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Intro:

What is this mod about?

Autumn Twilight v2.0 is a re-imagining of my original fix-mod for GalCiv 2 - TotA. It removes some of the more extreme changes introduced into the game with the Community Update, and makes the gameplay more like how it was in the last official version (v2.04).

What are some of the highlights of this mod?

-removed several changes to the UI

-re-added several technologies, planetary improvements, ship components and starbase modules that got removed by the CU

-changed the layout of the tech trees to be more like the original one

-changed the values of planetary improvements, starbase modules, ship weapons and defences, and the base abilities of all the races to be closer to the original ones

-farm improvements provide a fixed value again, instead of a percentage-bonus

-made the minor races smart(er) and slightly tweaked their abilities

-updated the Campaigns and Scenarios to work with this mod

-and a lot more...

If you want to know all the differences between this mod and the CU, then please take a look at the changelog (it is also included with the mod).

Where can I download this mod?

You can download it here.

Okay, that's it from me. I hope you like Autumn Twilight and have fun playing it!

How to install the mod:

1. Download and unzip the mod, then place the Autumn Twilight folder into GalCiv 2's mod-folder.

For the GOG-version, the standard installation path is:

C:\GOG Games\Galactic Civilizations II\Mods

If you installed the game into a different location, use that path instead.

2. Start the game and go the Options-menu. On the 'Game' tab, activate the 'Use Mods' option and change the 'Current Mods Directory' so it points to Autumn Twilight.

3. Restart the game, so the changes take effect.

(4.) If you have played before, go to the folder My Documents\My Games\GC2TwilightArnor and delete any files with the ending .raceconfigxml. Otherwise, any changes to the races can't take effect. You will also need to start a new game, because mod-changes cannot affect games currently in progress.

Credits:

MarvinKosh – provided several ideas and inspiration (e.g., expanding my mod to fix the tech trees, and weapon and defence balancing)

Tolmekian – provided lots of ideas (e.g., some changes to GAs and SPs, and more)

Sole Soul – provided information regarding several game mechanics (especially logistics)

MabusAltarn – provided information regarding some issues with the minor races' tech tree and how the espionage entries work

MisterAedan – provided an idea for some changes to the Drengin tech tree

UnleashedElf – provided an idea for some changes to the Korath tech tree, and gave lots of general feedback

Maiden666 – helped with the balancing of the political parties and UP proposals

Edit 12.02.2016: Added a new link for version 2.1 and updated the Credits
Edit 21.02.2016: Added a new link for version 2.11
Edit 17.12.2016: Added a new link for version 2.2 and updated the Credits
Edit 20.03.2017: Added a new link for version 2.2, because of some changes made by Dropbox
Post edited March 20, 2017 by Gaunathor
Thank you Gaunathor :-)
Thank you for your effort, Gaunathor. It is much appreciated.
Thank You!
Thank you very much !
Is there an easy way to check in-game if you're playing with the mod ? Because I had difficulties to configure properly the mod directory, and I just want to be sure everything is well configured and the mod really active :)
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Splatsch: Is there an easy way to check in-game if you're playing with the mod ?
The easiest way is probably to check how many customisation points you have available. If it is 10 (or less, depending on the race) then the mod is working.
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Gaunathor: The easiest way is probably to check how many customization points you have available. If it is 10 (or less, depending on the race) then the mod is working.
You mean when you customize your civilization ? (cf screenshot)
It seems it doesn't work properly for me...
When I followed the instructions, when I tried to change the mod folder, I simply can't do anything... And I had to modify this file : "C:\Users\Kaelmn\Documents\My Games\GC2TwilightArnor\Prefs.ini" to see one change, but it seems the mod isn't activated.
Is it normal that I can't change the 'Current Mods Directory' in the options ? Is there something special to do ?

Edit : Everything is ok now ! I uninstalled all and reinstalled all. I directly followed your instructions before doing anything else in game (on my previous try, I changed several settings before following your instructions, maybe it was this the problem), and now it works :D
Thank you for your answer and help :)
Attachments:
customize.jpg (241 Kb)
Post edited December 31, 2015 by Splatsch
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Splatsch: Edit : Everything is ok now ! I uninstalled all and reinstalled all. I directly followed your instructions before doing anything else in game (on my previous try, I change several settings before following your instructions, maybe it was this the problem), and now it works :D
Thank you for your answer and help :)
Glad to hear that. Have fun playing!
I don't know about GOG version, but
activating AT2.1 mod makes the Stardock GC2 Ultimate Edition 2.20.0 version (DL from my consumer page there) to crash at start.
Of course, it is not a Steam game!
The game was launching good before activating the mod. I use Win10.
EDIT: Woops okay there's a Stardock forum here: http://forums.stardock.com/forum/172
Post edited January 04, 2016 by ERISS
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ERISS: I don't know about GOG version, but
activating AT2.1 mod makes the Stardock GC2 Ultimate Edition 2.20.0 version (DL from my consumer page there) to crash at start.
Are you sure you've installed the mod correctly? There is no reason why the game should crash.

I've tested the mod with the GOG-version, the Steam-version, and the Stardock-version. It worked fine.

Could you upload the content of the Debug.err? It's located under My Docs\My Games\GC2TwilightArnor (at least for Win XP, Vista, and 7). Maybe it can give me some clue as to what might cause the crash.
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Gaunathor: Could you upload the content of the Debug.err?
I made it short (I don't think I cut important matter).
I verified that I had installed 2.20, not a so 1.53 (however it's what writen ingame in bottom left corner!).
No, there are not the missing files in your mod folders.

Debug Message: Version v1.53 last updated on: Wed Nov 5 13:52:02 2008
Time: 1/4/2016, 21:45:40

Debug Message: No files found matching mask J:\Jeux\GalCiv2\Mods\Autumn Twilight\Movies\*.bik
Debug Message: No files found matching mask J:\Jeux\GalCiv2\Mods\Autumn Twilight\Movies\techs\*.bik
Debug Message: No files found matching mask J:\Jeux\GalCiv2\Mods\Autumn Twilight\Gfx\*.png
Debug Message: No files found matching mask J:\Jeux\GalCiv2\Mods\Autumn Twilight\Gfx\Race\*.png
Debug Message: No files found matching mask J:\Jeux\GalCiv2\Mods\Autumn Twilight\sfx\*.wav
Debug Message: No files found matching mask J:\Jeux\GalCiv2\Mods\Autumn Twilight\Music\*.mp3
Debug Message: No files found matching mask J:\Jeux\GalCiv2\Mods\Autumn Twilight\Event Music\*.mp3
Post edited January 05, 2016 by ERISS
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ERISS: I verified that I had installed 2.20, not a so 1.53
I see what the problem is. You are starting the base-game, instead of Twilight of the Arnor. The mod doesn't work with the base-game. Please use the GC2TwilightOfTheArnor.exe under Galactic Civilizations II - Ultimate Edition\Twilight. That should fix the problem.
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ERISS: I verified that I had installed 2.20, not a so 1.53
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Gaunathor: I see what the problem is. You are starting the base-game, instead of Twilight of the Arnor. Please use the GC2TwilightOfTheArnor.exe under Galactic Civilizations II - Ultimate Edition\Twilight.
That's it! You should add this in your mod page (point 2); thank you Gaunathor! (and for your mod)
Bad Stardock installer, which does not create shortcuts. It's not friendly for newbz or long time coming back players.
Post edited January 05, 2016 by ERISS
Hey everyone! I'm currently working on a new version.

It's still going to be a while before I'm finished, but I wanted to give you a little view of what's to come.

So, what's new?

Almost all of the techs removed by the CU are back again. I also undid some of the name and cost changes of several techs. This, combined with some changes to tech requirements and the availability of certain techs, made the tech trees look even more like the original ones. It's still not 100%, but close enough. I'm quite happy with the result.

The planetary improvements are very close to vanilla status now. With the exception of Intensive Farming, all of the removed improvements are back. The majority of the Trade Goods, Super Projects, and Galactic Achievements have their old values and tech requirements again. The regular improvements are very close to it too. Primarily their output. Their cost and maintenance is still a bit different, though I'm not too bothered by that. It's mainly for game-balance reasons.

Ship weapons and defences got a major overhaul again. I'm using Dark Avatar as a base this time, and combined it with the modifications from TotA (weapons unique to certain races, not everyone has access to every weapon/defence, etc.). The values of the components are almost completely unchanged. I only did some minor tweaks here and there. The techcosts saw the biggest change (primarily the missile and mass driver techs).

Engines and sensor also got a small overhaul. They are now a bit closer to the vanilla values (or a bit larger in case of some of the engines).

The changes to the ship components may brake existing ship designs (especially if they use Dynamic Shields II or III, or Chaff II, because those components no longer exist). I'm sorry about that.

There are a lot more changes, but this is meant to be only a short overview. If you'd like a more detailed look at the current state of the planetary improvements and ship components, you can download the spreadsheet I use for AT here.
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Gaunathor: currently working on a new version.
Ship weapons and defences got a major overhaul again. I'm using Dark Avatar as a base
The changes to the ship components may brake existing ship designs (especially if they use Dynamic Shields II or III, or Chaff II, because those components no longer exist). I'm sorry about that.
Don't you think they so have to be included back, just for this brake reason?
Just those missing few, renamed and balanced if needed.
Post edited February 03, 2016 by ERISS