Bumping this in agreement: I was looking forward to trying the new Korx, but I'm holding off until this is fixed. It would be nice to get some feedback on this... even just "we know about it, and we're working on it."
Zenicetus
[quote] question how does the terror star survive the super nova ...and not a "Laser I" mounted on a 4 cylinder ship. [/quote] That's a good question. Most things that would allow the TS to escape the blast, like phasing temporarily into another dimension, or super-strong shields, could also be used as a defense against the fighter attack. Cranking into armchair sci-fi theory mode here... I can think of two possibilities:
Check what your planets are currently building on the colony maintenance screen. The new tech might have triggered automatic upgrades on buildings or terraforming, which could be expensive if you have a large number of planets. That's about all I can think of.
That surprised me too, in earlier versions. You'd think the game could segregate the ship files by race, but it doesn't. What I've been doing is using a race ID in the name, like "Freighter 1 KX" for a Korx ship. That lets me re-use the name Freighter with different races. I do use some special names with different races, usually for the combat designs. But I can't keep track of unique names for all the different utility types like sensor picket ships, constructors, freighters, etc.<br
Same here... those prissy Altarians always give me a hard time. They're usually at the top of my list of races to eliminate.
Here's the breakdown from DA's RaceConfig.xml, and it looks like they're leaving it like this for the new TA expansion. 1 = pure evil, 99 = pure good, and note that a few races like the Yor and Drath start halfway between neutral and one of the extremes. Drengin 1 Korath 1 Korx 1 Yor 25 Terran 50 Thalan 50 Arcean 50 Krynn 50 Drath 75 Torian 80 Iconian 90 Altarian 99
[quote] The thing I am liking most about TA now, is that you have to vary your play for the race you choose. If your getting frustrated with the Drath, it might be because your your trying to play them with tactics for another race. [/quote] I agree that the best thing about TA is the way it forces us to learn new strategies. I enjoyed that when playing the new Iconians. I had to re-think my standard approach, and I had a blast playing my first Iconian game. The slow
[quote] Wait, those creepy-bastard Iconians are supposed to be GOOD aligned?! [/quote] That may be a result of the Precursor civil war. The Dread Lords were the ones that turned the (semi-evil) Yor against their Iconian masters, and the surviving Iconians were helped to escape by the Arnor. I guess Iconians lean towards good due to the Arnor association. Or maybe they drifted to that alignment while fighting the semi-evil Yor. Something like that.
Speaking of colors, and I know this has been suggested before... but it would be great if players could change the color of the "fog of war" background. I could never figure out why it's that muddy brown color, instead of something neutral like gray. I dialed down the saturation of the Drath orange color for the UI, but I couldn't use the resulting color I wanted, because it was too close to the brown fog color (my autopilot paths were hard to see). Even if it's not actually coded into
Dagger and Starstriker1 -- I appreciate the advice, but have you actually played the current TA build Drath on a setting of Tough or higher? I'm about to give up on them as a playable race. They're too much work and too much frustration, to get them to the point here I can enjoy what benefits they have as a race. I play this game for fun, not for frustration and uber-difficulty. My hat is off to anyone who can play the new Drath and make an easy go of it. I'm just not ready for that lev
[quote]One thing that bothers me is how does the AI manage to grab so many planets, build a navy and maintain high research levels without crashing? I am playing on "bright" at this point, so there may be some bonuses for the AI. But it still feels fishy...[/quote] I think what we're seeing here is just the one big advantage the AI has in a turn-based game like this: they can adjust the economy settings on every turn, in a way most human players can't compete with. I don't tweak my econ
[quote]The Korx are like the Mafia. They'll quite happily do business with if they are getting something good back in return. If you refuse, they'll get nasty, and they'll resort to even more extreme methods as time goes on. Tell me how that is anywhere near neutral. They are evil, but in a disguise.[/quote] Right, but in terms of the game mechanics, the "disguise" isn't working with the other races. Pure evil sets them at an immediate diplomatic disadvantage with strongly good-aligned
I started a new Drath game using some of the recommendations here, including trying to keep approval at 70% or better for population growth. I'm still rush-buying two sensor ships to map the neighborhood and make early contact, because I have a pathological need to avoid blind exploration and colonization, and it increases the chance of finding someone for tech trading (selling). But I'm making cheaper, less effective sensor ships on tiny hulls instead of the big ones I usually build o
Hmmm... different strategies I guess. I like knowing what the local neighborhood looks like, so I know where to send colony ships and constructors. I hate doing that blind. So I always rush-buy sensor ships to find likely planets, and hope for an early contact with another race or minor to start tech trading. I'll rush-buy a constructor if I see a juicy resource, especially if there's a nearby minor race that will snap it up. That needs early cash, so I'd have a hard time following your strategy
[quote]To top things off the Drengin declared war on me (telling me they'd been paid to up front) before they even MET me. I'd say the Drath super ability definitely needs some tweaking.[/quote] It's not just the wars. In an earlier beta I was getting a notice of an influence takeover of a mining base between two races I hadn't met yet. I still occasionally see notices of Galactic Achievements for races I haven't met. The TA game needs to do a better job of blocking all notices of wars
@Starstriker 1: No, I'm running tax/morale at just over 41% approval for the tax income. I have trouble keeping morale at 100% during the colonizing/crash phase of the game, unless I'm getting really lucky with finding cash-producing anomalies. Maybe I should try ramping it to 100% for just a few turns here and there, right after I've discovered a cash anomaly or sold a tech, and can afford to "float" for a few turns? Might help. @arstal: Thanks for the tip. I had forgotten that
[quote]Medium hulls I find perfect for the majority of the heavy fighting early- and mid-game, and as late-game dawns a quick redesign generally sees them re-purposed as fast-attack craft with a healthy number of engines, a decent defense, and good attack, making them perfect for hunting down pirates (on the rare occasion they show up) or enemy raiding parties, or for making hit-and-run attacks against enemy planets, getting in and out before the computer can bring its big fleets in to stop them
Yeah, I have a habit of racing down to ion engines and at least the first miniaturization tech, very early in the game. Not too smart for the Drath, I guess. I switched gears when I noticed how long the econ recovery was stretching out.
Yep, I like using the largest hulls I can make too. I try to stay at least one size larger than what the other races are doing. It reduces micromanagement of fleets when there are fewer ships to deal with, and they have a better chance of surviving to level up in experience. In TA, there is a role for a ship carrying a bunch of fleet support modules. You could do that on a cargo hull, but a combat hull is much more survivable. If I'm heading down the line to huge hulls anyway, that automatically
I can usually ride through the economy crash after initial colonization without too much trouble, but man, it's taking FOREVER with the Drath. It's undoubtedly due to the slow population growth, even though I chose Universalist party to reduce the effect. And I haven't been too greedy about grabbing planets either. I still have a few nearby I'd like to take before the others get there, but I'm afraid I can't afford the extra drain on reserves. In retrospect, I should have researched do
If you think it's bad now, wait until you see the TA expansion (if you haven't seen it already as a beta). ;p All the races in TA are affected differently by the colonization crash due to unique racial techs and economic setups. Some handle it better than others, so there is no standard strategy for dealing with it now. You just have to learn how each race's strengths and weaknesses plug into that initial colony push and the resulting crash.
[quote]I would like to see a descriptor for the Yor. I've looked at them, and I haven't figured out what they are good at. Their economy is a mess. They have larger maintaince costs for factories, and their economy related structes (asside from charging stalks) are one per planet.[/quote] Here's a quote from the Beta 2A Changelog when that version came out: [quote]Yor economy is improved mostly through efficiency improvements and an efficiency center.[/quote] Following
[quote]Just tested this and sadly the bug hasn't been fixed. Bit suprised it hasn't been, it makes the Korx pretty much pointless playing it's unlikely anyone can get through a game without needing to reload due to real life commitments or just the game crashing.[/quote] Ugh, well I guess I'll keep playing Drath until that's fixed. I only have time to play in small doses, not hours-long gaming. Lots of save/reloads. [quote]Hrm, Drath have access to Healing pools, is that a bug
[quote]Well, for one thing, it's going to unfairly penalize custom designed player races[/quote] Okay, I see your point about penalizing custom designed player races. That's assuming the current non-trade-able techs aren't allowed to be used for custom race tech trees, and we haven't seen what Stardock is planning for custom race creation yet. I guess I see that as the price we pay for having unique techs for each race, which does make the game more interesting. Do we really w
I disagree about being able to trade baseline racial techs. Precursor Legacy unlocks the Precursor Library, a core Iconian upgrade that's part of their unique (and somewhat weird and challenging) approach to research. What's the point of having all these new racial techs if they can all be sold/traded/stolen so everything is homogenized? I like the way we now have to think up different strategies depending on what race we're playing. If all unique racial techs can be sold/traded/stolen