DivineWrath

DivineWrath

Joined Last seen Member # 2500482
46 Posts 622 Replies 2,136 Reputation

I did some more reviewing. Here is what I have to say: -The Thalans get the starbase module "Resource Collector", a very high powered production assist starbase module. It is unlocked by "Hyperion Starbases" along with some other modules. I was thinking that maybe instead of getting 3 mining starbase modules unlocked by the "Industrial Adaptation" techs, we could get a single high powered module unlocked by "Hyperion Starbases". -As for the civ other modules, I don't like the i

72 Replies 163,163 Views

[quote]+ NEW: Removed a duplicate entry in the StarbaseModules.xml file. Also added some starbase modules with "Mining" and "ProductionAssist" abilities to compensate the races that do not have the factory line of techs in their tech trees (Iconians, Thalans, Korath, Yor). And I didn't just blindly add these, I made a spread sheet of all the starbase modules that each race has access to and filled in a few of the holes with new modules the best way I saw fit. They are tied to race-specific te

72 Replies 163,163 Views

I finished checking the starship modules that needs a spell checking. Needs spell checks: -These 2 atlas modules (internal names) "WeaponAmplifier" and "KillZone Computer" have the same display name of "Weapon Amplifier". That kind of makes things weird because those 2 atlas modules are significantly different. Also makes it difficult to pick which one to use. -These 2 hp boosting modules (display names) "IntegrityGrid" and "HyperionHullPoint" looks like they are missi

72 Replies 163,163 Views

Some of the editors make changes to the files even when you don't do anything. I know for certain that the tech tree editor (for ver 1.92) will modify the tech at the top of the list to have its prerequisite tech point to the next item of the list (which can cause crashes if the 2 techs ends up requiring each other). Seriously, open the thing, load a tech tree and see what the first tech points to, then click it again and see what it points at after it refreshes properly (might not work

4 Replies 7,167 Views

[quote]+ NEW: Added ship components for Disruptors IV and Photonic Torpedo III techs[/quote] Glad to have those fixed now. I'll be certain to double check. If I find others, I'll be certain to report them. In the mean time, I'll go check for modules that need spell checking (I forgot to report them). [quote]+ FIXED: Bug where you could buy several improvements for the planet on the same turn from the quick build screen.[/quote] I'll miss you! You made

72 Replies 163,163 Views

[quote]I'm curious why these alignment-based techs were added to only a few races -- seems like an idea that should have been implemented with all of them.[/quote] Not enough time to finish things to their liking? Some civs were released with flaws that shouldn't have made it to release. The Thalans were released without the tech "Space Weapons". Without that tech, the Thalans can't get a starbase module called "Battle Stations", a module needed to install many of their civ spe

13 Replies 21,709 Views

[quote]Both those sound great. By #3 you basically mean a "fleet" that is not a true fleet, for when you want ships stacked together to move together even though they aren't fleets?[/quote] Although I have some ideas for a "psuodo fleet" (such as fleets replacing destroyed ships from the psuodo fleet reserve), that was not what I was talking about in #3. What I was suggesting was a new feature for the governers tab. Currently, I am unable to affect ships baised upon their curre

20 Replies 25,582 Views

[quote]Unfortunately, in my current save, I still can't seem to put a starport on that radioactive planet, since I wiped out the starport before upgrading my game.[/quote] It would take some extra programing to fix existing saves. Forturnately, you don't have to worry about said problems after that game. [quote]Thanks a lot![/quote] No problem!

3 Replies 3,358 Views

Just to check, have you tried turning on the computer since this event? You didn't state that you did after it was found off. I'll be assuming that you did. ________________ I'll be assuming you know enough to build a computer. If you do not, I'll change my suggestions to better suite your needs. Do you have a spare computer (or old) you can use to test to see if the hard drive, DVD drive, and other parts still works? It can save you some money on repairs (and save your dat

15 Replies 67,110 Views

[quote]Is Creative Good the Altarian tech tree thing?[/quote] The Drath got it first. As for other techs, the Yor get their "Creative Insight" which provides a +5% research bonus and a +10% creativity bonus. It is found after "Collective Academy" aka "Research Academies". [quote]Also, is it just me or does creativity strike most often when researching a serial technology (like Lasers)?[/quote] Some techs cannot be affected by creativity (like "Technology Victo

4 Replies 5,893 Views

I know in some cases its possible be unable to build a quantum power plant because you built over it, or it was destroyed in planet invasion. This is the first I heard of it occuring with a starport... no wait, maybe that was a problem a while back in DL. I think it was supposed to have been fixed in DA betas or in a DA patch. Try to see that you have the latest patch. An alternative (but not likely) is that you are looking at the wrong tab (starports, among other things, do not show up

3 Replies 3,358 Views

I never stated that it showed up in the race creation screen. Like war profiteering, and purchase now reduction, the ability type "persistent trade routes" can be seen in the "stats & graphs" tab in the "civilization manager" screen. The old "Galactic Privateer" didn't provide this bonus (in fact it made trade ships invunerable so hostiles would cause the game to lag trying to destroy something that can't even be attacked). As for the Terror star stuff, I'll need to try them out before

108 Replies 1,001,858 Views

[quote]Hmm...I could have sworn that I fixed the Ion Beams. There are definitions in GC2Types for them.[/quote] I double checked them myself. Currently I have 2 files sitting side by side: "GC2Types.xml" and "GC2Types.xml.tmp". The second file is slightly larger, and if opened with notepad it will show Ion beams. I know I asked someone to double check because I knew I had a few pairs of these files lying around, but I don't think they got back to me. Anyways, looks li

251 Replies 746,512 Views

Anyways, new update. I reviewed the Terror star, Fleet support modules, and the Misc sections and made updates as I felt they were needed. The Fleet support modules section got a complete rewrite so it could make a clear difference between fleet warp bubbles and atlas modules (name picked because it was used in the .xml files).

108 Replies 1,001,858 Views

Yeah, the Korath dark influence buildings are completely overpowered. They Krynn, although the influence civ, doesn't get their buildings nearly as powerful. The only one that the Krynn gets that is more powerful is a galactic achievement, which ofcourse doesn't allow you build one for each planet. Any ways, I think that the devs need to review some of the work they did. I'm pretty sure that the AI doesn't understand influence nearly as well as ship combat and management. Any strong inf

108 Replies 1,001,858 Views

[quote]#1. Auto Sector Patrol (like GC1).[/quote] Sector patrol will do just fine, though I wouldn't mind a means to restrict things to current solar system. ________________ My suggestions: 1. Advanced rally point commands. For use by rally points. What I'm suggesting is to have rally points assign commands to ships that arrive, and/or to fleets that are formed by the rally point. A sample of some stuff I want to do is to have ships use rally points (nav p

20 Replies 25,582 Views

There are some missing weapons for certain techs. The techs exist, but there is no corresponding weapon to go with it. I'll list those techs, and the civs that should get them. -- Drengin/Korath -- Ion Beams (I to III) -- Drath/Altarian -- Photonic Torpedo III Disrupter IV

251 Replies 746,512 Views

I might be the odd person to think this, but I'm kind of glad I had a month or so without a patch (gave me time to write my TA 101 guide without having to worry about patch changes). I guess I have to get my but in gear to finish the rewrite before tuesday then.

251 Replies 746,512 Views

8. I believe that planet random event bonuses stack with planet improvements. I have no reason to believe that they don't. Sticking with good often yields penalties, such as a production penalty. If all it took to over write that penalty was to build a power plant, I'm sure the devs would recieve many e-mails asking them to fix it. 7. As for random events, I'll say that picking good does not give bonus tiles that weren't already there. Good often get the bad end of the deal in random ev

35 Replies 100,403 Views

1. Try not to go beyond 18 billion people. Otherwise the planet starts getting really crowded and people get really angry. 2. Smaller ships don't do well against larger ships, unless the smaller ships have fleet support modules (ships with those modules equiped tend to draw fire) or superior weapons and defense (huge number advantage works). Assuming both sides have equal weapons and defense, a large ship can ussually take a beating, while returning fire that will probally kill a few sm

35 Replies 100,403 Views

I don't think you can do that with the latest version right now. I remember asking at one point in time to have the civ capital stop moving around every time you conquored their homeworld (it made it difficult to capture the planet improvement). This was shortly after a patch was released that caused the civ capital to move to another planet (if possible) after a successful invasion. This effectively made it impossible for you to capture the civ capital unless you managed to completely

1 Replies 2,582 Views

Someone I know ran into the same problem. The launcher wouldn't start the game (the game showed up in task manager doing nothing at all). After updating the graphics driver to the latest version, the game would run, but without sound. I had to update the sound driver before it too would work. Beyond that, I have no idea why it suddenly failed to work. It was working a few days before without issue.

9 Replies 3,220 Views

There, the guide is updated. Rewrote Iconians, Krynn and Drath. Added war profiteering to misc section. I need nap now. Zzz...

108 Replies 1,001,858 Views