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Remington Ryder November 12, 21:36 GMT+0000

The last of the Altarian colonies has converted.  That brings me to 105 colonies, more than even the Drengin.

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Remington Ryder November 12, 17:31 GMT+0000

I just noticed that the Drengin outright scrapped a bunch of their ships.  They couldn’t afford the maintenance after the economic boom ended. 😀

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Remington Ryder November 11, 17:27 GMT+0000

over_a_trillion
That’s a lot of population!  As each of the Altarian colonies convert, they get a Weather Control Zenith which ups the max population to 12B as well as improving the planet quality by 4 (so, three extra tiles).  Tax income is only 12677bc but of course I only control one economic resource so far and no morale resources.

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Remington Ryder November 11, 16:10 GMT+0000

The test game is pretty much in the bag, although it’s not yet won.  The Drengin are ahead militarily, but they’re not very technologically advanced in terms of weapons research.  However, they have a very healthy economy powered by their many resources and can support a massive military.  Just as well they’re my ally. 😉

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.

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Remington Ryder November 10, 13:04 GMT+0000

Played a little bit of GalCiv 1 this morning.  Good times.  Still playing the test game, and I’ve added some new things to the list for version 6A of the mod.

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Remington Ryder November 5, 19:53 GMT+0000

Latest test game is still ongoing.  Drengin are militarily strong, but the Altarians are the ones picking on minor races and invading their homeworlds.  So far they’ve eliminated the Snathi and the Paulos.  So they’re definitely on The List.

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Remington Ryder November 1, 21:21 GMT+0000

Yet another new test game, this one to test changes to life support and colony modules. 🙂

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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.

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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.