Playing TOA V 2.0 (I know 2.01 is now out there) and had the Peacekeeper event. As usual, the Peacekeepers were numerous and operated relatively heavily-armed battleships. Then a strange thing happened. First, I noticed a fleet of Peacekeepers that were not battleships, but instead were small hulled ships. I thought nothing of it at the time because I figured that perhaps the Drath (they had Drath ship appearance) had sold the Peacekeepers some small ships. Sever
Mac2411
[quote who="Sole Soul" reply="22" id="1924532"]It shows up on the ship's stats for me when in the sphere of influence of the starbase. Shows up in ship stats in combat as well. This may be a stupid question, but you are aware that it doesn't show up in the Intelligence Report, correct? Based on your comments about in combat, I assume that's not what you're referring to, but I thought I'd check anyway. No offense meant. [/quote] I wasn't aware of that
[quote who="Sole Soul" reply="20" id="1924500"] Quoting Mac2411, reply 18 I'm not infallible, but I believe I recall that the protection field's effect appeared in the ship's stats in previous versions of the game. Appears fine in TA for me, 1.99rc. [/quote] When you say it "appears fine," do you mean that the bonus shows up when the ship is within the starbase's sphere of influence but not in combat? That's where I'm not seeing
I don't pretend to know how the surrender mechanism algorithm works or could be adjusted, but I believe it does need adjustment. As one glaring example, the pirate mega event will frequently trigger mass surrenders despite the fact that the pirates cannot invade planets, and thus could never threaten the computer empire with actual conquest. Given that every other player in the game is in the same boat (i.e., no military to speak of after decimation by the technolgically superior
I'm not infallible, but I believe I recall that the protection field's effect appeared in the ship's stats in previous versions of the game.
[quote who="Mac2411" reply="7" id="1919898"]This may have already been posted, but I've noticed that the Military Starbase Improvement "Protection Fields" and possibly some of the other ship enhancing starbase improvements do not appear to be working. [/quote] To follow up, it now appears the improvements do work in combat but their effects do not show up when merely clicking on my ships posted within the military starbase's sphere
This may have already been posted, but I've noticed that the Military Starbase Improvement "Protection Fields" and possibly some of the other ship enhancing starbase improvements do not appear to be working.
I've never used a Terror Star or seen one used in a game. The potential usefulness of the weapon just doesn't justify, in my opinion, the immense cost to research the technology and the relatively slow moving and virtually defensless space station. I would much rather simply capture the planet and add it to my empire. A much more militarily useful tool in this game would be the ability to conduct orbital bombardment without destroying the planet, let alone destroying the ent
Plus, the Arceans have bonuses from the Stellar Forge and I think they might have racial bonuses as well.
In my opinion, if the tourism value is going to be increased then the frequency of the tourism x5 or tourism x10 events need to be lessened or those events toned down (x2 or x3) or eliminated. As it is, these events result in enormous increases in income that pretty much end (in my experience anyway) any economic scarcity for the rest of the game. To some that might be a good thing (I don't mind it as it is now) but to me those events coupled with an increase in the base rate woul
[quote who="OGghostguy" reply="21" id="1534969"]My only other request is that we have an options page where we can toggle specific mega events on/off. I love mega events, but that speed limit event really takes the fun out of the game. I want to turn that one off! Amen to that. I quit a game recently because of that Mega event... [/quote] I agree wholeheartedly. This feature would be especially welcome if more events are added.
[quote who="OGghostguy" reply="21" id="1534969"]My only other request is that we have an options page where we can toggle specific mega events on/off. I love mega events, but that speed limit event really takes the fun out of the game. I want to turn that one off! Amen to that. I quit a game recently because of that Mega event... [/quote] I agree wholeheartedly. This feature would be most welcome, especially if there are going to be even more of these events added.&nb
I like the idea of all of the minor races uniting together and becoming a new major race AI. It seems natural they would do this considering it would be in their mutual self interest to unite or fall one by one as they usually do in every game.
[quote]Some indication of a Release Date. The last ones I know of have already passed.[/quote] Ask and you shall receive: Frogboy stated a new release date of October 1st for 2.0 in the thread announcing Impulse Phase 2.
There is a bonus given with the STellar Forge and sometimes with a planetary event upon colonization that bestows a "ship quality bonus" for any ship built on that planet. Does anyone know off-hand what bonus this actually gives the player?
[quote]I had conquered one minor race, and had the Arceans declare war on me. That was it.[/quote] Like I said, it is my observation that conquering minor races can be a trigger. One may be sufficient (as it was in my most recent game) but two in a relatively short period of time is a more sure-fire trigger. Just my observation over a number of games.
Some indication of a Release Date. The last ones I know of have already passed.
One thing that I've noticed will trigger this event is conquering minor races. My observation has been that conquering two minor races in a relatively short time span is a sure fire trigger.
The results I've experienced as reported in this thread are not from using the Ctrl-N short cut. I don't use that "feature." I recently switched the Drengin for the Korath and the Korath seemed to do better. However, the better results for the Korath were due to conquest by spore ship and not because of colonization. That was clear when all the planets but their home system were toxic worlds. I don't believe the AI for the evil races is functioning correctly in version 1.96.
Unless you have already placed "Battle Stations Mark I" on the base, those defensive modules will not be available and will not show up in the build queue.
I agree. I'm going to go ahead and send in a saved game. I find it odd that no one else has reported this though (unless you are Mistralok).
Since Version 1.96, I routinely colonize planets in sectors right next to the Drengin and Yor home-worlds despite playing the Arcean tech tree with its lack of engine techs. Of the evil races, only the Korx seem to expand on any regular basis. Since version 1.96 the most planets I've seen either the Drengin or Yor actually colonize is three. The good/neutral races, on the other hand, expand like crazy. By the way, I play on immense galaxy, abundant planets, rare suns, rare habitable planets
I just had another incident similar to the one above occur. This time I reconquered a Jagged Knife planet and could no longer build anti-matter power plants on that planet despite the tech being available and not already being in the build queue for that planet. I could build the improvement on other planets, just not that one planet I reconquered. I note that before the Jagged Knife took the planet I had an antimatter plant on it. I have no idea why this is occurring. Has anyone else out t
I've yet to see this happen or be reported. I was playing a custom race using the Arcean tech tree. No AI was in the game that used that tree. Anyway, the planet on which I was building the Stellar Forge was conquered by the AI. I promptly recaptured it but found that the Stellar Forge was no longer being built. No problem I thought. That fact just indicates the AI could not build it because it did not have the requisite tech. However, when I pulled up t