TOV's Starbase and United Planets Mod v1.3

I have made the newest version of my mod, which adds new UP issues and Starbase modules. Here is everything done so far:


Changes in version 1.3
-Fixed the UP so the new UP issues show up
-Added two new starbase range modules
-Added new defense modules
-Added new ship assist and ship slow modules
-Added a new starbase range tech tree
-Changed AI logic for Protect Minor Races UP vote so Good Races will vote to protect the minor races
-Doubled the range of the sensor modules

-New attack and defense modules for all Evil Weapons and Good Defense
-New trading module for Neutral
-A new influence module for Good
-Added Deffensive Stations, which work like battle stations
-Added new protective field modules for military starbases
-Two new Range Modules
-Added four new repair modules

-Protect Minor Races (Three Years)
-Protect Minor Races (Forever)
-UP Headquarters (Forever)
-Suspend Evil Trade - (None - Three Years)

I would like to hear what you think of this mod, and I would LOVE to hear any suggestions anyone might have.

TOV's Starbase and United Planets Mod v 1.3
9,773 views 20 replies
Reply #1 Top
All right. I have flooded the library enough recently, so it will be a long while before I post another update to my mod. However, I am constantly thinking of new things to add. For example, I am thinking of adding a new starbase range tech tree, with additional starbase range modules. I would like to hear what people think of this mod. I need feedback in order to get this mod right.
Reply #2 Top
I have added the new techs. In total, there are four starbase range modules. I still need to do more testing to make sure the AI researches them and uses them.
Reply #3 Top
I have been looking at the modding guide, and there are some interesting things for the UP which I would like to do if I can, such as:

*Something to increase a racial ability has been found...which race gets it?: value01 = AbilityType, value02 = Ability Amount

*Two races at war are forced to make temporary peace

*One of the major races is forced to hand over a star system to the weakest major race

*Number of ships each player should give the weakest player

*Fleet found...who gets it

*Can't attack starbases


What do you think?
Reply #4 Top
I have been working on v 1.3, and everything is going well so far. I just had to change the tech file so the second starbase range tech shows as a logistics tech, nor a weapons tech. Now I will start looking at adding more united Planets issues. I do have a question: for the option of stoping a war between just two nations, how do I display both empire names properly? Do I use two [OtherEmpireName] tags? Or what do I do?
Reply #5 Top
One of the major races is forced to hand over a star system to the weakest major race

That one sounds like a good one, could be very nasty.
Reply #6 Top
That would be nasty, assuming it works. Since I am just a new modder, a working mod is not always the case. So far, I have added a few more issues. "Ship Welfare" (everyone must decide how many ships to give to the weakest player), Free Fleet (Who gets it?), and protect starbases (three years and forever). Odly enough, I have yet to see a new UP issue come up in the UP. The United Planets only shows up one a year, so I may just be unlucky. Or, I may have to place the issues inside the main folder. I might have to try that.
Reply #7 Top
If you play the game in cheat mode and press ctrl+v a UP meeting will be forced. There is a list of shortcuts at the galciv2 wiki here, very handy for testing things
Reply #8 Top
I have tried that, and to my suprise, none of my choices came up once! I have fixed this, however. I added all issues into the UP file in the mod folder, and now it works!
Reply #9 Top
I have added aditional attack and defense modules, making starbases more powerful. I have yet to see how it works.
Reply #10 Top
Here is an update: I ran across on of my issues and I did not get any choices to pick from. I went through the files, and I think I fixed the problem.
Reply #11 Top
Bad news. That still does not work. I may have to forget that issue.
Reply #12 Top
All right! I was tired of waiting for version 1.2 to be approved. I have just posted a major update, v 1.3
Reply #14 Top
Sorry, forgot to check on it for a bit. If you ever post something and it doesn't get approved in a few days, just email me as a reminder (you can click my name above my post and use the email option).

FYI, even if a mod hasn't been approved, it still stays on the library and can be accessed by linking straight to it: http://library.galciv2.com/index.aspx?m=465. It just doesn't show on the listings.
Reply #15 Top
Yes, I have figured that out. I was just nervious to do that because I didn't know if that was legal. I'm sure it is now.\

can i just download v1.3 or do i need to download everything prior to it first?


Each version is a stand alone mod. Download v 1.3, for it will contain everything in v1.0 - 1.2, plus a lot of improvements!

As I side nore, I really need testers for this mod. I do not always have time to tinker with it myself. All I need is your opinion. If you can add anything as well, I will be happy to look into it.
Reply #17 Top
Tov,

I've downloaded and played with this mod. I love it!

I have noticed that once you say "Yes" to protect the starbase in the UP issue, the AI of a race with which you are at war will send ships to the starbase and just sit there.

Then during each turn the screen will jump to every starbase you have with enemy ships just sitting their and each screen jump can last up to 30 seconds. This produces a lag of course and can become very anoying.

I don't know if others have experienced this, but apart from this one problem I have experienced I think you are doing a great job with the mod.

I hope this helps!   
Reply #18 Top
I have not play-tested enough to experience that. The parking ships might be because the AI is not programed to deal the UP issues, like how the Dread Lords would shadow protected freighters. The choppy camera movements may be a side-effect as the AI tries to attack the starbase, even though they cannot. I am afraid I do not know how to to fix this, if a fix is possible. I may have to turn the problem to a more-experienced modder.
Reply #19 Top
I can confirm a similar problem while using this mod.

Playing a Dread Lords on Parade senario. The UP put an issue up for vote: Protect Starbases, it got passed.

...however even the mighty Dread Lords fear getting a slap on the wrist from the United Planets as they move to attack my starbases but they never attack them, instead they just buzz around them. (Presumably cursing the United Planets for passing this issue!)

But as you said TOV it is an AI issue, and perhaps something that should be flagged up with the developers for a future patch? (After all the Dread Lords are not a part of the UP so they shouldn't be affected...)

Great mod by the way! I just prefer to remove the Protect Starbases issues (The temp and the permenant) from the mod, rest of the mod is most excellent and highly recommended!
Reply #20 Top
In the latest update, I have commented the starbase issue out, so it no longer appears in the game. Until (or if) stardock fixes the problem, this is the only solution I can think of.