Lord_Proteus Lord_Proteus

Purchased Galactic Civilization II - Ultimate Edition

Purchased Galactic Civilization II - Ultimate Edition

Getting into Galactic Civilization II

Greetings folks, before I start I'd like to apologize for the wall of text, but bare with me as if things go well I plan on becoming a very active member of the GC community.

So, I recently purchased Galactic Civilization II Ultimate Edition on the Steam Winter sale and I must say i love it, particularly the extensive Diplomacy/Faction interaction and customization, which I consider the best in any x4 i have played thus far. I have played 3 games so far, all with my own custom civilization - The Nexus Consortium, a multicultural coalition that focuses on Research and Science.

I have read however that Twilight of the Arnor has some problems, mainly AI issues, so I have a few questions I hope people can answer without telling me to read the rest of the forum. I've given the forum a look and a lot of the information is muddled, not to mention having to devote several days to extensive forum study is really depressing, so Im hoping you people will be kind enough to help compress what I need to one thread.

 

My questions are as follows.

 

1. I am looking for the very best Bug fix mod that fixes most problems with Twilight of the Arnor. Can anyone name such a mod? An opinion on such a mod, or more than one, and an actual link would be appreciated.

 

2. I've been getting Out of Memory errors/crashes on my last game, on a massive map with max races. The Drengi are on the warpath and have lots of ships, so i imagine their weird "can summon multiple fleets per turn" thing is putting a strain on memory. I have 3 cores active, would disabling two of them make the crashes less frequent? Is there a way to allow more than 2GB of RAM allocation to the game through Steam? My computer has 16GB of RAM. My original method tends not to work on Steam purchased games as Steam fails to recognize the exe after I alter it with the program I used to use, though the name of the program eludes me right now since I have not used it for years.

 

3. Are there any guides on how to use the game editors that come with Twilight of the Arnor? I have seen some threads but the people who reply to them actually do not answer the original posters question/s and/or assume they already know how files, data, modding, etc... works and the Original poster is left dumbfounded. For example, they say to open a Tech Tree file in IE or something, but do not say how it relates to the Tech Tree editor, or what they have to actually do with it.

I am VERY interested in using such tools to make my own Tech Tree/Race/Improvement mods, particularly adding more research lines to pursue in relation to Soldiering, Weapons, Defenses, etc... for example, for soldiering you would have to research Training(Basic, Advances, Elite, Master) as well as equipment (Troop Armor, Weapons, Equipment, Ground Vehicles, etc...) with each tech improving your soldiering slightly or granting other bonuses.

 

4. Finally, is it possible to use more than one mod at a time with Galactic Civilization II? Just wondering.

 

That's it, thanks for baring with me to those who chose to endure my wall of text, and I look forward to being an active member of the Community.

36,147 views 29 replies
Reply #26 Top

Quoting Lord_Proteus, reply 26
In-game there is already an Advanced Colonization Tech,
End of Lord_Proteus's quote

Some tech trees use "Advanced Colonization" as Display Name for Extreme Colonization.

Quoting Lord_Proteus, reply 26
i cant think of a logical reason for them to be separate, if the editor says they should go after their prerequisites, why dont they?
End of Lord_Proteus's quote

MarvinKosh split those techs up in his mod. The basic version still requires Extreme Colonization, while the advanced versions require Advanced Colonisation.

Open one of MarvinKosh's tech trees and look for AdvancedColonisation (this is the Internal Name, or Tech ID as the editor calls it, not the Display Name). Then, add this tech to your own tech tree.

Reply #27 Top

Hmm, i think I understand, but maybe not, because I find this weird change completely irrational. Why did he split them up?

 

Anyway, below are some of the Tech's I added for my faction, and I intend on adding versions for the other races. Basically I've added the following research branches, each race having their own versions. For example, in the "Equipment" tree, the Drengin will have the "Psychic Agony Matrix" which is built into their helmets and sends any pain the Drengin soldier feels into the minds of nearby enemies. Some may seem pointless and redundant to some of you, but I mainly added them for extra flavor and as busy-work, and hope to make them more interesting later. The flavor text could also do with more work.

 

Combat Training

Combat Armor

Equipment

Advanced Tools

Cybernetics

Robotics

Artificial Intelligence.

 

I've also been considering a Genetic Engineering path

 

-----------------------

COMBAT TRAINING
Requires Space Militarization

Basic Training
Upon achieving space travel, we knew that sooner or later we would discover strange new worlds, alien races and technologies that are totally different to anything we are familiar with, so it stands to reason that we should reevaluate our perceptions of warfare, as we take the fight to places and beings beyond what we know. This new basic training course will not only train our soldiers in armed combat, but prepare them for whatever we might encounter up there, among the stars.
200 Research
5% Soldiering

Advanced Training
A more rigorous training system that teaches our troops advanced combat tactics, how to use and maintain more advanced weapons, armor and vehicles, and further mentors them in the mechanics of alien technology and tactics.
900 Research
10% Soldiering

Expert Training
Our Expert training conditions our soldiers to fight effectively in unusual environments and scenarios and against strange enemies, informing them how and when to respond, as well as getting them 100% dedicated to the mission.
1500 Research
15% Soldiering

Elite Training
The very best training scheme possible, our soldiers will eat, drink and breath combat, and when they sleep, they will dream about it.
2000 Research
20% Soldiering



COMBAT ARMOR
Requires Space Militarization

Advanced Combat Armor
When we first landed on another world and met new beings, we began to consider the possibility that our defenses may not be best suited to whatever our theoretical enemies may throw at us. Our scientists therfor took it upon themselves to improve our troops combat armor to protect against a wider range of energies and higher levels of force and piercing projectiles.
200 Research
5% Soldiering

Force-Reactive Armor
An improvement to our combat armor that is constructed in such a way that it absorbs some of the force of projectiles, both physical and energy based, as well as redirecting some of it harmlessly, overall decreasing the damage received by our soldiers.
900 Research
10% Soldiering

Personal Shields
A personal device that is worn like a harness around the upper body and waist that generates a thin shield around the wearer that can completely or partially absorb the impact of a physical or energy projectiles. Though the power source for this device is self sustaining and regenerates over time, repeated impacts can weaken the shield, reducing it's effectiveness over time and eventually fading completely until it can recharge.
1500 Research
15% Soldiering

Nano-Reactive Armor
A highly-advanced nano-fabric armor that shifts and reforms itself to protect against forms of attack on the spot of impact. Though it offers excellent protection, eventually the nano-fabric will sustain damage and become less effective, self repairing itself over time during inactivity.
2000 Research
20% Soldiering

Powered Armor
A highly dense suit of combat armor with exo-skeleton and internal power source that affords it's wearers incredible strength and advanced protection via durable armor and high-powered shields. Even unarmed a soldier wearing this armor could use his bare hands to cause considerable damage to an enemy soldier, whether it be throwing them 25 feet across the battlefield or shattering their helmet and crushing their skull.
2500 Research
25% Soldiering



EQUIPMENT
Requires Space Militarization

Visor Interface:
An improvement to the head wear of our troops, all combat helmets are now built with an internal interface-screen with on-board computer and AI assistance, affording superior communication with superiors and squad-mates, on-board database, visual scanner and local area map hud that shows the immediate area and the location of all nearby friendlies and enemies, affording our troops superb battlefield awareness.
200 Research
5% Soldiering

Smart Turret:
The Smart Turret is a small, portable device that is carried by our combat engineers that can be deployed in the field, either to guard position's, control the battlefield or simply to add extra firepower to the battle. The turret is equipped with enhanced sensors and database that allows it to distinguish between friend and foe, allowing it to choose it's targets properly and efficiently.
900 Research
10% Soldiering

Guided Vehicles:
Now our vehicles need no longer be manned by actual people, we can now control our ground vehicles from afar or hand control over to a smart AI, eliminating the need to train pilots and engineers to man these vehicles. All vehicles are thus built with internal machinery that handles reloading and field repairs to the vehicle itself. Less people driving our tanks means more soldiers in more important places.
1500 Research
15% Soldiering

Combi-Weapons:
Our standard issue ground weapons now incorporate multiple weapons into their build, allowing our soldiers to switch to whatever type of weapon is best suited to the current situation without having to actually switch their weapon. An internal nano-fabricator is able to convert inserted metal clips into whatever ammunition or energy type the wielder requires.
2000 Research
20% Soldiering



ADVANCED TOOLS
Requires Planetary Improvements

Meta-Tools:
The Meta-Tool is a sophisticated device worn on the arm that houses various tools within it's carapace, which the user can call to use at will.
1000 Research
5% Military Production
5% Social Production

Construction Interface Suite:
The Construction Interface Suite is a mechanical suit from which the wearer can both make use of heavy tools and enhanced lifting power, while also commanding and coordinating a small cadre of construction drones, allowing one worker to become a one-man construction team.
2500 Research
10% Military Production
10% Social Production

Nano-Fabricators:
The Nano Fabricator is a machine that can fabricate any material or tool by converting metal blocks and sheets into said materials via a nanite workforce within the assembler unit. Using these machines, construction need not rely so heavily on the supply of required materials being transported to the project when they can be fabricated on the spot.
3000 Research
15% Military Production
15% Social Production

Matter to Energy Theory:
Scientists have been tinkering with the idea that matter and energy can be converted into each other for quite some time now, this is one of the most sought after scientific pursuits of all time, and now we have discovered the means to accomplish this.
2000 Research

Matter Transformation:
After discovering how to convert energy into matter and vice-verse, we then sought to configure that matter and energy into specific patterns, like turning energy into types of mineral, ore, organic material, etc... Now we can. Though it appears we are creating something out of nothing, we are actually converting the energy being supplied to the replicator into matter.
2000 Research

Replicators:
We have finally developed the means of configuring the energy/mass conversion to specific and complex configurations, involving multiple combinations of matter and energy. For example, we can turn energy into a wooden guitar painted red, or a delicious steak dinner with vegetables on a finely crafted and painted dinnerware. We can program the replicators to be able to create almost anything, we ask for something, and it appears.
5000 Research
10% Military Production
10% Social Production
15% Morale



ROBOTICS
Requires Advanced Computing

Advanced Robotics:
Now that we've got a solid plan on how to handle large-scale robotics, we can begin the real work on advanced Robotics.
1000

Sanitation Drones:
A tireless and thorough workforce toiling around the clock to keep your cities and facilities clean and in perfect working order.
3000 Research
10% Morale

Mechanical Soldiers:
A line of highly sophisticated, non-sentient but highly adaptive mechanical AI soldiers who will fight your battles and coordinate with your non-mechanical combat units.
3000 Research:
10% Soldiering

Construction Drones:
These flying mechanical Construction Drones are equipped with various internal tools and mechanical limbs, complete with a comprehensive database on construction techniques and protocol. These drones can have the schematics and blueprints of any construction project uploaded to their database, and linked together via wireless networking, the drones will work together to complete construction projects flawlessly and quickly.
5000 Research
10% Military Production
10% Social Production



ARTIFICIAL INTELLIGENCE
Requires Advanced Computing

Basic Artificial Intelligence
Intangible, Artificial Intelligence, living computer programs that, we predict, will think and act of their own volition. We have taken the first step on the path to creating a new form of synthetic life, and hope that these new beings will help tremendously with Research and Administration.
5% Research

Advanced Artificial Intelligence
Our AI's are now aware of their own existence, but are still prone to completely computer-like behaviors, and sometimes question the logic of things that are, to us, seemingly normal things.
1500
5% Research

Real Artificial Intelligence
Our AI's are now aware of their own ego, and even begin to ponder their own existence.
2000 Research
5% Research

Evolved Artificial Intelligence
Our AI's are now more aware and awakening into true sentience and understanding, they are completely aware of and understand their origins as creations of biological entities, and are now able to make meaningful personal choices, such as to not let the fact they are artificial bother them. They even insist on having full civil rights, which we are happy to grant them, of course.
2500 Research
5% Research

Living Artificial Intelligence
The pinnacle of Artificial Intelligence, our AI's are now just like us, they differentiate from each other with varied personalities, mannerisms, opinions, beliefs, philosophies and aspirations, and even possess the full emotional spectrum, yes, even hatred and desire. They think, therefor they are.
3000 Research
5% Research

Synthezoids:
These sentient, synthetic beings are so advanced they are practically alive, but a design choice was made to make them visually mechanical for the sake of distinguishment and cultural purposes. Like us, they think, feel and have personalities, and will live lives similar to our own, which of course means more workers, soldiers and tax revenue!

10,000 Research
10% Research
10% Tax
5% Population Growth


CYBERNETICS
Requires Advanced Life-Support

Cybernetic Theory:
For some time now our scientists have been tinkering with the idea of synthetic augmentation of our form, by persuing this field of research and development we can open the door for all kinds of meaningful medical treatments involving cybernetics.
1200 Research

Synthetic Organs
Fully functional, synthetic organs can be created to replace damaged organs, fully compatible with our internal workings, with less chance of something going wrong than the organs we were born with.
1500 Research
5% Happiness

Replacement Limbs
Sophisticated replacement limbs that are even better than the originals!
1800 Research
5% Happiness

Brain-Chips
An advanced bio-computer chip is transplanted into the brain that enhances mental faculties tremendously while requiring no maintenance.
2500 Research
5% Research

Reply #28 Top

The AI was getting bogged down researching the advanced stage when all they need in the early stages of the game is the first tech so that they can plant their flag.

Additionally some races get the first stage of the extreme colonisation tech as part of their Super Ability, and this was again causing them to go 'OMG Advanced Extreme World Colonisation tech asdjghgdkd!!' and completely ignore the other stuff at the start of the tech tree.

So I split them up and moved them around in the tech tree.

Reply #29 Top

Ah I see.

Oh, and here is a snippy of some of the races i am working on right now. Added Star Trek and Mass Effect races so far, need to get around to Star Wars and others. It all mostly depends on if I can find a decent image to represent them...