thehandofzarquon

thehandofzarquon

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

[quote]By the way, here's something interesting - I got the 5X Tourism mega-event and found the economy rather well-balanced at that rate. It felt a bit TOO easy, perhaps giving tourism a 3.75X multiplier by default would do it, but it certainly alleviated my economic woes.[/quote] Heh, that would probably bring it up to what it was in the earlier beta... (beta 2 was it?) Still, Tourism Income in the larger galaxies is a joke, so this wouldn't help as much there. [quot

110 Replies 34,826 Views

[quote]no multiplayer - no buy seriously people... no multiplayer??? i will buy this game only when it supports decent multiplayer - hot seat wont do i want LAN no really .. do you even plan on adding multiplayer?[/quote] You say that as if no multiplayer is a [i]bad[/i] thing. GalCiv 2 has been designed from the ground up as a Single Player game. What exactly would the Diplomacy ability do in a multiplayer game of GalCiv 2? GalCiv 3 [i]may[/i] ha

93 Replies 66,162 Views

[quote]One slider, no. But there have been requests for habitable planet sliders, extreme environment sliders, economy sliders, maintenance sliders, asteroid sliders, anomaly sliders, anomaly respawn rate sliders, etc. Basically anything and everything you can think of has had someone advocating a slider for it.[/quote] To be honest, I wish there was a slider for all these things... more choices when setting up a sandbox game is never a bad thing. :) As for screen clutter, they

110 Replies 34,826 Views

[quote]No, its not equal to 2 stock exchanges. If you researched all governments and some of the economy techs, you would get the same bonuses. The government techs give you a better form of government (which in its most advanced form is +30% economy), and the economy techs gives you a +15% economy (+10% from "Xeno Economics" and +5% from "Xeno Bank Construction"). The bonuses you get from the efficiency techs is equal to the bonuses you lost. Its one of the issues I have with the Yor,

13 Replies 12,692 Views

With Terror Stars being able to be put in Fleets, I really wish that the other Starbases would be able to Fleeted too. Even if it wouldn't make Starbase Weapons/Defenses useful, it would still make it easier to defend them (since Guard/Sentry modes can only do so much...) This, along side increasing the HP (slighty or significantly, doesn't matter to me...) of Starbases might make those modules worth it, though.

139 Replies 36,959 Views

This isn't my idea, but I just had to post it here before it got buried amongst the posts in the thread it was in: [quote] I've heard a really interesting idea suggested about ship maintainence. Basically, ships that are in orbit don't cost as much in maintainence, perhaps only costing as much as the previous value or less. This is rationalized by the fact that it's cheap to maintain ships in orbit, no supply lines need to be set up or protected. However, once you launch the ship, you s

382 Replies 109,138 Views

I've experienced something like this before, when I sent a Colony Ship into unexplored territory and it happened to stop on an Asteroid Field. I eventually just decommissioned the ship, since it was eating something like 8bc each turn to just sit there :p I'll have to see if I can't duplicate this again...

3 Replies 2,036 Views

Ultimately, ff it were up to me, I would have had three different levels of "tradeability" for techs: 1. Can't be traded at all - Used very sparingly 2. Can be traded if both Civs involved in the trade have the tech in their tree - Used the most often. This would be very useful with the way the Yor Tech Tree currently is... if there are two races in game that use the Yor tech tree, they couldn't trade their unique techs back and forth, even though they logically shoul

121 Replies 29,744 Views

I noticed (before the recent patch, haven't gotten to play since) that the icons for the ability bonuses on the tech research screen wouldn't show up when I traded for techs. However, I'm pretty sure the bonuses were still listed in the right click window and the icons reappeared when I loaded a save after I traded for the techs, but I never did bother to check whether or not I was actually getting the ability bonuses. Maybe try seeing if the ability bonuses show up on a save a

16 Replies 5,552 Views

[quote]Anyways: I've heard a really interesting idea suggested about ship maintainence. Basically, ships that are in orbit don't cost as much in maintainence, perhaps only costing as much as the previous value or less. This is rationalized by the fact that it's cheap to maintain ships in orbit, no supply lines need to be set up or protected. However, once you launch the ship, you start paying the full maintainence! Aside from making it manageable again, it also creates a neat element in warfare,

110 Replies 34,826 Views

[quote]Since there is now an improvement that boosts planetary economies by 50%[/quote] The Iconians actually researched that tech in your game? Lucky you. The buggers never seem to want to research that tech before being wiped off the face of the universe in my games (not by me, of course ;) )... Still, the Thalans are in a pretty unique position to get Stock Exchanges really, really fast, given the strength of their Hyperion Matrix. Take Creative, pop that sucker on a 300% re

110 Replies 34,826 Views

[quote]Can it at least be moded by the devs to not affect races new tech that doesn't use drives as their main source of movement, like the Arceans?[/quote] Granted, though, it is entirely plausible to say that even Navigational methods of increasing speed threaten to damage the very fabric of space... However, perhaps the event could be changed to not allow a given ship to gain more than 5 (or less, maybe) movement from engine components alone? Other bonuses wouldn't be affect

32 Replies 15,266 Views

[quote]I've discovered that the new troop transport modules don't work, when I try to launch the ship it comes up with the thing that lets you select how many troops but it says that there are no available troops.[/quote] Well, crap. I'll try to see if there is something wrong with it, but it might just be something that's hard coded to the Advanced Troop Module. Probably is, given that I copied the advanced troop module's properties and then changed the capacity.... also, I'm getting a

13 Replies 12,692 Views

[quote]I've been thinking the same thing, economics for efficiency as its probably the closest you get.[/quote] Just some notes on this that suddenly occurred to me: The Maintenance costs of buildings could also be a way to represent efficiency. Civs with low efficiency could have buildings with higher maintenance than others, and vice versa. If we could only have multiple tech requirements for buildings, you would be able to more accurately represent this without having to cre

38 Replies 21,904 Views

[quote]Given that warp bubbles are not available to all races, I'd rather no one have the tech to speed them up.[/quote] Indeed. Also, let's be honest here... these things attack Targets that do move very much at all... so little in fact, they are quite Stationary ;). Terror Stars don't need to be fast. :) Really, the best way to use terror stars is to send a fleet of constructors and a fleet to defend them... build the terror star next to your target, and defend it f

10 Replies 5,796 Views

[quote]let me rephrase, the techs like compliance algorithms, stellar streams, the assimilation and sentient ships don't appear on the tech tree but updated techs like efficiency studies with the +2 morale and all those techs work, along with all the buildings. Old techs like the warp drives which should be removed are still there. It seems to be that the individual techs have changed but the tech tree remains the same "shape" with no added lines. I've triple checked i've installed it correc

13 Replies 12,692 Views

[quote]Seriously it is, because this gives me a small insight that 90% of the mod will work with TA, while I may only need to redo the basic custom races.[/quote] Honestly, the only real thing you will [i]have[/i] to do is add one line to the race configs: what Tech Tree they use. :) [quote]You guys should take a step back and realized that he wasn't complaining, merely talking about a mod in the mod section of the forum. Perfectly legit... then again I'm obviously biased [/quo

14 Replies 8,844 Views

[quote]You mean to tell me you dont get a 25% econ bonus for a Gal Stock Exchange? That just screws up the whole game mecanics. All a planet would need would be factories farms and science buildings. If the rest dont do anything. Sorta sad it sounds like. Duh[/quote] I'm having a hard time telling if that's sarcasm or not, there Duh. :)

110 Replies 34,826 Views

[quote]thank you for stating the obvious. It is pretty clear that custom races are not yet enabled in TOA that is not the purpose of this post. this is an attempt to get a bit of feedback regarding gauntlets race mod . [/quote] Not to be rude here... but Gauntlet's Race mod is for Dark Avatar, NOT Twilight of the Arnor. You are not only using a function not officially support by the Beta yet, but also a mod that was for the last expansion pack! Some oddities in how the game function

14 Replies 8,844 Views

[quote]Re TA, I'm also hoping that the tech trees will change a good bit and that truly "universal" things like resource mining techs will be in every tree in some form.[/quote] I still feel those Resource Mining modules should just be placed under Space Mining. It's something everyone has, and it makes logical sense (at least to me) No idea where you could place the Economic Modules, though.

121 Replies 29,744 Views

[quote]No doubt. It seems so illogical to have a limit on those particular parts when not on others. [/quote] It is times like these that make me wish we had a way to specify how many of a particular component can be placed on a ship :) *hint, hint

382 Replies 109,138 Views

[quote]hey, major problem, the new tech lines aren't there although the new techs in old lines are.[/quote] Wait, what exactly do you mean by this? Things like "Advanced Stellar Streams" shows up, but "Compliance Algorithms" doesn't? Did you put the "Yor_TechTree2.xml" file into the Twilight\Data\English\TechTrees folder? Beta 4 won't recognize custom Tech Tree files from the Mod folder in Beta 4. Also, make sure to backup and delete "Yor Collective.customracexml" from

13 Replies 12,692 Views

[quote]Or left-clicking on the green arrow icon under those icons to launch them all at once (DA/TA only AFAIK).[/quote] I never even noticed that green arrow existed until you mentioned that.

382 Replies 109,138 Views