 Top

Hi,

I'm just a user of the CU, so maybe you will consider this comment out of place, but I want to tell you anyway.

I have noticed that you are discussing about some game-play changes; are you talking about the CU or about a future mod? If it's about the CU, I want to warn you against making any change that go below the surface.

I don't know much about GC2, but I know a bit about software, and making last minute changes to a software that is already available to the public without the possibility to test it for some time is usually not a good idea, unless your plan is to keep the CU in beta for a while, of course, and you already agreed this with the developers.

Reply #1567 Top

Quoting Maiden666, reply 1564

Well, for one the SporeWeapons-boost & the 100% soldiering-boost for their TechVic (I can't see how that stat will help them win the map technologically if TechVic is disabled).
End of Maiden666's quote

The only boost to Spore Weapons is the aforementioned 10% bonus from Germ Warfare. As for the bonus from Tech Victory, I completely forgot about it. Probably because Tech Victory doesn't provide any ability-bonuses in AT. In any case, I don't recall the Korath ever going for a Tech Victory, so it's not like the bonus could have helped them anyhow. I'm also not sure with what we could replace it.

Quoting Maiden666, reply 1564

<UPIssue InternalName="UPHeadquarters01"> couldbe increased. it's just one planet.
End of Maiden666's quote

How? As far as I can tell that bonus is hardcoded.

Quoting Maiden666, reply 1564

Morale is difficult to keep up, but production

End of Maiden666's quote

Yes, that's wrong. Fixing it now.

Quoting Maiden666, reply 1564

the "2 parsecs" & "no change" options will always result in the same speed, as without racial speed any empty hull already has 2 speed. --> change to 3,4,5
End of Maiden666's quote

Okay.

Quoting Maiden666, reply 1564

<UPIssue InternalName="Olympics01"> coul dbe increased.
End of Maiden666's quote

Like with the UP HQ, the bonus seems to be hardcoded.

Quoting Maiden666, reply 1564

<UPIssue InternalName="PrisonPlanet01"><UPIssue InternalName="PrisonPlanet02">

is this correct? IIRC the prod bonus was less...
End of Maiden666's quote

Yes, it's correct. I just tested it to make sure, and the production on Earth went from 26 to 52.

Quoting Maiden666, reply 1564

<UPIssue InternalName="SBAssistAllies01">
End of Maiden666's quote

Increasing the duration to 5 years should do the trick.

Quoting Maiden666, reply 1564

<UPIssue InternalName="TradeFed01"><UPIssue InternalName="TradeFed02"> could be increased. trade income is not a big deal anyway.
End of Maiden666's quote

I'm not sure, if I follow this logic. Trade income isn't that big a deal. Therefore, we should increase the amount of our trade income we have to spend in order to protect our trade routes. Which results in us making even less money from trade than before. o_O

Quoting Maiden666, reply 1564

<UPIssue InternalName="WarFareTax01"> could be increased. Maybe reduce time, as it's 5 years and there's a permanent vote as well
End of Maiden666's quote

We could set the duration to 3 years.

Reply #1568 Top

Ahum... guys... This is an update to fix some last minute issues and typos, not a major content patch.

Changing AIValues and categories, adding new political parties or changing existing ones is completely out of scope and very risky.

After post 1521 (https://forums.galciv2.com/457944/get;3611813) things stop being about fixing and start altering the CU's core game play and data.

Please rollback the CU to this point.

Now, I'm not saying these changes are bad! I'm saying the CU is a finished product. It's done and it's documented.

@Maiden. Love the art for the mounts.

@Gaunathor. I love your enthusiasm but please keep yourself in check mate. The Planetary Trade change was heavily discussed at the time and wasn't made lightly and that goes for many other changes made while you were gone. 

Regards,

Anthony

 

 

 

Reply #1569 Top

Quoting MabusAltarn, reply 1568

After post 1521 (https://forums.galciv2.com/457944/get;3611813) things stop being about fixing and start altering the CU's core game play and data.

Please rollback the CU to this point.
End of MabusAltarn's quote

Okay, will do.

Reply #1570 Top

Quoting Gaunathor, reply 1567

I'm not sure, if I follow this logic. Trade income isn't that big a deal. Therefore, we should increase the amount of our trade income we have to spend in order to protect our trade routes. Which results in us making even less money from trade than before.
End of Gaunathor's quote

I consider more the broader spectrum. Even a low-planetcount empire may make 1000bcs taxes per turn, 100 bcs tourism income & 50 bcs trade. (on that it should be noted that, if Korx are not present in game, many AIs get trade very sloppily, some don't trade at all...)

So that UP vote means -5 bcs, which decreases the total balance from 1150 to 1145. How would that be relevant at all?

Reply #1571 Top

Here are the new files and the updated changelog. As per Mabus' request, all of the modifications since post 1521 have been reverted. This also includes all of the new UI screens. The only exceptions are:

Screens.str
[SuperAbilityDescription0] - [SuperAbilityDescription11] and [NoSpecialAbilityDescription]: removed the full-stop from the end of the sentences (caused some minor issues with the UI)

TechTree.xml
Stellar Folding: changed "(not just within a galaxy but in the entire 14 billion light-year diameter of the universe)" to "(not just within a galaxy but in the entire 91 billion light-year diameter of the observable universe)"

UPIssues.xml
ChangeGovernment01: changed "but production and the economy will increase exponentially." to "but the economy will increase exponentially."

Gfx
TitleBack.png (replaced the one from Spinorial with the new one from Maiden666)

Unless somebody finds any more issues (or reports that I broke something during the reverting-process), we are probably done.

@Maiden666: If you don't mind, I'd like to use your new icon for the Zero-G Amusement in Autumn Twilight. Probably the icons for the political parties, too. Though I'm not 100% certain yet, if I will add the new parties.

Reply #1572 Top

Quoting MabusAltarn, reply 1568
After post 1521 (https://forums.galciv2.com/457944/get;3611813) things stop being about fixing and start altering the CU's core game play and data.
End of MabusAltarn's quote

I hope that doesn't completely invalidate my screen work :(

By Gaunathor's request, here's a new Rally Point screen, now with 400% more bugginess, courtesy of a larger map. I've no idea what causes the displacement when trying to zoom in, nor why it only happens in some sessions, but not others. It happened with the original screen, too. Still, the map is considerably more useful now. I've narrowed the text column, and it needs a change to screens.str: "Choose a Type of Rally Point" to "Type of Rally Point". Also, I'd propose changing two button labels in the file from Disband to Remove (under TABLEALIAS MainWnd and RallyPointWnd), as they both pertain to Rally Points and I can't really see how the former is applicable. Still, these aren't essential to the functioning of the screen.

Maiden, I was a bit confused about the screen changes you requested, at first. For the invasion screen, I assume you meant the Invasion Options screen, and the tactics image next to the list. Which is a valid issue, thanks for pointing it out. Changing the screen should be possible, but I don't think it will be very aesthetically pleasing. Rather, I propose we make a new set of TacticImages. I gather that DL and maybe DA used a different screen and would still need the old long ones, but we should be able to put new ones in Twilight\Gfx for it's own use, right? I did a few of them myself, hope they'll do. (InfoWarfare I left longer, because the dish should be more hyperbolic, rather than semi-circular). I'm not sure how to fix the others - the meteor one is especially tricky, since those circles make stretching obvious. The other two might work as is, your call. As for the Elections screen, I'm still not sure what you were asking, or if it's even relevant any more.

I fixed that misaligned Cancel button in the Mods Directory screen.

I revised the Title screen, to have that fabled infinite black background. Maiden, your new background is superb, but it still doesn't have a smooth transition to full black on the right border. Of course, if it's the consensus, we could just ignore it and to hell with the one guy who wants to play in ultra-ultra-wide :P

Lastly, I re-calibrated the video display in the trading screen. This is the Planet-Trading version! I'll get to work on the other version ASAP, but for now use the PT ones to tell me which one seems better. This one uses parameters closer to the original design, with the screen higher and slightly narrower, should be better for 1280x1024. Also, the overlay was slightly realigned to look better.

Also, I came upon a bug in the way screens in general are handled. It pertains to the order of arithmetical operations and the precision of intermediate results. Basically, (ScreenHeight /768) * 1792 can produce vastly different results from (ScreenHeight*1792)/768. Now, the Title screen is safe, I made sure, and used it to diagnose the problem. However, there are a lot of instances where stuff is divided, then multiplied in other files, which can yield differences of over 30 pixels, possibly more. I'll go over the other screens I made, and the specific things I tweaked.

In light of this, please find the time to test these and all the other screens. Picking a weird resolution, e.g. 1901x1001 might also help in identifying buggy elements.

Reply #1573 Top

Quoting Gaunathor, reply 1571

@Maiden666: If you don't mind, I'd like to use your new icon for the Zero-G Amusement in Autumn Twilight. Probably the icons for the political parties, too. Though I'm not 100% certain yet, if I will add the new parties.
End of Gaunathor's quote

Sure feel free to use them as you like. All of it is SD stuff anyway, just cut, mirrored, recolored etc

Quoting Gaunathor, reply 1571

Unless somebody finds any more issues (or reports that I broke something during the reverting-process), we are probably done.
End of Gaunathor's quote

the Titleback.png is not the latest version

the range-bonus still displays wrongly "sct"

 

Quoting Spinorial, reply 1572

Maiden, I was a bit confused about the screen changes you requested, at first. For the invasion screen, I assume you meant the Invasion Options screen, and the tactics image next to the list. Which is a valid issue, thanks for pointing it out.
End of Spinorial's quote

just to make sure that you know what I mean. I find it somehow distracting that there is so much empy-space in the middle, while the name of the tactic is left-aligned and the corresponding pic is squeezed together at the right side. So if you just increase the width of the right window that will then naturally use up some of the excess middle space.

Additionally, it would be better if the left & right box could be moved mutually toward the middle, so that the empty space is left & right while name & pic are together visible in the middle.

I might look into it for myself if you just tell me what to do in order to make these dxpacks readable?^^^^ (might be interesting for my mod as well - there I need to adjust the election screen....)

Quoting Spinorial, reply 1572

Maiden, your new background is superb, but it still doesn't have a smooth transition to full black on the right border. Of course, if it's the consensus, we could just ignore it and to hell with the one guy who wants to play in ultra-ultra-wide :P
End of Spinorial's quote

Thx^^ I'm really wondering what kind of screens are this? But I can do that, null problemo.

Reply #1574 Top

Well it's probably a good idea that instead of letting all those changes to go to waste to put them into a mod would be a nice idea.

Reply #1575 Top
Quoting Spinorial, reply 1572

I hope that doesn't completely invalidate my screen work

End of Spinorial's quote

Of course not. But you've just cut your teeth on editing screen and you're doing so manually. Try getting a copy of DesktopX to edit the screens, that's the software Stardock used. Manual editing .DXPACK files might seem fine an dandy but it hasn't seen enough testing to be sure.

Quoting Spinorial, reply 1572

By Gaunathor's request, here's a new Rally Point screen, now with 400% more bugginess, courtesy of a larger map. I've no idea what causes the displacement when trying to zoom in, nor why it only happens in some sessions, but not others. It happened with the original screen, too. Still, the map is considerably more useful now. I've narrowed the text column, and it needs a change to screens.str: "Choose a Type of Rally Point" to "Type of Rally Point". Also, I'd propose changing two button labels in the file from Disband to Remove (under TABLEALIAS MainWnd and RallyPointWnd), as they both pertain to Rally Points and I can't really see how the former is applicable. Still, these aren't essential to the functioning of the screen.

End of Spinorial's quote

Nice, but no, it's not getting into the CU.

Make a Screen 2.0 mod! Seriously, go for it, but take your time to get it right. Once you get going more and more ideas will pop into your head until it drives you to distraction.

For now, focus on fixing outstanding issues with the CU. You did some amazing work finding dozens of typos and inconsistencies. All that work will see the light of day and for a basis for brand new mods based of a FULLY WORKING Galactic Civilizations 2: Ultimate Edition.


For the first time since this game saw the light of day we can actually make mods that focus on modding and fun stuff instead of fixing bugs and AI idiocy.

Quoting admiralWillyWilber, reply 1574

Well it's probably a good idea that instead of letting all those changes to go to waste to put them into a mod would be a nice idea.

End of admiralWillyWilber's quote

Absolutely! Make a mods, think up crazy stuff and get it to work. The CU update brought people back to Galciv 2 and fresh mods will keep them there.

Don't try to get it perfect with the CU. Let the CU form a decent basis and work on that. Let's be honest here the CU blows the old game out of the water in balance, AI performance and fine tuning and it should keep happy for quite a while.