Its playable if you know what the current bugs are. Most of them are either gameplay mechanics, or civ balance issues.
DivineWrath
I thought this was about space tiles. Oh well... In any case, I would like to be able to go in the the opposite direction. I find that the planet screen tends to have the tiles that you can build stuff on all over the place. It makes it difficult to glance at a planet to get an idea to what it can do. I would much rather to have a list of planet tiles. From that list, I would like to be able to organize the tiles into these groups: open tiles, manufacturing, science, econo
[quote]Isn't the counterbalance that they're very hard to flip with influence?[/quote] That doesn't really do much good, they can still flip in 1 turn. On top of that, most players would make an effort to counter the influence instead of waiting for the planet to flip. [quote]Reducing cultural influence in a sector might be a nice tech for the more xenophobic races[/quote] This could work. What do you have in mind: planetary structures, starbase improvements (only work
They probally don't want organics to join them, but they might want their planets.
The Yor can't culture flip planets at this time, well not easily. The problem is, the Yor can only get 3 influence modules on their influence starbases. They are "Diplomatic Outpost", "Foreign Relations Center", and "Interstellar Embassy". All together, they provide a measly +22 bonus. When compared to what can be built with all of modules, you get a bonus of +337. That is over 15 times what the Yor can build!!! If the Yor had access all 6 modules of the "Diplomatic Ou
How about having it be moved to the old tab when you get healing pools and stuff? Its little more than a stepping stone to something better anyways.
Yes it has. Tourism was so powerful, that it could run a whole economy.
[quote]Whitout morale one could raise taxes to maximun. That would be... unbalanced. And if they had no taxes there would have to be a whole new idea to generate money... Your idea/point is really good, but I think it is hard to carry it out.[/quote] I've talked about it more throughly in other posts. I'll do a quick recap here. The idea I had was to replace the tax system with a resource production rate that got improved as the Yor researched certain techs (as in
Having morale be dead to the Yor. The Yor are machines, which means that there are good odds that morale would have no effect on them whatsoever. Being machines, its much more likely that individual unit maintaince would be an issue (probally a large upkeep cost for large populations). The same goes for taxes. Why would they have a tax system when its more likely they would be more concerned about efficiency? Instead of taxing individuals, they would work them like machines, always tryi
[quote]Easier map zooming! Have the map zoom in on mousewheel scroll wherever the pointer happens to be, not in the middle of the screen like it is now... ...Everyone will love it [/quote] I hate it already. I find it annoying to have to re-adjust my view to, lets say the center of the map, because the game did some crazy thing such as zooming to a far corner.
[quote]The Yor get some love too with some tweaks to their initial improvements and the Maintenance Coordinator which improves their morale.[/quote] And here I was hoping that you guys would make the changes needed for the Yor to have no morale period. What I mean is, they wouldn't be affected by yellow resources and such. Oh well, I'll check it out later.
This is one reason why I build my own computers. My brother once said that the one I'm using right now is a beast. This was after he read posts made by people beta testing a MMO with superior computers were working slow, or were having troubles. He asked me "what did you do?". It can be surprising how well an older computer that uses an AGP graphics card can work. If you need some recommendations on parts for a new computer, feel free to ask. Unfortunately, I'm not around to bu
Nice to see that some of the bugs I emailed in have been fixed. By the way, I didn't see any major changes for the Yor. From my understanding, they were supposed to be no longer affected by morale. From my playing of the previous beta, I've seen that the Yor still have morale. Is this how things are things going to be?
[quote]Yor pay taxes as energy. [/quote] Shouldn't it be that they are provided with energy so they do work? And how many of us are actually able to produce their own energy on a large scale. [quote]Instead of calling it 'Morale', call it something else instead, like "Efficiency". And instead of 'Morale' buildings, make it something else like "Robot Tuning Centres"[/quote] I'm not sure how many people would buy that. I'm sure I'm not the only one who wants the Yor to f
You can also let them foolishly try to colonize planets deep within your realm of influence. If your culture is over 4x stronger where their planet is, then the planet should soon start trying to revolt to your culture. You might need some practice with this trick though. However, early in the game, you probally don't have high enough intel on different civs to determine you culture influence on any given planet. You need "low" get basic information. The good news is, you don't need thi
[quote]I updated the link to the test build because I fixed the bug where you couldn't rebuild anti-matter power plants. [/quote] Although they are working better, the problem hasn't been completely fixed. There is also another problem I haven't mentioned yet, that involves space stations and sensor modules. Expect both e-mails to be waiting for you monday morning. P.S. Keep up the good work!
Maybe its a bit much to expect, but shouldn't the Yor not have any morale at all. The impression I got was that they were supposed to be made more machine like. You know being all about efficiency and not worring about trivial organic things such as "feelings" or "happiness"? I don't know about you, but I would think it is likely that they would have discarded such inconvient subroutines the first software chance they got. Let me explain what I thought we were getting: 1.
Odd... the talk used to be: "Its a shame that anomalies are all used up so early in the game. He's an idea, why don't we have anomalies randomly generate throughout the game?"
PQ bonuses works best when there are lots of planets for you to colonize. If you are playing on a tiny or small map, it would probally be a waste, but if you are playing large or biger, it might be worth your resources. You should also note that this bonus only applies to planets you colonize yourself. Buying or capturing an enemy planet will not recieve any benefit from this ability. Your home planet however, is an exception to this rule. It gets full benefit from this bonus.
[quote]Fourthly, the Dread Lords event is a bit tougher. No longer do the Dread Lords just pop up with an undefended planet. Now they have some defenses in there.[/quote] *Insert sound of little boys and girls screaming in joy* As for the Yor, I haven't played them much yet, but they don't feel robotic enough. They still have taxes, and morale. One would think that a race of machines driven to exterminate all organic life would have more emphasis on maximum efficiency all
[quote]...if the devs would everything we said "make it an option", the game would have literally hundreds of different toggles.[/quote] Maybe thats what we want.
I would have no problem if you decided to push back the release date a little further. In any case, I'm ready for my upgraded Yor.
I've finished playing a game using DA 1-8f. I've found a movement error bug, but I was unable to save it. It doesn't appear to be something that you can save. Long story short, fleeted ships don't always travel the full distance that they can travel in one turn. On a side note, I was able to find and realibly reproduce several bugs relating to "anti-matter power plants". I'll be sending an email shortly.
I can take a short break from TA beta to make sure this works.
[quote]#7 - Never seen it to this degree, but when it happened to me, I saw a PQ 15 drop to like 13 or so, and merely assumed the AI had chosen the +20% PQ bonus pick. With the techs in DA, if an AI chooses +20% and trades for weather control and then the torian +5% boost, they'd have a +35%. Granted that doesn't explain a loss from 12 to 6, but maybe something like that?[/quote] It would appear that the tech "Weather Control" has since been changed in the TA beta 2 update. It no longer