[quote]The thing about Navigation Centers, however is that the technology itself gives you a +1 to your ship movement. Then, with the navigation center, you get another +1. Thrown in Sub-Space Drive which is basically a computer based navigator and you get another +1. What this means, ironically, is that in the early part of the game, the Arceans are the fastest race out there with ships that might be doing 5 moves per turn. In the long-run, however, they're slower but it's a big deal early on
thehandofzarquon
[quote] I actually get the feeling that they won't be effected by morale at all. So they wont even need to mine morale resources. I have no idea how high populations will be amanaged. But being robots I guess it was time to do away with farms and morale buildings. [/quote] For what it's worth, there are a few unimplemented buildings in the XML files of TA Beta 1a (The Electrolyte Gardens and earlier/later buildings) that have a race requirement of the Yor... and they have mora
Take a look at the Gameplay example posted. The tech is now (in Stardock's internal test version) supposed to be provide a planetary improvement that, when built, gives a number of bonus tiles (up to 3) to that planet at the cost of 5bc maintenance. So, there you go. Existing colonies will get the benefit of Weather Control
[quote]On diplomacy screen, there should be some method to mouse over or right click a technology to see what its affects are. This is somewhat crucial with unique tech trees for each race being traded.[/quote] There is actually. Try right clicking on a tech name. [quote]Please change the spy system! The current system is garbage, the old way was a great deal better. Change it to how it was and add a counter esp system to keep people from constantly keeping those spy networ
it's a bug. And it's a known one at that. The fix is already done, but not yet released. See the Fixed Bugs thread stickied above.
[quote] I'm holding a candle for improvement with the Auto Explore Conga Line (where ships automatically scouting out territory would be aware of other ships' exploration efforts and act accordingly instead of choosing the same exploration path each time).[/quote] [quote]Not to mention the Auto Mining Conga Line... (Miners should really head towards the nearest asteroid they can upgrade when you click Automate, instead of always going for really-far-away unbuilt asteroids first...)[/quo
I'm hoping (and suggesting ) more modules with unique effects get added. In particular some like these: - A module to increase the range of ships in a fleet. - A module that increases the repair rate of ships in a fleet. - Modules that decrease the enemy's fleet's attack/defense. - A module that increases the ship's speed when in your sphere of influence. - Modules that affect planetary invasions in someway if the s
I think the best way to handle this in the end is that when you steal, trade, whatever a non-racial unique tech, you should get your race's version of the tech, always. I'm actually kinda surprised it wasn't that way already, to be honest.
If this was actually removed, I will be so happy. I can take the rest of the GalCiv 2 economy system, but I absolutely abhor the 20,000bc cap
[quote] Yes, Graphical Enhancements will be across the board...hopefully all ship styles will get tweaked, though it may be more realistic to just expect the really ugly ones to be fixed [/quote] Will the really ugly ones remain as extra ship styles?
[quote]so far I have seen them jump out of range, so in effect they become suicide missions as they cant move after the jump[/quote] Ships out of range can move, they automatically plot a course to the nearest in range space. You won't be able to control them until they get back in range, though.
[quote]Propulsion? At a speed of one (i am sure i have read this) It only takes a few cans of beens to get the TS going They need a navigational system for that?[/quote] Hey, I imagine controlling a thing of [i]that[/i] size would probably be pretty difficult. Plus, it still has to plot its course And yes, it only has a speed of 1. You can give it a destination, but it never actually moves at the moment. Nor fire... but th
Nothing TA-specific, but a little green "Earth-like" icon for those planets that are habitable by all without any colonization tech... just to make things consistent I traded for "Space Militarization" as Drengin (under their tech tree, it's called "Stellar Conquest Strategies") from a minor and the tech no longer displayed the different flavor text/name that the Drengin tech tree gives it. Nothing major, but it feel it should be n
There's something else hidden in the beta too. Take a look at the bottom of the StarbaseModules.xml in the Data/English folder. I'm sure you can guess what it is already (PS - For those that would try, no, it doesn't work, even if you change the module type to be even be able to install it but it still looks nifty )
I agree. Those wormholes can really screw up early surveying in the larger maps. You can avoid them by micromanaging the survey ships... but then... you lose the advantage of "knowing" where all anomalies in your survey ship's range (rather than sight)... and micromanaging is a pain in the first place. But I'd rather they first look at other things before "fixing" this.
CodeCritter mentioned this in another thread: [quote]If the ship is in a fleet, the best FSE module in the fleet becomes the active FSE ship. The movement points for this ship are ignored when calculating the fleet speed. So, the fleet's moves will be based off of the ship with the least moves in the fleet (not counting the active FSE ship) plus the FSE bonus.[/quote] Now, whether this changes how I design my command ships or not, I dunno. But, having to basically put only a singl
[quote]All races use the same base tech tree arranged differently, with modifications to flavor text/names here and there, along with new techs thrown in.[/quote] (Wanted to expand on this a bit in my post above, but can't edit the post, so I'll post it here...) They are (and play!) certainly very, very different... but the key point here is to remember that they all derive from the same, basic tech tree. Tech Requirements in the XML files, at least in DA, use an internal name
A couple of notes. All races use the same base tech tree arranged differently, with modifications to flavor text/names here and there, along with new techs thrown in. I-mod productions is a fan-group whose weapon animations were going to be officially added into the DA 1.7 patch first, but later it was decided to put them in TA first. I doubt they have gotten around to adding them yet. Also, last year, DA was also supposed to be released in time for Christmas (and at first Nove
[quote]- The colors for the Arceans are giving me a headache after an hour or two of play. Perhaps the yellow can be softened?[/quote] Most of the interface colors give me a headache. I usually stick with the soft purple-gray color that the Korx have as my interface for all races. Easy to see, not hard on the eyes.
[quote]I love the new icons in the tech tree, however i do think a small box at the bottom of the tree explaining what each icon represents would make understanding them easier.[/quote] Or at least have rollover/hover pop-up explanations for them.
[quote]They need to be fleeted with your attack ships during combat to get the bonuses, so how do you construct them so the AI attacks them last? I've never gone into comabt with non-combat craft, like transports, fleeted with attack craft...do they even take part in the battle? Is it worth putting any weapons or all-defenses on the ships, or will that just draw the AI's attention? Would you want cargo hulls, or as many HP as possible?[/quote] Don't put any weapons on the command ship,
[quote]with the Arenas seeming to be slightly superior to the standard early game morale buildings. I wonder if they have a downside, like a -influence aspect.[/quote] From what I gather from the XML... they are slightly more expensive to build at the very beginning, but cheaper than comparable buildings and cap at +morale bonuses MUCH less than the top entertainment buildings (+25 for the top arena compared to +40 for the virtual reality center). Also, the Arena (+12 morale)
[quote]So even though black markets are only 8% instead of 12% (like the arcean) bonus to economy, I was just pulling in gobs of money each turn.[/quote] Wait a tick, the Arceans get a economy booster in the beginning? When I started a game as them, I noticed they had neither an economy booster nor a morale building... just a factory and a lab... am I missing something major here?
[quote] i just had an idea!!! carriers are now a viable option in TA, theyd be a ship thaT HAS ALL THE SHIP COMPONENTS LIKE sTELLAR DEFENSE AND THE ONES THAT BOOST URE SHIPS!!!!!! [/quote] Yep, just need a fleet range boosting component and carriers will pretty much be in TA. Without one, I'll have to classify them as pretty much mobile military starbases.
[quote]Also I don't pick Acreans because of the super hi-lighter power they seem to have (bright yellow ...) perhaps a option to change the shades?[/quote] The Appearance tab when setting up your race has an option to change the UI color (I think it's labeled "Interface"). I like the Purple/Grey color the Korx typically have. Not to bright, but bright enough to be easily seen against the blackness of space.