Excited about Race Changes

Is anyone else excited about the race changes in ToA, and looking more into playing races they previously largely ignored? The Iconians, for example, I was never super-impressed with (I played them in my first game because they were the 'heir to the dreadlords') but potentially getting massive research (for high upkeep) is intriguing. (I personally have always had a soft spot for the Korx, just because it was nice to see an evil race that's not super militaristic...even if Super Trader was lame). And I've never played Torians, but the "Torian's GalCivII" picture alone makes me want to.
3,207 views 9 replies
Reply #1 Top
What i'd really chear for is the "other" races (even if they're possibly Minors only)... once i gather the money to purchase TA.
But, i've always been the type of letting the "bugs run" pass by and waiting for a much more stable version. No offense to the beta-testers who, i'm sure, are doing a wonderful job and service to the developing team.

It's always nice to witness further adjustments also. Namely, the newly added weird concept of multiple & unique techno-trees gives me the creaps, man.

I gather we should have plenty for our $$$ if SD has its (usual) way. ;)

(PS; I almost exclusively play with custom races at this point -- modding equals lots of testing steps! Although, i figure the main idea of having a potentially good mod requires gameplay knowledge and skillful design choices. Korx and Yor, will always be my favorites, dunno - maybe it's the impression i get from the whole package deal about these two.)

- Zyxpsilon.
Reply #2 Top
Absolutely. It's something I never really noticed lacking from GalCiv, but now that ToA is on the board, it's really clear -- the races didn't have much flavor to accompany them. ToA is just making the races *so much* more interesting. Lurve it.

Thanks, SD :D
Reply #3 Top
Dread Lords: All races nearly the same, just a few racial ability differences between them.

Dark Avatar: Super Abilities introduced. Now you had more riding on what race you picked (or Custom Race's Super Ability).

Twilight of the Arnor: ~blinks~ Ok, if I decide to switch from the Terrans to the Dregin, it seems I have to completely re-learn the game as nearly every building I had with the Terran's doesn't exist in the Dregin tech tree. If I take over a Dregin planet as the Terran and don't have the tech for Slave Pits...they are destroyed. Now I have to think "should I work on trading/stealing techs before I got and steamroll these planets?"

There is soo much more to weigh in on race picks now, even beyond what DA brought to the table. If you check the "disable tech trading" box in ToA you are really in a world of your own.

To those who dislike the extremely increased number of techs in the game...thus is the price you pay for true variability.
Reply #4 Top
Slave Pits...they are destroyed. Now I have to think "should I work on trading/stealing techs before I got and steamroll these planets?"
End of quote


is this true?
Reply #5 Top
Slave Pits...they are destroyed. Now I have to think "should I work on trading/stealing techs before I got and steamroll these planets?"


is this true?
End of quote


Any destructible building that you don't have the tech for should be destroyed upon invasion.
Reply #6 Top
Then why would I one want to trade tech with anyone. If most races dont use my style of production or research facilities then why trade it to them. It should be a discouragement to being attacked... Isolationist rule.

LOL

Duh
Reply #7 Top

What i'd really chear for is the "other" races (even if they're possibly Minors only)... once i gather the money to purchase TA.
But, i've always been the type of letting the "bugs run" pass by and waiting for a much more stable version. No offense to the beta-testers who, i'm sure, are doing a wonderful job and service to the developing team.

It's always nice to witness further adjustments also. Namely, the newly added weird concept of multiple & unique techno-trees gives me the creaps, man.

I gather we should have plenty for our $$$ if SD has its (usual) way.

(PS; I almost exclusively play with custom races at this point -- modding equals lots of testing steps! Although, i figure the main idea of having a potentially good mod requires gameplay knowledge and skillful design choices. Korx and Yor, will always be my favorites, dunno - maybe it's the impression i get from the whole package deal about these two.)

- Zyxpsilon.
End of quote


You'd be surprised how stable the beta is, in a running total of of about 22 hours of playing TA, I've had one crash.

... which reminds me I found a typo ...
Reply #8 Top
You'd be surprised how stable the beta is, in a running total of of about 22 hours of playing TA, I've had one crash...
End of quote


I can happily supplement a BSD crash of my own (on DA) which i think (after looking at the debug.err) was directly caused by a tricky swapping failure paired with an interrupt at 0x001B535 (memory clug). I autosave every 10 weeks and thus lost only 3 of those in the process.
More importantly, over the last three weeks - it was the ONLY time it failed. Stable enough for me. ;)

- Zyxpsilon.

Reply #9 Top
You'd be surprised how stable the beta is, in a running total of of about 22 hours of playing TA, I've had one crash.

... which reminds me I found a typo ...
End of quote


I'll back this guy up here. With the exception of typos and filler text not being...umm...filled, I haven't had many game-ending bugs in ToA beta.

OK, well, in the first release of beta 3 the terror stars blowing up a habitable planet in the wake created a CTD, I think one of the beta 2's creating a CTD upon opening the social que on the colony management list and the various tech tree disconnects...but the tech tree thing was being revamped so we were looking for that anywho.