Hmm maybe code blocks don't work that well. top improvement xml for Stellar Forge should read (see below) [code="xml"] Stellar Forge Stellar Forge 0 GalacticAchievement 0 70 Increase ship quality and economy The Stellar Forge the Arcean's crowning ach
DeicidE
Has anyone else noticed this? there is no 25% hit points improvement on the Stellar Forge (Arcean Tree). [code="xml"] Doomsday Generator Doomsday Generator 0 GalacticAchievement 25 200 Allows construction of incredibly lethal star ships. Uses tr
I hear Carriers mentioned a lot but why? what advantage do want to achieve with them? Do you just want a bigger hull? if so just mod the GC2Types/xml file, see example below. [size="2"][code="xml"] _Hull Name="CarrierHullMH1"_ _DisplayName_Carrier__DisplayName_ _Description_Carrier hulls are for advanced tactical support. They use 35 logistical points.__Description_ _Cost_5000__Cost_ _SensorRange_15__SensorRange_ _Size_750__Size_
[quote]no one will be playing any of those games up there but GalCiv2, people will still be playing it. [/quote] I played Stars! for 10 years (on and off) until GCII came out. TBS will be around for a long time to come.
For what it's worth. I like the idea of reasearch labs on ships/starbases in principle however their contribution would be too small. a city sized research centre produces 1-25 tp, a huge hulled ship would only have about a 100th of that, not really worth it. Where it might benefit is if a ship is equiped with a research facliity it can say increase the luck factor during battle after say 2 rounds then it makes sence that the research has analysed the tactics/weapons/defenses of the e
Early game : Money, Trade, Xeno Ethics (evil = free starbase modules), all needed to fund colony rush. Midgame : Eyes of the universe - you gotta know what's out there (what weapons they use). Medium hulls with defanses and some weapons Endgame : As xNaquada said hull size, miniturization, logistics, engines If using Krynn, make and use spies early can steal techs and slow your nearest enemies. "paper tigers"? I'd call that an AI bug then, cos that wouldn;t fool a human
[quote]You can do it (it won't crash or anything), but it won't work right as the system is not designed to accomodate it. [/quote] is it possible for the devs to implement this? I would appreciate this mod as I too am looing to do this.
GC2 is catching C&C3 :)
I too would buy them no matter what. How about a subscription $5 per month (WoW style), that way stardock can allocate resource that are paid for on an ongoing basis to bridge the gap between now and GC3 (would like to see this as infinately moddable). Why not put forward a series of polls where the players get to vote for what they want. I personally would like to see :- Nebula that span say 20-30 parsecs, cannot go through Permanent wormholes Blackholes/Qua
Voted :) - For a turn based strategy game to be close to C&C3 (half their votes) is an awesome achievement. Especially if TA gets up their next year too!!
Does anyone know if there are any XSD definitions for the xml files used for modding? Looking to do some serialization with the xml.
I've had this on manual navigation but not on "automate". I also don't think this is limited to the TA beta's
[quote]At the moment, there is a cap on sensor range of 15 parsecs (tiles) because the FOW code really bogs down the framerate once you get past the 15 parsecs limit. I’d like to fix this someday, but it’s one of the more low priority items.[/quote] I saw this in the modding doc, would it be possible to have an override to this, e.g. in one of the xml files so we can override the cap of 15?
[quote]My terror star worked fine, till I tried to destroy a star with it... ugh. You build it just like any other starbase, but you must start it AS a terror star. Once you have all 5 components installed (200bc per item), then you wait 10 turns for it to activate. Once active, it moves only 1 parsec per turn. It's completely unarmed, so guard it with a huuuuge fleet. Move it to a star and BOOM. [/quote] Cool, Destroyed my home star :) ... crashed straight after the explosion
[quote]Yep, havn't tested building them yet though. [/quote] How do they work? Built one next to a star, and nothing, torian's destroyed it soon after, doh.
[quote]A fleet going to a starbase for an upgrade would take the same amount of time as a single ship. So if it takes 1 week to upgrade one ship, it still takes only 1 week to upgrade a fleet.[/quote] Only if you take the view that the starbase has infinite space/resources [quote] And you can implement your idea right now simply by moving the fleet to the starbase, initiating the upgrade, then moving it back.[/quote] This is true <img src="smiles/Smile.gif" border=
I was thinking about upgrading ships, one advantage the human player has is the ability to upgrade a fleet prior to a battle (1-2 weeks) So the enemy have seen your ships with beam weapons on them so they build shields for defense, however before you fight you upgrade all your beam weapons to say mass drivers. Huge advantage, extremely sneaky. I propose a new starbase type of Refit starbase or a module to add to military starbases. when you upgrade a ship it navigates
[quote] A) is there some way that I can automate the process of "what gets built where" so that I don't have to drill down to the planet, click on which square I want and click on the building I want? Ideally, i'd like to do something to the effect of "if you dont have a factory, build a factory wherever, and if you have a factory, build a research center, and if the research center is there, build a starport and if the star port is there, build a farm, and if a farm is there,
It appears as if the tourism total gets reset after every game reload, and takes 2 turns to return to normal. Very annoying if your tourism is set at 13000 and after a game reload it's at 1300, if you don't spot it then you'll lose about 12000 from your funds (just like I did )
[quote]I would love to see planetary invasions take multiple turns, that would be an awesome addition and add much more strategy to what is currently the least interesting part of the game in my opinion. [/quote] I agree invasions are too quick, if you send in 20000 (20 billion troops) chances are you'll win, but in one week? hmmm, when you will you can move 18 billion to the next world and so on in one turn. I think also multiple turns per invasion say between 3 and 10 based on the nu
[quote] Stardock gets prestige for releasing two good expansion packs in a single year [/quote] Well you could always go for two expansions in 2008 or three
The AI is the biggest most important part of the game. Lets get it right. I'd say work on it until the week before christmas and release 25th Dec or at least give the beta testers terror stars for xmas
[quote] Hmm...I'm able to make medium hull ships in the debugger as the Arceans...but it's possible this is the bug that I fixed last night with the invisible ships. [/quote] Playing as the Arceans in TA Beta 1b I can design a ship that is all Arcean technology and save it fine, but if I add in some traded alien armour when I come to save the design, I put in the new name and..... nothing disappeared into oblivion <img src="smiles/Mad.gif" border=0 align=
[quote]Umm the minor races are terrible at everything [/quote] I think that minor races should have a similar level of inteligence (maybe one level down) as the major races have with maybe a lower desire to colonise other worlds and a greater desire to defend themselves, if they were to look to produce fleet technologies and logistics maybe they could add a extra di
[quote]You don't. Terror Stars aren't in the first Beta. [/quote] Noooo, The Techs are though, just a teaser then