Gaunathor

Gaunathor

Joined Member # 2472842
3 Posts 434 Replies 29,292 Reputation

[quote who="godfather_77" reply="3" id="3104284"]are these trade good species dependent...am I able to unlock all the trade goods?[/quote] They are, after a fashion, because not every race got access to all of the necessary techs. If you play the Terrans, you can get all of them. The other races lose two or three of the TGs, depending on how much their tech trees deviate from the Terran standard.

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[quote who="Sole Soul" reply="329" id="3103969"]This is immensely helpful for something else I'm doing. Thanks.[/quote] Glad to hear it. May I ask what you're doing? [quote who="Tolmekian" reply="330" id="3103978"]It makes sense that the minors can't grab up the GAs and TGs, but it's kinda silly that they can't have any unique techs.[/quote] I'm not quite sure that they can't have any unique techs. Like I said, the minors with the Yor and Thala

722 Replies 1,789,638 Views

Trade Goods are unlocked by researching certain techs. Xinathium Hull Plating, for example, is unlocked by Advanced Hulls. You still have to build them, however, before they have any effect. If the AI beats you to one, you can still trade for it (or conquer the planet it is build on). If memory serves, there is a bug with Gravity Accelerators, that prevent you from getting the speed bonus, if you trade for it. I'm not totally sure, however, if the bug happens with this Trade Good or anoth

4 Replies 9,917 Views

The amount of factories on a planet, economy starbases, asteroid mines, your total spending for production and how much of it is allocated for military (shipbuilding) and social (improvement building) production. The high end factories provide a lot of Manufacturing Points (MP), but take very long to build and have a very high maintenance cost. It is better to build several lower end factories. This is more cost effective, in both time to build and maintenance. You can u

3 Replies 8,089 Views

[quote who="Tolmekian" reply="325" id="3103445"]Holy lists Batman! At least you say it's the end.[/quote] It is and it's good to see my ability to fine comb through lots of data is still working. Didn't have a need to use it for a long time. There are still some techs, that have Alignment and Group set to None, but that has no negative effect, so I didn't mention them. Just drop a line, if you want that list, too. Several of those techs are among the ones I already mentio

722 Replies 1,789,638 Views

[quote who="Tolmekian" reply="323" id="3103311"]comment on the capitals[/quote] Sounds good. I'm just not sure about giving the Government-techs to the Iconians and Yor. It just doesn't seem to fit them (or the Thalans, for that matter). But it would certainly be the easiest solution. [quote who="Tolmekian" reply="323" id="3103311"]On another subject, I've been thinking about the Market Center and Altarian/Drath Entertainment Center. I'm thinking that instead o

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[quote who="Tolmekian" reply="321" id="3102350"]On the topic of Planetary Improvements research being slowed down, maybe it's not such a bad thing. My playtests only run 4-5 years, but by that time every AI that isn't in the tank has gotten up to Advanced Factories or Manufacturing Centers (Industrial Sectors AIV was way too low, so they stopped researching it after I raised the AIV of the other techs). Research improvements tend to go more slowly, but the leaders might get up to Matr

722 Replies 1,789,638 Views

[quote who="godfather_77" reply="5" id="3101383"]Anybody have a list of the colors associated for each of the techs in the tech tree?[/quote] Yellow: Communications, Diplomacy, Culture, Trade, Government, Ethics and Entertainment Turquoise: Propulsion Blue: Research and Miniaturization Orange: Manufacturing and Economy Green: Biology, Farming, Colonization and Terraforming Red: Weapons and Invasion Purple: Defense and Planetary Defense Violet: Logistics

7 Replies 11,789 Views

[quote who="Tolmekian" reply="316" id="3101401"]Market Centers? Every race that has the traditional economic branch should get them. Either through Industrial Revolution or through multiple entries of the Market Center. If each entry is linked to a racial history tech, then the players will never see a double icon. I'll have a look see.[/quote] The only two races that wouldn't get Market Center through Industrial Revolution are the Torians and the Thalans. For the Thalans it&#39

722 Replies 1,789,638 Views

[quote who="Tolmekian" reply="313" id="3100997"]Wow. I admit that I was a bit nervous when I noticed that you replied, and it looks like I had good reason to be.[/quote] Have I missed something? Why would anyone be nervous because of me? [e digicons]o_O[/e] [quote who="Tolmekian" reply="313" id="3100997"]I tried it on a lark and they went from terrible to pretty good. With trade bonuses reduced to 50%, my Korx equivalent started with only +150% trade and still couldn't m

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All right, time for feedback. First, you did a great job! [e digicons]:thumbsup:[/e] I really like what you did with the TGs, SPs and GAs overall. The Galactic Resort is a must-have now, which is great change compared to how it was before. The new additions add interesting flavor to the different alignments, both through the buildings themselves and the tech descriptions. Turning the Historical Preserve into a building that literally preserves history is something I never even con

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[quote who="godfather_77" reply="2" id="3098897"]Actually what I was wanting to know is if I can just stop researching a certain branch altogether. E.g., if i wanted to stop research in basic logistics could I do that?[/quote] So, not just changing the current research project but not researching in that direction at all? In theory? Yes, you can. In practice, however, it's a little bit more difficult, as most techs are quite useful and, as the game progresses, may become needed. But

8 Replies 9,531 Views

1. The option is called "Disable Tech Stealing", therefore, activating it means you can no longer steal techs. Keep in mind, that there are two ways to steal them: through spies (which happens very rarely) and through invasion (quite regularly). 2. You can see it on the minimap on the lower right side. Activate the "ownership" button (middle row, second from the left). The blue circle shown by constructors and starbases are their area of effect. 3. You mean change what y

8 Replies 9,531 Views

[quote who="Tolmekian" reply="306" id="3095828"]For v3.0, I want everything to be universal. Since AIP 7 can only be used under certain galaxy conditions, I don't want to make any changes to individual TechTrees that will change research patterns for AIP 11.[/quote] Am I understanding you correctly, that you are trying to make every tech tree workable by all AIPs? That's quite a big goal! [quote who="Tolmekian" reply="306" id="3095828"]True that. I started moving

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[quote who="Tolmekian" reply="304" id="3095237"]I'm going to change farming techs to Biology and see if the 8s and 11s can deal.[/quote] You could change it just in the tech trees of the 7s, that way you don't have to worry about disrupting the performance of the 8s and 11s. [quote who="Tolmekian" reply="304" id="3095237"]In the future, I'd like to make separate TechTrees optimized for the different AIPs, but for v3.0 I'm going for good enough.[/quote] Sou

722 Replies 1,789,638 Views

[quote who="Sole Soul" reply="17" id="3095076"] Quoting Gaunathor, reply 16I wonder if a Terror Star would be able to destroy them. Hey, maybe that's why it was changed for TA...[/quote] I just tested it and yes, Terror Stars are able to destroy invulnerable freighters. Which is quite a contradiction. Either they are invulnerable, or they are not. But then we would see something like this: "Just-In-Time-Technology! and not even a super-nova can kill you! G

26 Replies 38,607 Views

[quote who="Sole Soul" reply="15" id="3095000"] "Cap'n, we can't hit him!" "MORE SHIPS! MOOOOOOOOAR!"[/quote] "Mr. President, we got a report that our ships are unable to damage the enemy freighters." "WHAT!? IMPOSSIBLE! Throw everything we got at those freighters! I want them gone!" "But sir, that will leave our worlds open for an invasion!" "I DON'T CARE! Those freighters provide too much of an advantage to our enemy!" <

26 Replies 38,607 Views

Have you tried setting the default language of Steam to English? This helped me for my games, as I too prefer to play in English instead of German. At least when it comes to non-German games. You probably need to verify the game data afterwards or re-download the game. If that doesn't help, you could try to download the game from Stardock directly. Use the same log

1 Replies 3,919 Views

[quote who="Neilo" reply="13" id="3094903"]Never said it did, just knew there was some PI that impacted trade in some way.[/quote] Then I misunderstood what you meant. Sorry. [quote who="Neilo" reply="13" id="3094903"]It's still in DA, and i assume DL. What exploit did this create in TA? I never delved into TA much.[/quote] It was the exploit it created in DL and DA, that lead to its removal in TotA. The exploit was, that the AI attempted to destroy your freighters,

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[quote who="Neilo" reply="11" id="3094344"]I knew there was something else, i just could not think of it! This is what i was on about.[/quote] The Galactic Privateer is gone in TotA, because of the exploit it provided. The next best thing is the Korx-only Freighter Command. Both do essentially the same thing, but in a different way: the Privateer makes your freighters invulnerable by preventing any damage from an attack, while the Freighter Command makes your trade routes invulnerable

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If the mod specifies Twilight of the Arnor (TotA) as a requirement, you can use it right out of the box by simply following the installation instructions of the mod, because the UE automatically starts TotA. If the mod specifies Dark Avatar (DA) or Dread Lords (DL), you can still use it, but it is a little trickier. First follow the installation instructions. You then have to start the respective game manually, because the UE game launcher doesn't give the option to change the

2 Replies 3,452 Views

[quote who="Neilo" reply="5" id="3093999"]Planetary Improvement will have no bearing, aside from the civ wide trade goods / wonders you can build. (I don't recall it's name...Galactic Trade Bizarre...or something to that effect)[/quote] The Galactic Bazaar has no bearing on trade routes, only on negotiations.

26 Replies 38,607 Views