Well, my guess is for question 1, as you get different beam weapons, they look different. I know they do for Plasma, Phasors, etc., but these both occurred with Lasers (I checked the ships).
JVTruman
I just have a couple minor questions: 1. What determines the laser effect? Sometimes my (and others') lasers fire one red beam, but sometimes they shoot purple bursts (similar to those I see in invasions). I've never seen any other weapon with multiple effects, so I was curious why this occurs. 2. What determines the weapons used in invasions? I'm usually using beams, but I've seen others fight me with beams or mass drivers. I know the Dread Lords use giant purple beams, but
I was playing a Huge galaxy as the Altarians, and everyone was fighting the Drengin. They probably wouldn't have won, but put up a good fight. Then the galactic disease hit. I researched the cure in two turns (putting all my efforts into research), but others didn't. The Drengin, for example, blithely kept researching Phasors VII. Okay, maybe they'll research the cure when they're done? I don't know. They never finished. Apparently, their morale was so low already that when the disease hit, all
Hmm... could work; it's an interesting idea. As far as the 'Stargate doesn't work' ideas, there was 'Avenger 2.0'. Now that we have DA, we should add super abilities for the races. Suggestions: Tau'ri: Super Diplomat I think the SGC is pretty diplomatic, especially compared with others. The Jaffa aren't really renowned for negotiation, and the Goa'uld certainly aren't diplomatic (since most of their 'negotiation' consists of 'Worship us or die'). Free Jaffa Nation: Sup
It's been a while, but I have some things to add. Free Jaffa: Dakara might be a good homeworld for them as well as Chu'lak. Tok'ra: If we really need a name, there's their old hideouts of Vorash and Revanna. Perhaps something like 'New Vorash'? Lucian Alliance: Netan has now been shown as their leader ('Company of Thieves'). There are also more options now that DA is out, such as super abilities. I had an idea for a race: Aschen Confederation Leader: Unkn
They don't get placed. Only the producer has exclusive rights to sell them. But once you get it in trade, you als get its benefits. I have a question on this. Let's say the Arceans build Nano Recorders on Arcea and trade them to the Altarians, who then also receive the research bonus. Then the Drengin take Arcea. Do the Altarians still receive the research bonus?
Also since they only had 1 planet, just when they showed up, they had no ships, so I tried using troops to grab their planet, and they had advantage of 80, mine was 4 or 5, and I still won....Is something wrong here? If you're fighting 5 vs. 80, and if I understand the combat system correctly, you'll need more than sixteen times as many (5*16=80) troops to win. Since I've only ever seen Dread Lord planets up to 20M population (compared with the standar
Hi! - A complete tech branch of econ-enhancing techs and buildings (Trade center, Market center, Bank, Stock market....), The same is true for Manufacturing, Research, Farming and Morale. The only area that gets less upgrades is Influence, which would definitely be a balance thing. And they all get bonus tiles, economy doesn't. They added another building for those that is percentage
There's something weird going on with Super Organizer and 'wars of aggression'. As the Altarians, the Terrans were paid to go to war with me (no idea who did it; every civilization in the game has been paid to go to war at some point, so there must be multiple culprits), so the Torians and Iconians (the Drath were there, but I hadn't met them yet) declared war on the Terrans. The next turn, some other neutral civilization (Arceans or Krynn; I had no Thalans) said that the Torians started a war
I've had a window pop up that invited me to join the war against their opponents,I think it was related to their Super Organizer ability. Oh, so that's how it works. You could just say no, though, correct?
Do some abilities work on players? For instance, if you're the Iconians and the Altarians are attacked, are you affected in any way? The Super Dominator ability also says that it makes extorting money from others easier, but it isn't any harder to hit 'Reject' with Lord Kona's face on the screen (though he does demand more money than anyone else).
I think minor races might also need to tone down the influence starbases. They like to build them, but as far as I can tell, they don't do anything for minor races. It might if someone's trying to culture-flip their homeworld (can you do that? I've never tried), but they've built them in the middle of nowhere. Here's another one: semi-customized super abilities. Some of them, like Super Adapter or Super Isolationist, have two parts. What if you counted those separately as half a super
I enjoyed reading that as well. As for your questions: 1. Yes. Evil races get 'Psionic' (sometimes spelled 'Psyonic') weapons in each branch. I'm not sure about the mass driver ones, but I know the psionic beams are a lot better than the psionic missiles; since you said that the Drengin were using beams, they would have obtained those (the Psionic Beam tech requires the first level of Phasors). 2. I would attribute the morale to that UP proposal. It's pretty strong, especially
The Arceans are still there. However, the old leader of the Altarians , Netro Mancer, has been replaced by Eleys Mue (and they are now called the Altarian Resistance), who is probably the 'that chick' you speak of.
My favorite ethical "choice" is the one with the starship orbiting the planet. The Evil choice, of course, is to seize the ship and pull it apart to learn its secrets. Okay; I'll agree -- that's evil, all right. But how on earth is the Neutral choice of "Say hello and ask them for advice (+X% Starship bonus)" less "good" than the Good choice of "Ignore them and hope they go away"? How is that good ? There are games where I try to play str
Custom Race ideas: 1. Ability to name their star and planets separately. Maybe we should even be able to design their whole star system, spending some amount of points like the starting abilities and technologies. You could put all of the PQ into one planet (like the Thalans have) or spread it out more evenly (I think the Korx system is like this). Maybe you could include planets with special traits; say you start with a second PQ12 planet but it's radioactive; that could have an interest
An alternate tech victory option for AI factions. Instead of ending the game when an AI researches tech victory, that race simply disappears from the map and all of their planets become available for colonization. To prevent abuse, make all of the tech victory techs above Discovery Spheres non-transferable like the spore tech. <IMG src="http://altmeta2.thegalacticcore.com/ranksig.php?id=9122&style=1&bg=2" onload=s
On Custom Races: It seems to me that they should start out with extra ability points and no inherent abilities (not even the Logistics +6%). Their total ability points should be close to the sum of the averages of the ability points of other races and the equivalent, in ability points, of other races' inherent abilities. Initial technology should be done similarly: they get points approximately equivalent to the average of the values of other races' starting technologies. In additi
I've experienced that, but I thought it was due to high morale or some ability.
That's a good idea; the AI should be able to tell which technologies are worthless with following ones and which ones aren't. For instance, you won't need Laser II for anything if you have Laser IV, but all of the Planetary Invasion-based technologies are useful for soldiering bonuses and invasion tactics (except Advanced Troop Mod, which doesn't have an invasion tactic but is very useful).
I'll generally take names from various other science fiction that are appropriate. I usually play as the Terran Alliance, and there are plenty for them, but little for other races. For them I'll use various appropriate words (possibly appropriating the name of their starting planet/star for the largest ships). The name has to fit the race's ethical leanings; the Altarians using Dominator transports or Drengin with Liberators doesn't feel right. I generally use a prefix from the n
Hello! I've been enjoying Dark Avatar, but I noticed a couple weird things about some of the dialogue (non-campaign). First, I was talking to the Drengin in the diplomacy screen, and they stated that 'Drengi is very far from Drengi so we might be willing to let you have it but only if you pay through the nose.' This doesn't seem right; it seems to me that Drengi has a distance of zero from Drengi. Additionally, since it's their homeworld, they probably shouldn't be willing to let
The wording doesn't refer to your actions. It says that the Korath, not you, killed all the enemies after the first mission. The Drengin enslave conquered people, not exterminate them as the Korath have been; this is a plot point for later.
Superior Duranthium, that's the one. Bizzar that it is far better than most of the armour you get latter. It's better than the Tri-whatever armour of any level, and i think better than the next level up also. Not a but then... sorry for the miss post. Indeed. It sort of reminds me of the Nano Rippers (are they still in DA?), which are the type of weapon the Superior Duranthium defends against. Mayb
yep, ai still has glitches in this area - it's been tidied up a fair bit from DL to DA, but still around eg planetary bombardment less valuable than planetary invasion. i'm sure there are others... If you get Planetary Bombardment but not Planetary Invasion, can you build troop transports? The above makes sense if the answer to my question is 'no'.