Farrout000

Farrout000

Joined Member # 2400965
0 Posts 5 Replies 3,728 Reputation

But if you are playing with rare stars, rare habitable planets and tight clusters... then you can expect to have to use starbases to extend your range. However, I do think that if the "base" range is changing with each galaxy size the max range should change accordingly so that each life support upgrade will give you something.

10 Replies 2,821 Views

Now I never played GalCiv1 and I know this has been a hot topic in a past... but how about a space monster mega event for TA or 2.0 patch? Maybe it is only a around for a few turns... maybe it creates a high PQ planet as a nest and guards it (like the dread lords mega event). It doesn't necessarily have to roam around and destroy things (although that would be cool too :) ). I think it would add a little variety and could be fun. What do you guys and gals think?

3 Replies 6,756 Views

[quote]Can someone just give me detailed instructions on how to pull the trigger? Ive got them made and driving them around, etc....but no way to shoot thus far, even at point blank range. Thanks.[/quote] Attack the star with the Terror Star by moving the Terror Star on top of the star you want to destroy, that will destroy the entire cluster. If you attack a star with a habited planet, the game will crash.

58 Replies 17,596 Views

I may be mistaken, but in the game right now if someone declares war you, your ally will join the war to support you. If they are attacked, you will be asked to join the war, if you refuse the alliance is broken. However if you attack someone then they won't join in (it was your choice). Also, if one race attacks another and both are your allies, I don't think you need to join in the war. Is that not the way it works in TA?

3 Replies 2,529 Views

Lenius: I have seen that trade bug as well. Upon a reload all freighters restart at the home planet. Darkrious: I have seen a couple of my colony ships disappear as well on the main map. All that was left was a little 3d box.

33 Replies 10,400 Views

A few bugs/suggestions that I have found (I have emailed some of them in already): As iconian Particle Beams in the tech trade screen do not have the numerals after them... so I see three "Particle Beams" in the menu and I can't tell which is which. I changed the name of my terror star before the last module was installed, and it lost the name I gave it after I put the last module on it. Terror Stars do not have autopilot paths. The Terror Star icon is the sam

33 Replies 10,400 Views

Perhaps you can find out what chipset your audio device uses and download a more recent driver from their site. Asus is the motherboard manufacturer and probably didn't make the sounds card chipset. If you can find the chipset and get a more recent version, it could fix the issues. Good Luck.

8 Replies 5,519 Views

[quote]1) Harvesters can not be decomissioned or replaced with another structure (possibly by design)[/quote] I noticed this too. I think you should be able to destroy them... otherwise some planets' moral will become unmanageable as the population grows.

22 Replies 10,344 Views

One small suggestion, when you have tech trading turned off, you still NEED to be able to trade/give the alliance technology. The alliance tech a required by all races for an alliance victory, the player has to be able to give it to people so that they can win that way. Otherwise the opponents may never research it. In my last game, I was playing as a diplomat trying to win an alliance victory on the largest TA map. The galaxy was pretty well split up evenly and everyone had

382 Replies 109,365 Views

One small gripe, the Torian Harvester should be replaceable or destructible. I built one on a 100% food production spot on my home world, and I didn't realize until my population had grown to 20 billion what a mistake it was. All my other planets' moral could be managed but it was too many people for that one Anyway, it would be nice if you could destroy if you didn't really want it.

22 Replies 10,344 Views

I think it would be neat if rather then have the transports disappear after each successful invasion, they were reusable and they would gain experience. This way you can have you "elite" invasion transports that would gain experience from planet to planet. Of course if you lost you would lose the transport and something would need to be done about picking up all the troops again and moving on, but it would put some value into transports.

43 Replies 33,312 Views

This happened to me twice, once for a freighter and once for a colony ship. I grabbed the smart exception logs and sent them off. I think I accidentally sent them to [email protected] (since that is the email address that Smart Exception suggests). Do you want me to resend them to the other address? Update: it just happened to me again playing "Rock and a Hard Place" as the humans. It consistently crashes every time I try to upgrade the default colony ship. I sent in the save, d

13 Replies 7,779 Views

[quote]Maybe make it so that, say, the racial-unique techs ues your race's color in the tech tree and use some specific (your race color or something) color in the trading screen.[/quote] Yeah, or at least have the right click pop up which race owns the tech, and if it in your tree or not.

7 Replies 4,498 Views

I have never downloaded the Heightmaps package, with the new planet textures being implemented in the TA Beta (which I am loving) should I download them? Will it make any difference in game? Will I get more planet textures? Thanks!

6 Replies 3,370 Views

I haven't tried the new beta yet, but may I suggest rather then destroying the buildings you don't have access to, you just make them disabled and put something like a big red "X" over them or something. That way, if I take over a planet and receive a bunch of useless buildings, I could decide to trade for that technology which would enable those buildings' capabilities. Otherwise, I could demo them myself. What do you think?

38 Replies 37,379 Views

I know this has been mentioned before, but I think there should be a feature to upgrade ships at starports. Rather then having to spend a bunch of credits to buy a ship upgrade, I should be able to park it in orbit above a planet with a starport and set the starport to upgrade the ship. This would be advantageous for several reasons: I no longer have to have to spend out of my treasury and I could use production points. The upgrade would be slower rather then just

382 Replies 109,365 Views

Yeah, I was a bit over-whelmed at first as well. When I started to play the Arceans I was losing money really fast, I couldn't find the tech that gave me Marketplaces. I thought to myself, maybe Arceans don't get Marketplaces and I have to adapt my strategy. Of course as I played I eventually figured it out. I agree that either a racial description highlighting some of the differences in play style you can expect, or maybe just a big printable tech tree for each race that we print ou

15 Replies 7,508 Views

I have had this problem as well. In two instances in my last game (playing Arceans) I saved off ships but they would never appear. I created a small hull ship with a couple lasers, an ECM and a engine (exactly 24/24 size), saved it off and it never appeared on the ship list. I did it three or four times, if I use the same name for the ship, it asked me if I want to replace it, but it never pops up. If I create a different ship with a different configuration it would work, and it woul

4 Replies 1,554 Views