[quote who="MarvinKosh" reply="135" id="3500805"] Well, if I'm being honest, I didn't find the ethics techs beyond the first one to be terribly useful and I would never aim to build a Temple of X as part of my strategy. [/quote] The Temple weren't what I was after. I was thinking more of the MCC, the No Mercy(!) Invasion Center, and the Artificial Slave Center from the Evil side, and the Empathic Tactical Center from the Good side (the Hall of Empathy isn't t
Gaunathor
[quote who="MarvinKosh" reply="133" id="3500762"] I did a video playthrough of the update so far to help people get a feel for the changes. It'll be up on my channel later tonight.[/quote] Nice. [e digicons]:thumbsup:[/e] I did a couple more changes today. Psionic Beams and Arnorian Battle Armor now require Particle Beams III and Duranthium Armor respectively, as I originally intended. I consider the Evil weapons and Good defences tier 3 items, eve
Those techs still use the same AIValues as they did in Dark Avatar: 55 for Extreme Colonization, 25/26 for most of the rest, and 5 for Advanced Heavy Gravity. So the AI will pay accordingly. However, Frogboy has given the "okay" for a new update for TotA, which will be made by the community and then integrated into the game. This bug will be addressed in it. We are working on the update here .
The new version is up. The link for it is the same as the old one, so you can use the one in the OP. I didn't do much more than what I've already said in my last post: -changed the description of the cons for the Drath, Thalan, and Krynn -fixed some bugs on the maps of the Dread Lords campaign Most of the bugs in the scenarios and campaigns revolve around the tech trees. So I don't want to get too involved in them just yet, because there is still a
[quote who="DARCA1213" reply="129" id="3500507"]If ya need any help, we are all on standby. ;- )[/quote] What I need the most right now is feedback. As for the current status, it's looking pretty good. I've fixed a couple bugs (of my own) and made some more tweaks today: -the Power Plants have been reduced to one tech and building (Anti-Matter Power Plant) -the Oracle of Krynn now grants a +50% bonus to the Morale-ability instead of a +100% bonus to pla
[quote who="qrtxian" reply="127" id="3500448"]I've seen this on many occasions - in fact, it's the most common way for AIs to surrender to me, as usually they'll try and spite me by surrendering to someone else if we're at war - and I've never seen any problems with it.[/quote] Thanks. That settles this issue.
Turning the Guide into a TG would make the cost-reduction for survey modules stop working, because the AltCostPrereq tag only works for GAs (even though the modding guide says otherwise). So, how about this: we move the cost-reduction to Eyes, and make it work for all sensor modules, remove the bonus to the Sensors ability, and increase the sensor-range bonus to +50%. Eyes would then provide: cost for all sensor modules is zero, location for all ships is shown on the mini
[quote who="DARCA1213" reply="122" id="3500344"]and its not broken or causing AI problems.[/quote] I would argue that it does cause the AI problems. For example, it can no longer sneak up on you, because you can see its ships, before it can see you. This makes it much harder for the AI to invade your planets or attack your ships, because you can easily intercept or evade its fleets. Sure, that is also possible without building the Eyes. However, in that case you actually have to desig
[quote who="DARCA1213" reply="120" id="3500286"]The eyes are in for a reason and the 15 spaces is intentional and worth keeping, we/you can't take out everything or change everything you don't like.[/quote] The Eyes GA was added to the game before there was a max sensor-range of 15. So that's actually another reason to adjust its power. I seriously doubt, that the devs intended for it to make one aspect of the game completely pointless. [quote who="DARCA1213"
[quote who="aaronofely" reply="4" id="3500138"] Which is why I started a tiny map to see if logistical range scaled or not. It does not scale with map size In GalCiv2, Thanks Larsenex for pointing out your findings.[/quote] I believe there is a bit of confusion here, because you use a different definition of the term "logistics". In GalCiv terms, logistics refers to how big your fleets can be. It also affects how many starbases you can build before you need to pay for
[quote who="trims2u" reply="117" id="3500191"]General is too early. Leave it at Advanced - the HRSC isn't really for the colonization rush, it's for when combat starts up.[/quote] The main issue were the range-bonuses from the Life Support-techs. Due to them, the HRSC didn't seem to give much of a benefit. With their removal, however, this should no longer be the case. So, Advanced it is. Still, I'm a bit worried that players might now actively farm the HRSC, l
[quote who="MarvinKosh" reply="115" id="3500155"]Granted, perhaps this is something that should be left to mods and players who want an extra challenge.[/quote] Yes, that's probably true. Though I'd like to see how players would react to less powerful Basic Life Support Modules. Also, could you please update the OP? I've put up links to a new version of the community update here and my
[quote who="trims2u" reply="111" id="3500057"]I wouldn't max out the RP from improvements at 12 - that seem way too low.[/quote] I use 12rp primarily for two reasons: 1. to make the Discovery Sphere comparable to the Industrial Sector, and 2. to prevent the races with less powerful labs from completely falling behind in research (Drengin, Korath, and Thalan top out at 12rp, and the Torians at 10rp). [quote who="trims2u" reply="111" id="3500057"]I'd have to go back and
[quote who="DARCA1213" reply="106" id="3499992"]Weather Control[/quote] Sounds good. I'm still not sure whether to actual go with the 10% PQ-bonus, but that would be easy enough to change. [quote who="DARCA1213" reply="106" id="3499992"]see, use your imagination and don't prejudge![/quote] Don't blame me. My imagination sucks. [quote who="DARCA1213" reply="106" id="3499992"]So dose this mean there's nothing for me right now!?!??[/quote]
[quote who="DARCA1213" reply="104" id="3499957"]Damn it! I flew past the moon in my creativity! Lucky I have my friend Batman to rescue me, as I as his biggest fan and I told him it was gospel music and he believed me![/quote] Your Diplomacy skill must be through the roof, if he believed that. [e digicons]8(|[/e] [quote who="DARCA1213" reply="104" id="3499957"] ok, now I've got a some ideas for prototype Lv stuff; Low Energy Capacitors, or Thermal protectors. <b
[quote]Does this mean if I were to, for example, research straight through the line of techs to get Laser II in one match the cost of the Laser II tech would be cheaper than if I were to, in another match, research many other techs in addition to the line of techs required to get to Laser II?[/quote] Yes. The more techs you research, the more expensive all future techs will become. Weapon-techs are especially affected by this cost-inflation.
[quote who="DARCA1213" reply="98" id="3499823"]Weather Control[/quote] It's a good description, but not what I wanted. I'd like to stay with the original premise that Weather Control helps with making colonisation easier. In essence, improve what's already there, not rewrite it completely. [quote who="DARCA1213" reply="98" id="3499823"]Particle Beams[/quote] Like it. [e digicons]:thumbsup:[/e] [quote who="DARCA1213" reply="98" id="3499823"]<br
[quote who="DARCA1213" reply="95" id="3499782"]Particular beams are the very first weapon and there is only one not three.[/quote] There are three techs, right after Lasers, that are also called Particle Beams. [quote who="DARCA1213" reply="95" id="3499782"]And what are prototype weapons?[/quote] Particle Beam, Space Cannon, Sparrow. The very first weapons you can unlock in all three categories. [quote who="DARCA1213" reply="95" id="3499782"]If that's the c
[quote who="DARCA1213" reply="93" id="3499775"] Precursor history should give a influence and industrial bonus as precursors were very peaceful in the beginning of there history.[/quote] Peaceful? Depends on who you're asking. Anyhow, the tech Way of the Arnor already grants a bonus to Social Production, so I think that would be kinda redundant. The Influence bonus might work though. [quote who="DARCA1213" reply="93" id="3499775"]1. weather control to be rewritten[/qu
I'm working on the values for the engines at the moment. Reducing their top speed, and changing their sizes. This is primarily to give the AI a better fighting-chance. I mean, how can it fight against the player, if he is able to run in circles around its ships? My changes aren't very drastic (yet): Warp Drive tops out at 3pc/turn, HyperWarp at 4pc/turn, and Stellar Folder at 5pc/turn. All engines use the base size of the original Hyperdrive (9) and the size-modifiers of the f
[quote who="DARCA1213" reply="89" id="3499705"] And I have version 2.02 in English and still have the OFM! (for some reason) maybe because its a disk version? Anyway I liked it, it let me have more ships fight in orbit. [e digicons]:)[/e] [/quote] Are you sure it's the OFM? That one was a 1pp improvement, which was limited by your Logistics ability. v2.01 added the Orbital Command Center Super Project, which works for all your planets, and isn't limited by your Logistics.
[quote who="DARCA1213" reply="87" id="3499599"]and tell me about anymore techs you want redone whlie your at it. [/quote] I want to cut the number of several techs down to three (Warp Drive, Lasers, Phasors, Disruptors, Stinger, Graviton Driver, Singularity Driver, and Deflectors), get rid of some other techs (Basic and Enhanced Rail Guns, Invulnerability I and II, and Duralthene Armor), and re-activate Anti-Matter Torpedoes. I may be able to cobble some fitting descriptions toge
[quote who="DARCA1213" reply="85" id="3499576"]ah, no shit. i got version 2.02, has to be 2.04 then.[/quote] Well, it was v2.01 + TWEAK: Eliminated Orbital fleet manager and v2.02 + TWEAK: Completely removed Orbital Fleet Manager [English version] So, I was right with b
[quote who="MarvinKosh" reply="82" id="3499550"]Maybe instead of having the DD Gen simply improve hitpoints (which like you said, doesn't make them that much more lethal) throw in a ship quality bonus and bring the hitpoint bonus down to about 10%.[/quote] So 10% HP and 50% ship quality? Or would that be too much? [quote who="MarvinKosh" reply="82" id="3499550"]I was kind of thinking of hitpoint modules, but I can't remember if there are some already kicking around.&nb
[quote who="MarvinKosh" reply="80" id="3499434"] My inclination would be to make the shipyard give a civ-wide bonus to the Military Production ability. But also, allow the tech to unlock an effective engine module. That's something that we know the AI can use. [/quote] A Military Production bonus sounds fine. 10% shouldn't be too much, in my opinion. Adding another engine, however, isn't something I want to do. For one, a Hull-tech unlocking a engine