thehandofzarquon

thehandofzarquon

Joined Member # 2592028
0 Posts 2 Replies 3,760 Reputation

Could be wrong but I haven't been able to get that to work - the only way to really hide techs is to tie them to an alignment? Right, as far as I know, tieing a Tech to IMPOSSIBLETECH does not hide it, but you won't be able to research it unless you start with it, someone trades it to you, or you steal it. Tieing a tech to an alignment w

5 Replies 5,249 Views

It just seems unrealistic to have races that have no need for money to have it and trade it. Just treat the bc's as being a unit of resource measurement. They don't actually have money, but they still have the raw resources to trade... *shrugs I'd say that races that have no need for food are more of a problem than those that don't use

8 Replies 4,617 Views

I'm not very excited about this. Rather than specific "ship styles" I would like to see changes in possibilites of ship equipment. (new looks are really cool, but additional strategic depth is mandatory, IMO) While I agree that I would much, much rather have more and unique ship equipment, I'm still rather excited about this.

18 Replies 46,077 Views

They got toned down a while back, which I thought took a bit of fun out. I quite liked having evil zombie armies. Not to mention that the ethical events stop appearing after you research Xeno Ethics... Yes, the AI

14 Replies 9,105 Views

I am hoping for branch interaction on the tech tree, so for example once you have researched lasers and point defence, you could research 'laser point defence' or something like that. The engine can support techs having multiple prerequisite techs already... but it can't display them properly. So... it's a possiblity, but I doubt it. Th

50 Replies 27,919 Views

I often like to play neutral and it's nice to pick races that have a natural bias towards good so that you can take the evil colonization choices and end up neutral without having to pay anything. Hmm, something I've always wondered: do the AI get these random Ethical events too? How are their decisions made, if so? Just curious, because I do rem

14 Replies 9,105 Views

Throwing my hat in the ring... Stardock has introduced tons of great additions for Dark Avatar (without upping the price? Are they MAD?), and lots of people have suggested what they'd like to see. I gotta say, I like the idea for nebulae that someone had. Space terrain that would lower sensor range (hidden ships!) and possibly speed as well. The asteroids will be an intere

12 Replies 8,472 Views

If your first capital of that type is one you gained from a conquered planet, as far as I know, you can no longer place that capital type on one of your own planets where it would do the most good. Yep, had this happen with a Tech capital recently... the planet had NO labs on it, had to retrofit the whole thing <img src="http://images.stardock.co

11 Replies 7,558 Views

Given the names of the Altarians and Drath in DA have been changed to Altarian Resistance and Drath Remnants it sounds like they're the races to get stomped. This was brought up before, remember that the galaxy is already conquered by the Drengin... these two groups would have these names at the BEGINNING of Dark Avatar, not during it.

11 Replies 7,764 Views

Ouch, backing off the release date, not mentioning any new "new" features to be added that sound interesting and no mention of including multiplayer in the delayed release just killed my intention to pre-order. Multiplayer was never intended to be released in the expansion, delays or no. And there is new features added: Mega-event

69 Replies 43,423 Views

I think you are missing an important point: what can you make in the ship designer is heavily linked with the way combat work: no range limitation, no targetting problem ... And your point is? Ships still don't have very many roles that can actually undertake, combat or not. <table cellpadding=8 width="95%" align=center bgcolor=#FFF394 c

50 Replies 27,919 Views

I believe that this is to keep the player from exploiting the destruction on the AI. If you attack and fail but all the improvements are still destroyed you make the planet basically usless to to the AI preventing it from reatliating from that planet anymore almost guranteeing that the player can conquer it. With all of the improvements still there the planet can still pro

6 Replies 2,718 Views

I like your suggestions, LoneWolf0912. Not because it is MOO, but because it adds strategic decions and feeling to ship designing, something I really miss in GC2 right now. I also wonder if "streamlining" and adding techs will also mean more techs for REAL ship designing, like more modules/devices(cloaking among many other possibilities)/special weapons/ weapons' mo

50 Replies 27,919 Views

I have to say that the idea of stream-lining the tech tree sounds bad. Less tech or less tech branches would be a BAD thing. And "stream-lining" does imply less and not more. Please do not remove or simplify the tech tree. Again, the Starbase Fortification tree is pretty annoying, unnecessary, and quite stupid honestly. "I ha

69 Replies 43,423 Views

here is a little one name suns ya your all like wtf this is minor but i still would like it and i will add more ideas later. For custom races, the name of your Homeworld is the name of your sun, not sure if that's the case for customizing a main race, however. So... indirectly you can name a single sun. Still, you can rename planets, ships, and (I

70 Replies 35,344 Views

Lenius, you're right, especially on smaller universes. Medium is supposed to be where the AI is best, so I play that now. You often only get 3 (sometimes less, if you're Thalan) planets. You have to make your big decisions much faster. We need to be able to destroy ANY building. Indeed, its kinda funny that you can move your Civilization C

12 Replies 11,358 Views

That's what trading for influence points effectively means--buying their votes. Yes, I know that's what those influence points do. It's just a pain to try to buy them enmasse (especially when the slider goes up far too fast, and the arrows only go up 1 or 10, and you have to keep entering values over and over again till the trade text is green...

70 Replies 35,344 Views

I guess I'll write my list (in order of preference): Cloaking techs. This to me is a big, gapping hole in an otherwise fine tech tree. More ship modules that do very effects, like... increase repair rate of it, give an automatic, free level of experience, give bonuses to nearby ships (like a military starbase does), lets it have a slight chance to avoid any attack completely, a boarding module that lets you take over damaged ships instead of destroy them, etc. Eve

70 Replies 35,344 Views

there's a few points missed in these thread first the flip is not decided by any race but directly by people it's somewhat of a revolt against the original owner in favor of the new owner I don't see how could one leader (either side) have any power on that directly (other than by propaganda & such I agree though that races who have alliances and ve

11 Replies 9,340 Views

A repair module features in the Example mod... does that not work either? That's a repair module for Starbases, the poster wanted one for ships.

15 Replies 9,304 Views

This module would allow you to explore debris fields. Debris fields can be left behind by ship battles. The first race to get a salvage ship to the debris field claims the prize. This can be a small lump sum of BC, or 5% towards a tech that the "owner" has, and you do not. Sounds good to me, but it would be simpler if large fleet battles left som

2 Replies 3,297 Views