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ERISS: 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.
Well, those three components didn't exist in the vanilla game. They were custom ones I added to help with some perceived balancing issues. Now that all of the old ones are back again, they just aren't needed anymore. Even if I wanted to add them back in, I'm not sure where to put them. The balancing now is pretty good, and I'd rather not disturb it by adding more variables.

Plus, the possibility to brake some ship designs due to the loss of those three custom components isn't that big of a deal, in my opinion, when compared to all the other changes made in the overhaul that can cause it: the size of several components changed (preventing you to build the ship, if you don't have enough miniaturization), the power of several components or the point at which the required tech become available changed (making the ship weaker/stronger in some areas), and some races simply no longer have access to certain techs or got different ones instead (preventing you to build the ship, if you don't get the tech from somebody else).

Overall, there just isn't a way around it. The overhaul will brake ship designs whether I add those three components back in or not. As long as everyone saved their unique designs as templates then the loss shouldn't be too great. It may take some time to re-create all of the ships, but at least they won't need to re-design them from scratch.

This is also the reason why I made the post. So people are warned that the next update may brake their designs. This way they can prepare for it, or, if they so choose, not upgrade once the next version is released.
Hey everyone! Version 2.1 is out.

Well, a lot has changed since the last version, and I do mean A LOT. The changelog increased from 80 pages to 120! It's too much to give a detailed report on, so I try to keep it down to a general overview.

1. Planetary Improvements

The values of all the planetary improvements are now almost identical to the vanilla ones. There are only some minor changes remaining now. Over all, maintenance is much higher again (though not quite as high as in the original game), which makes keeping your budget balanced more of a challenge.

2. Weapons and Defences

As I mentioned last time, I made a complete overhaul of the weapons and defences, using DA as a base. Of course, some races still deviate from the standard tree. Either because they use different weapons, or because they lack access to certain defenses (for better or worse). So, don't be surprised, if you can't protect yourself properly from the enemy's mass drivers, if you are playing as the Drengin.

While working on the weapons, I also changed some of their visuals and/or sounds. TotA got a ton of new visual and sound effects for the weapons, but most of them weren't used for some reason. However, I have neither the expertise, nor the tools, to get all of the settings right. So some of the visual effects may look a bit off in the Battle Viewer (especially the mass driver ones). Still, combat looks and sounds better now, in my opinion.

3. Starbases

The defense and military-assist modules got a complete overhaul. I used the vanilla versions of the Starbase Militarization and Starbase Fortification techs as a base, and adjusted the number of modules accordingly. Excluding Battle Stations, there are now 18 standard defense modules (3 for each attack and defense type) and 15 standard military-assist modules (4 for each attack type and 1 for each defense type). The strength of each module is higher than in the vanilla game, because the total amount of modules is lower. However, the total amount of the bonuses is still the same as the original one.

4. Tech Tree

The overall layout of the tech tree looks more like the original one now (only better). I also made some tweaks to the tech requirements and the ability bonuses of some techs, and changed all the techs that got turned into modifications of other techs into real ones again. Additionally, almost all of the removed techs are back in again.

5. United Planets

I changed some of the UP proposals (as far as it was possible), in order to make them more worthwhile. The result is, that some of the proposals are now much more costly. For example, if you are playing the Korx (or any other race that highly relies on trade) then you should think twice whether to let the Trade Federation proposal pass, because it will cost you 20% of your trade income.

Well, that's it for the overview. If you prefer more details, you can either take a look at the spreadsheet (though it doesn't contain the tech trees), or the changelog itself.

In any case, have fun playing!
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Gaunathor: Hey everyone! Version 2.1 is out.
...
In any case, have fun playing!
Thank you very much for all your hard work :)
Hey everyone! I've uploaded a new version.

Part of the starbase overhaul didn't make it in the last update. I must have forgotten to replace the file with the new version. :S In any case, that's fixed now.

Sorry for any inconvenience that might have caused.
Hello, is Autumn Twilight playable with the last version (2.20) without issues?

I'm asking this because I tried Altarn's Polished Twilight of the Arnor and it doesn't seem to be made for the CU, I get for example only 15 skill points for custom races, where they are 150 with the CU. Do you know if I could run into other issues playing with APT? Thank you
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mg1979: Hello, is Autumn Twilight playable with the last version (2.20) without issues?
It is, as far as I know. I made Autumn Twilight v2 specifically for v2.20, in order to undo a lot of the changes introduced in the CU. For example, the number of customisation points for custom races is still only 15 (just like in v2.04 of the game). However, the cost for abilities has also been adjusted accordingly. So that shouldn't cause any problems.

Also, I'm currently working on a new version, which should get released in the next couple of days. It contains some quite extensive changes. So you might want to wait until then before you try my mod.
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mg1979: Hello, is Autumn Twilight playable with the last version (2.20) without issues?
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Gaunathor: It is, as far as I know. I made Autumn Twilight v2 specifically for v2.20, in order to undo a lot of the changes introduced in the CU. For example, the number of customisation points for custom races is still only 15 (just like in v2.04 of the game). However, the cost for abilities has also been adjusted accordingly. So that shouldn't cause any problems.

Also, I'm currently working on a new version, which should get released in the next couple of days. It contains some quite extensive changes. So you might want to wait until then before you try my mod.
Thank you for your answer. I've been trying to play APT2 on top of your mod, so far it seems to be working.
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mg1979: Thank you for your answer.
You're welcome.

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mg1979: I've been trying to play APT2 on top of your mod, so far it seems to be working.
As in combining both mods? I would suggest against doing that. Both mods change a lot of the same files, and depend on those changes being in place. Mixing the files is bound to break something.
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mg1979: I've been trying to play APT2 on top of your mod, so far it seems to be working.
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Gaunathor: As in combining both mods? I would suggest against doing that. Both mods change a lot of the same files, and depend on those changes being in place. Mixing the files is bound to break something.
I was just trying how it played, I was thinking that if your mod brought most things to pre-CU and APT was meant for that version, things could work. So far I didn't notice anything strange but I'll play your new version when it comes out, thanks :)
Hey everyone, I've uploaded a new version!

Well, the list of changes is too big to mention all of them in this post. So I'll only note the most important ones.


Bugfixes

-fixed certain techs not showing that they unlock invasion tactics


Balancing

-made some adjustments to the Gas Warfare, Mechanized Warriors, and Terror Drones invasion tactics

-changed the cost for some abilities to make specialisation easier again (i.e. how it was in the vanilla game)

-changed the bonuses and cost for the Population Growth ability to the values from the base game

-changed the values for the Trade bonuses to 2x the vanilla ones across the board (the only exception is the Korx Super Trade Base SB module, which stayed at 100%)

-removed the Espionage penalty from all of the political parties

-made some slight adjustments to the Pacifists, Universalists, and Mercantile political parties

-re-added Xeno Biology and Xeno Medicine as starting techs to the Thalan

-gave the Iconians a Social Production bonus to offset their lost Espionage bonus

-changed the values of the Korath Hit Points and Soldiering abilities back to the vanilla ones

-changed the values of the Krynn Diplomacy and Research ablities back to the vanilla ones

-slightly increased the attack rating of the Nano Ripper MD weapon

-re-adjusted the cost of all tier 2 and above defenses

-made some small adjustments to the defense ratings of the Good and Neutral defenses

-increased the cost of the sensor modules

-increased the cost and reduced the range bonus of the life support modules

-changed the attack bonus of the Vengeance Scanner back to the vanilla one

-fixed an inconsistency of the Righteous Justice module (the description said that it only works in friendly territory, but it actually worked everywhere)

-made some changes to the cost, maintenance, and the bonuses of several planetary improvements (e.g. the high tier factories and collectives, most labs for all races, several morale improvements, Doomsday Generator, Shrine of the Mithrilar, Dark Energy Lab, Innovation Complex, etc.)

-changed the Temple of Krynn to upgrade to the Order of Krynn, the Slaveling Training Center to upgrade to the Artificial Slave Pods, and the Wretched Harvester to upgrade to the Aul Incinerator, and made some changes to the cost, maintenance, and bonuses of those improvements

-made all upgrading one-per-planet improvements indestructible (there is a bug that prevents you from re-building a upgraded one-per-planet improvement that got destroyed)

-made the Torian Harvester indestructible again

-changed the tech requirement for the Market Center back to A History of Extremes, and for Aphrodisiac back to Habitat Improvement

-removed the Dread Factory and Minor-Race-specific improvements and their accompanying techs

-significantly reduced the cost for military-assist SB modules

-changed the module requirement for the tier 1 attack-assist SB modules, and the Korx and Thalan trade modules

-removed the cost for speed-assist, repair-assist, slow enemies, and sensor modules

-changed the tech requirements for the Terror Star modules back to the vanilla ones

-re-added the missing Terror Star techs

-changed the cost for the Iconian economy techs, and the techs Death Furnaces, Enhanced Slavelings, and Artficial Slavelings back to the vanilla one

-changed several tech requirements to bring the tech tree layout closer to the vanilla one

-re-enabled the ability to trade and/or steal all race-specific techs that you could trade and/or steal in the vanilla game

-re-added race-specific adjustments to the willingness to trade certain techs

-re-added the AddTradeRoutes United Planets proposal (it got removed in the CU, because it was wrongly believed to be not working)

-removed the WarfareTax UP proposals (while the tax showed up under Expenses, it didn't actually get deducted from your income)

-removed all time-limited duplicate UP proposals

-increased the effect of all remaining UP proposals (as far as it was technically possible)


General

-fixed a lot more typos and grammatical issues (though there are bound to be more left)

-made some adjustments to the weapon animations and sfx

-changed the icon and query graphics for the factories, Entertainment Network, Multimedia Center, Hyper Computers, and Hyperion Re-Supply Center improvements back to the vanilla ones

-added "new" icons and query graphics for the Festival of Capitalism, Recuperation Center, and Maintenance Grid improvements

-added non-functional bonuses to the (Advanced) Navigation Center, Propaganda Center, Hyperion Shipyard, and Innovation Complex improvements to give visual feedback for the actual bonuses, because the game doesn't have icons or any other indicators for them


Well, I hope you like the new version. Have fun!
Yeay thanks!
Thanks :)
Great job! Does this mod fix most of the bugs of the original game or do i need the "community-update"?

By the way, is the CU implemented right now or is it still broken in the gog-version?
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Katzapult: Great job! Does this mod fix most of the bugs of the original game or do i need the "community-update"?

By the way, is the CU implemented right now or is it still broken in the gog-version?
Yes, AT fixes most of the bugs of the original game. So you won't need the CU to fix them.

The CU got fully implemented in the GOG-version in Dec. 2015.

PS: Sorry for the late reply. I didn't get a notification.
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Katzapult: Great job! Does this mod fix most of the bugs of the original game or do i need the "community-update"?

By the way, is the CU implemented right now or is it still broken in the gog-version?
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Gaunathor: Yes, AT fixes most of the bugs of the original game. So you won't need the CU to fix them.

The CU got fully implemented in the GOG-version in Dec. 2015.

PS: Sorry for the late reply. I didn't get a notification.
You don´t have to apologize. But I have to because my answer comes REALY late now. :-S

Thanks a lot. I think i´ll try the original version with your mod first and later switch to the cu-version see the differences.