[quote] I preordered like months ago, and I get an option to purchase it on Stardock Central instead of download the beta? What are you supposed to do to get this beta? [/quote] Check your email, that's where you will get the serial to register TA in Stardock Central. Once that's done, you'll be able to download it from there. Also note that not all preorders are processed yet. It may take some time to get the email.
thehandofzarquon
[quote]Yeah, I preordered over an hour ago and I still haven't received a confirmation email nor can I download the beta from stardock central .[/quote] Patience, young padawan. There are people who ordered weeks ago and still haven't gotten an email yet.
[quote]Would of though that stardock would of processed the pre orderes slightly early to get them through and ready for the release of the beta. Oh well.[/quote] Think of the poor servers... can't have everyone trying to access them all at once, ne?
[quote] Nice work, SDC is showing it...but no email....maybe if i check again...and again...lol. [/quote] Yep, same here... *crosses fingers for it to come soon...
Ooo... shiny graphics. You people really don't want me to finish my papers, do you?
If you want to slow colonization, you are probably better off modifying the cost of the Colony Module, rather than the hulls. Otherwise, that increased price of cargo hulls will be around the whole game. Of course, that might be what you are looking for... The data for the Colony Module should be in GC2Types.xml too, I believe. As for the disappearing Turn Button... what version of DA are you running?
[quote] In the second pic I see a wall of asteroids, perhaps this is a step towards obstacles and choke points. It looks like those asteroids are affecting borders too. See how the Arcean and Drengin border are curved with the wall? Wonder if that's just a coincidence or maybe their are going to be not only physical obstacles but border obstacles as well. [/quote]
After loading DA, noticed two more differences between the screenshot and the current tech tree: 5. Advanced Computing no longer leads to Miniaturization techs. Can't believe I didn't noticed that one before... 6. Planetary Improvements requires Artificial Gravity instead of Xeno Engineering. Xeno Engineering could no longer exist, or it could just be further down... Might be that orange line coming off of Artificial Gravity, *shrugs That's all the changes I'm seeing.
[quote]Frogboy, am I missing something in that tech screenshot? It looks like all the techs are the same as before except for two of them. I thought the whole tree was rewritten per race, even if most techs were essentially the same with new names. Did I misinterpret something? Not that it would surprise me if so, but I'd like to know for sure.[/quote] I think the Terran tree was the supposed to be the most similar to the original tech tree, and guessing from the interface color (and th
Well, on the bright side, I guess that's one less thing to distract me from all the homework, papers, and projects I have to do this weekend. Can't wait till Tuesday, though.
[quote] Would it be fine just to stick it on the options screen? [/quote] If it isn't an alarm clock, a more visible location would be better, imho. However... if it is an alarm clock... then just having it on the option screen would be fine with me.
Hmm... a tech editor, eh? Awesome, I hate working with plain text files, always gives me a headache. Just out of curiosity, but are things like the Atlas/Fortitude modules or Terror Stars by any chance going to be in Beta 1? In any case, I can't wait for Thursday to try out TA.
[quote]1. please add a thousands separator to the influence numbers on the United Planets screen and on the United Planets tab in the foreign relations manager.[/quote] Agreed, and also, can you make it so that on the trade screen, when ever you add influence, it will automatically choose the maximum/minimum number of IP the AI will accept for the trade, like it does with BC already? Also, I've said this before, but what about adding a little green "Earth-like" icon to all the
[quote]What modders could do (and we may have some special techs that do this) is have Improvements that have to be upgraded from pre-existing Imps that they can't use. For example, lets say your the Terrans, and you've landed on a Yor planet filled with 'Electrolyte Gardens'. Since these are basicially how the robotic civilians 'eat', humans have no use for the improvements. However, you could (and we may) have Technologies that allow Bioforms to convert these energy gardens into speci
[quote]+ Improvements Tweaked: A value here, a new bonus there...several improvements are now 'more better' based on player feedback[/quote] Any chance on a detailed list of these changes?
What about the Altarians? Are they not in the game? Well, the rest of the text refers to 12 races, so I'm guessing they just forgot to list them, aye? Heck, it took me the longest time to remember what the race not listed was when I first noticed there were only 11 races on the beta schedule... The last week only has 2 races listed, so I'm guessing they either don't have them for the beta or it will be on that wee
I do have a few questions though. What about all the minor races that inhabit the galaxy? Will they have a generic "minor tech tree". Good question. Would be nifty if each minor race had a unique tech or two you could only get from them... And what about custom races? Will we be able to select which tree to use, similar to the way you choose ship templates at the beginning of the game? <br
Anyone seen the Wikipedia page on ToTA? Apparently, the humans meet an Arnor who tells them that they have to find the 'crystals' that make the Dread Lords so powerful and destroy these crystals in a supernova - hence where the Terror Stars come into play. If this is correct, I think we're going to have a campaign mission/arc where you're going to have to escort a Terror Star through Dread Lord defenses to destroy X planet(which has the crystals on it) in the supernova
Xeno Propaganda works mostly to keep the influence of alien cultures from permeating native worlds... While not effective at increasing morale, Xeno Propaganda does have improve the influence of a planet which often needs that influence to ward of alien culture. to me, this sounds more like it should be boosting loyalty, not influence. I sort of agree, although it could easily boost both in smaller
Aw, the beta's going to start after my Fall Break... oh well. I'll still try to make sure to find time to test it out. Can't wait to try out these new tech trees.
+ NEW: Added standby mode for auto improve asteroids Yes! Thank you, oh so very much! Glad it worked out for the survey ships enough to be added to the miners.
There are custom race files under My Documents/My Games/GC2DarkAvatar. Deleting them should reset the races to their standard abilities, although make sure not to delete any truly custom races you may have made. Also, in the same folder, there is a ships folder. Deleting the two files that correspond to the ship design you want to remove should get rid of it.
I am wondering if the problem is really sneak attack or if the problem is the inability for the AI to successfully defend its planets when war breaks because its orbiting ships are sitting ducks waiting to be shot and its inability to launch fleet to intercept incoming fleet? This is mostly true, but even if the AI would launch orbiting ships in fleets to attack instead of having them sit in orbit waiting to be shot down one-by-one... it wouldn't solve
the Arena takes the place of 'Entertainment Networks' used by some of the Neutral and Good races. Hmm... does this mean that Alignment is going to be more heavily integrated into the tech trees as opposed to being a small extension of it?
A little minor bug that just came up in my 1.7 beta 1 game: The UP Event that forces Civs to give away a number of their techs passed in my game and I received both Psionic Beam and Sub-space Rebounder (I was neutral, fyi) amongst the many techs I received from the event. Psionic Beam ended up showing up underneath the Disruptors group on the tech tree and Subspace Rebounder was no where to be found on the tree (it was probably buried under another group). Again, just a minor bug