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I've found a possible trade exploit and some bugs with the civilization-specific flavour text.

The exploit only works if the other civ has a trade good avaliable. It involves adding the trade good to the end of the list of things you actually want to trade for. Once you add it, expensive techs that the AI previously wanted you to pay through the nose for are suddenly treated as no more valuable than the trade good. This way, you can trade for their entire tech tree at incredibly low prices, and you can repeat it at a later point for new tech if they develop more trade goods.

The flavour text seen at the start of the game for civs like the Krynn and Arceans use generic placeholder text instead of the civ-specific text. The placeholder says things like "On this day our society begins its expansion. Earth creatures have shared the schematic for a useful Hyperdrive engine", but the civ-specific text should say things like "Finally the day has come that the Arcean empire can set out into the galaxy," for the Arceans and "Thanks to the humans we now have Hyperdrive, and with it the means to spread The Way."

Also, the homeworlds for the vast majority of civs no longer have a summary of that civ's history, and instead use generic placeholder text. The Yor homeworld's description should say "The Yor are one of the oldest civilizations in the known universe, courtesy of being created by THE oldest civilization in the known universe," but instead it says "Original home of the wicked Yor Collective, Iconia has continued to prosper through the centuries as a beacon of tyranny throughout the galaxy," which doesn't really make any sense. Only Earth and Drengi seem to have retained their original descriptions.

Maybe these things are only happening on my end (I've already reinstalled the mod, but it didn't make a difference). If not, I hope you are able to fix these bugs, as it's a very good mod otherwise. If you are interested, I can provide a savefile to show you the trade goods exploit in action.
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TNN: The exploit only works if the other civ has a trade good avaliable. It involves adding the trade good to the end of the list of things you actually want to trade for. Once you add it, expensive techs that the AI previously wanted you to pay through the nose for are suddenly treated as no more valuable than the trade good. This way, you can trade for their entire tech tree at incredibly low prices, and you can repeat it at a later point for new tech if they develop more trade goods.
That is a bug within the game-engine. There is sadly nothing I can do about it.

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TNN: flavour text changes
The Community Update added several new flavour texts, written by the modders, myself included at the time. The flavour texts you mentioned were among them. I removed them in my mod, because my goal was to restore the game as close to its v2.04 state as possible.
If you prefer the Comunity Update texts, then you can easily restore them by deleting the FlavorText.xml of my mod.

I hope this helps.
Thank you for responding. I see what you mean about the flavour text. Today I installed an old disc version of the game, which doesn't come with any updates, and found out that all the non-human and non-Drengin civs use generic text for their homeworlds (I had never actually played the disc version before, only v2.20 with the Community Patch).

Did you really write the new text? It was good enough to make me believe they were always part of the game, so I thought that their absence in Autumn Twilight was a bug. I suppose the fact that Stardock practically wrote whole Wikipedia articles for starting techs like the Altarians' A History of Benevolence also made me think that they would devote at least a couple of paragraphs towards unique homeworld descriptions. But no, only the humans and Drengin get them...

By the way, I don't suppose you know where to downoad the v2.04 patch? I can't find it anywhere. The disc version I have is only at v1.97. It's not a big deal if it's gone from the Internet, since we already have Autumn Twilight and the Community Patch, but I'm still curious.
Post edited January 15, 2021 by TNN
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TNN: Did you really write the new text?
I wrote some of it. Most was done by the other members of the group.

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TNN: By the way, I don't suppose you know where to downoad the v2.04 patch? I can't find it anywhere. The disc version I have is only at v1.97. It's not a big deal if it's gone from the Internet, since we already have Autumn Twilight and the Community Patch, but I'm still curious.
If i remember correctly, the patch was only available through the Impulse client. Don't know whether that is still possible. Stardock does provide updated installers in their store, if you registered your game. However, the one for the Ultimate Edition has since been updated to v2.20., so that would probably not help either.

In any case, playing v2.04 straight up would probably be the worse experience. You'd not only miss out on a lot of bug fixes and balance tweaks (whether through the Community Update or my mod), but also some much needed AI updates.
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TNN: The exploit involves adding the trade good to the end of the list of things you actually want to trade for. This way, you can trade for their entire tech tree at incredibly low prices
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Gaunathor: That is a bug within the game-engine. There is sadly nothing I can do about it.
At least, it should be adressed by telling it in Readme, or even as an ingame textual warning of exploit (not a beautiful solution, okay, and it seems spoil inviting to use it for those who didn't know it).
Post edited January 15, 2021 by ERISS
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ERISS: At least, it should be adressed by telling it in Readme, or even as an ingame textual warning of exploit (not a beautiful solution, okay, and it seems spoil inviting to use it for those who didn't know it).
Maybe I wasn't clear, but this bug/exploit is part of the base game. It has nothing to do with my mod, as you can run into it whether you use Autumn Twilight or not.
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Gaunathor: Maybe I wasn't clear, but this bug/exploit is part of the base game. It has nothing to do with my mod,
You did were very clear. What I wanted to mean, is that your mod itself may be here to warn about this core bug.
What we can't patch, we should warn about it, instead (the more beautifull possible in the game spirit).
Post edited January 15, 2021 by ERISS
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ERISS: You did were very clear. What I wanted to mean, is that your mod itself may be here to warn about this core bug.
What we can't patch, we should warn about it, instead (the more beautifull possible in the game spirit).
That would go beyond the intention of Autumn Twilight. You also have to keep in mind that only a handful of people are actually playing my mod. So, if your intention is to educate players about this bug, then you won't reach that many.

Also, what about all the bugs and possible exploits remaining in the game? Both the ones I do know about and the ones I don't. Should we address them too? Where does it stop?

Sorry, but if you really want this to happen then it should be a seperate project. Maybe you could do it yourself? I can provide some information, if I still remember the bugs.
The Community Patch thread on Stardock's forum already has a link to a similar kind of list, so there's probably no great need for a second one:

https://forums.galciv2.com/457944/page/1/
Issues which can't be fixed with XML manipulation: https://drive.google.com/open?id=1vnoWVMjeMr3mLVjyUXD7slqV-z8KEK9pexNxtF68_8o&authuser=0

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Gaunathor: Also, what about all the bugs and possible exploits remaining in the game? Both the ones I do know about and the ones I don't. Should we address them too? Where does it stop?
Obviously there's no point worrying about things that can't be fixed through modding the game. And if something can be fixed, there's no point making a list for it; you just fix it instead.
Post edited January 16, 2021 by TNN
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TNN: The Community Patch thread on Stardock's forum already has a link to a similar kind of list, so there's probably no great need for a second one:
I completely forgot about that. Thanks for the reminder. :-)
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TNN: Obviously there's no point worrying about things that can't be fixed through modding the game.
You're wrong, TNN proves it here. Every non resolved nor documented bug make the players to worry.
Post edited January 17, 2021 by ERISS
Gaunathor, can I ask how a planet's tax income is calculated? I am using the formula found here: https://forums.galciv2.com/417144/page/1/#3073557

However, I can't make the final result from that formula match any of the numbers I find in-game.

For example, here's a comparison of my planet and a Torian planet in my current game, with the AI set at Intelligent:

My planet (human) / Torian planet:

Population: 10.00 B / 8.00 B

Tax rate: 70% / 70%

Planetary economic bonus: 70% / 60%

Civ-wide economic bonus: 45% / 60%

Final income: 219 BC / 287 BC

The galaxy is currently in the middle of the economic boom event. My government type is Republic, while the Torians' is Imperial.

Their economic bonus advantage is only 10% (1.6/1.45) yet their planet is generating 31% more tax. Many other planets across several different civs also have unusually high tax incomes, and I can't figure out why. They get the economic boom bonus, but so do I, and they are only supposed to be 'Intelligent' so they shouldn't get other economic bonuses. Could you shed some light on this please?
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TNN: Gaunathor, can I ask how a planet's tax income is calculated? I am using the formula found here: https://forums.galciv2.com/417144/page/1/#3073557
I'm using the same formula. The only thing wrong with it is the constant. According to my tests, it should be around 19.93 in the current version of the game.

I had a look at your values and I can't reach your tax income. Neither in my calculations, nor in the game. According to both you should earn 244bc and the Torians 230bc. I considered that maybe your treasury was higher than 20,000bc. That would give you a penalty to your tax income of about 22%. However, I still couldn't reach your value. It also wouldn't explain the Torians' much higher income.

Could you perhaps upload a save-file? That would make it easier for me to find out what is going on. Though I can't give any guarantees.
Ok, I've uploaded the save file: https://www.dropbox.com/s/bppdq38lqyd27hx/GC2%20tax%20saves.zip

By using your constant and a value of 1.8 instead of 2 for the economic boom bonus, I was able to arrive at almost exactly my planets' displayed tax incomes. All the AIs are set at the default Intelligent setting, except for the Yor and Drengin, who have their economies set at 200%.

I've also included a different game, with the AI still at Intelligent but without the economic boom event. I was able to calculate the correct tax income for my planets using your constant, but the AIs seem to have a large tax bonus.
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TNN: By using your constant and a value of 1.8 instead of 2 for the economic boom bonus, I was able to arrive at almost exactly my planets' displayed tax incomes.
I never had a reason to check whether the bonus of the Economy Boom was still the same, so it's possible that it got dropped to 80% without me noticing. A lot of values related to the economy got nerfed in the last expansion after all. Testing the bonus is also one of the more difficult parts, because, unlike planetary events and mega events, regular random events can't be triggered via cheats. I tried testing it via your safe-file, but gave up after two in-game years. The Boom just would not end! I've seen long-lasting Booms before, but not this long. o.O

I at least made some progress regarding the Torians' high income. First off, the UI is not 100% reliable. Some of the values it shows are inaccurate. However, I'm certain that the Torians are getting the money from this higher value. At first I thought the bonus might come from the Natural Abilities modifier, but that turned out to be wrong.
The AI is getting an undocumented bonus to the economy. I didn't test it on all difficulty settings, but at least on Tough (Intelligent for the individual race) the AI is getting a 10% boost to start with. On Normal, where the AI is supposed to only get 70% of the tax income value, it is getting a lot more. The Drengin in my test-game were getting 26bc in taxes from Drengi, according to the UI. When I took control, Drengi produced 29bc taxes. The difference between those values is definitely far less than the -30% it's supposed to be. I don't know why the Torians in your save got an even higher bonus (45%), but it's possible that the bonus increases over time or that it is based on some other value.
As to why I never noticed this bonus before: like I said, the UI is unreliable. Plus, I usually play on higher difficulties, where the AI is naturely getting a bonus to its economy.