[quote] it would be great if the begining of turn news window could include an option to launch your newly built ships [/quote] Try right clicking on the blue ship icons that scroll down from the top on the right-hand side of the screen. :)
thehandofzarquon
Edit: v0.2 is available for download. See readme for changes. Well, I know it is a bit premature to be modding Twilight of the Arnor, but I just couldn't help myself! Think of it as me beta testing the beta's modding capabilities. :) Anyway, I've uploaded my mod for the Yor. The basic goal was to make the Yor Collective... well, more "Collective"-like, alien, and interesting. Here's a list of changes (copied straight out of the readme): -All Yor unique Techs a
[quote]Some real nice ideas there Zarguon. The tourism, profiteering and intel sides of the house sorely need developing.[/quote] Thanks, that SMAC to GalCiv2 thread also made me realize another potential ability, though: [b]Support[/b] - Reduces the Maintenance costs of your ships. With the recent changes to ship maintenance, I think such an ability would not only be viable, but a better alternate (IMHO) to just reducing the costs wholesale to fix the problem... but,
[quote]uhm, of course you can override the default data xmls.[/quote] I'm not, actually. Just placing a new file in that folder, since it is the only place (that I have found, anyway) that it will be recognized. [quote]I just thought, they disabled modfolder-support for the latest beta. I'll get enabled again anyway, when the custom race has been implemented properly.[/quote] The mod folder isn't disabled though, that's the point. The only thing that [i]doesn't[/i] wor
[quote]The Thalan research building actually does far more research than is indicated. I have no idea how much, but when I upgraded from level 2 to 3, my research went up by a sizeable chunk (the planet had a tech capital, and I had research starbases and played as technologists, so I couldn't easily calculate how much research the building itself generated). Given its description in the tech readout, I assume the report of 12rp is just a typo.[/quote] If this is true, something really
[quote]What if almost all of the tradable unique techs were "we do not want to trade this right now unless we great a great deal." That would make them attainable to someone who has an interesting plan or hope, but not everyday.[/quote] This is probably the best bet, to be honest, and they have already added a "WillingnessToTrade" attribute to the game to try to control this better. As a side note, I do think that any tech that relies heavily on the race in question's physiolog
[quote]Well, if I remember correctly, mod support has been disabled.[/quote] Never heard anything of this, although, mods are certainly still capable of being enabled, and you can mod everything else... just not the racial tech trees apparently (unless you directly place them in the Data folder, not the mod folder). And to be honest, it seems pointless to allow modding of everything BUT the newest feature in TA. If you are going to disable mod support, might as well go all the
The tradtional factory techs (Xeno Industrial Theory, et al) from DA/DL are needed to get more Economy and Mining modules.
[quote]I do recall seeing research buildings auto upgrade into Neutrality Learning Centers, though.[/quote] That's because Discovery Spheres auto upgrade to Neutrality Learning Centers.
[quote]super diplo really a/e-ffects many things. The main one is that you can interact with the other races every few WEEKS as opposed to every few MONTHS. But it also gets you cheaper prices/better trades in the diplomacy window, allowing you to barter for basically anything. Ships, treaties, start/end wars, etc. Not sure that the super diplo has anything directly connected to influence exerted on other planets, other than the leaders maybe liking you more.[/quote] I'm pretty sure the
[quote]What is the corresponding ability for efficiency and support in GC2?[/quote] None, really. Economics is the closest you are going get in that regard. I suppose Range/Logistics might work in some cases too, though... *shrugs Good luck on the project though, the factions in Alpha Centauri were always very interesting to me. Also, you can still have the other two factions available via the Custom Race by making Custom Race config files for them. Custom Races aren't
[quote]Apparently the people I sent the files to vanished from the community. I have sent several emails to the old addresses I used but the mail comes back or is never responded to. Anyway, I will be restarting things again soon with Gauntlet as my partner in crime if everything goes as planned. Sadly enough I dont have the original files anymore (all that work wasted) so I will have to start over.[/quote] Wow, I totally forgot about this project. I swore you sent me the files
Alright, I have been working on a little mod to make the Yor a little more unique/alien in TA and was all set to release the first version of it, but now I've run into a little problem that I hadn't encountered in the last beta: the game does not seem to search the mod folders for Tech Tree files and, thus, no changes to them will be recorded. No matter how much I tried, I could not get the game to recognize the changes I made to the Yor tech tree, short of actually replacing the Yor_Te
[quote]handofzarquon: This was a bug when playing a pre-Beta4 saved game (none of the invasion data was in the improvement file).[/quote] Ah, gotcha. Never realized changes didn't affect old games until today... [quote]When will the next update be? Yesterday you were saying today for the crash bug, but it looks like that's not happening. [/quote] Techincally, he said nothing of getting a patch released, he would try going about and [i]fixing[/i] (well, squashing, but you ge
[quote]In DL and DA there's a nerf to income from trade routes: when your treasury goes over 10,000 BC your trade income halves. [/quote] Really?! I can understand people not wanting to pay as much taxes at extreme amounts of money in the treasury, but why would people from an entirely different government care about how much you have in your treasury? I wish both of these income nerfs would just disappear. I hate having to micromanage how much money I have in my treasury so I
There is indeed, a helluva lot of clutter in TA games with Planetary Improvements. It can be a real pain to try to find things sometimes. Something needs to be done. If this suggestion doesn't get implemented, please, PLEASE at least let us Obsolete Planetary Improvements to send them to the Old tab... As a side not, I kinda get annoyed with the tons of different versions of ship modules that end up showing in each the component tabs too. I wish there was a way to only show the
Some notes on Abilities and Treaties that I posted in another thread a couple'ish weeks ago... 1. Now that Inter.... er... "Purchase Now Reduction" is a viable ability, it would be kind of nice if it was a Race pick. 2. War Profiteering is an awesome new ability. However, it would nice if there was more granularity in its effect. 5% War Profiteering gave a good chunk of income (~400bc per turn) in my last game. If the same income you can get now from 5% is gotten from 25% or ev
[quote]If you attack a planet and it has no improvements or the improvements do not have a video, it will be black at the top of the screen. I've made changes to make a default video play if no video can be found from the improvements, but this change hasn't been released yet.[/quote] I have to ask... but how is this possible? One of the videos played in the invasion screen is the Initial Colony or Civ Capital, and one of those certainly should be on every planet.
[quote]This may seem like a dumb question, but how do you get Econ treaties with more than one civ? I've only ever been able to get one civ to agree to an Econ treaty with me.[/quote] Friendly nature, lots of money/tech, high diplomacy. Lots of Civs are willing to exchange an Economic Treaty for an Economic Treaty (and maybe your research treaty), at least in my experience. Some Civs, though (like the bloody Terrans in my current game) just seem to NOT want to give the damn things away,
I really wish the History tab in the Civilization Manager would list the Ethical, Mega, and the normal Random events when they occured. Seems like something that would logically be recorded in "history", no?
[quote]And it seems that these funky "new" Thalans-from-some-future still think that "Thala has long been the residence of the Thalan people." [/quote] If you are referring to the Colony Details screen, than this is essentially the same text that is used for every race, honestly. It would be nice if the Colony Description text engine got an upgrade with the recent changes, but I'm not going to hold my breath on this matter. Although, it might be easy enough to change the descriptions us
[quote]If that works out in practice for you then I must be wrong. Meanwhile, I built one of those mega ships in a recent game but my economy would not sustain me on a large map so forgettabout huge and immense for my level of ability[/quote] Well, I really rushed my research to get out the top level economic buildings in my systems (as well as the second Government tech) before I even attempted to expand in this game. Most of my worlds are dominated by Stock Exchanges (even s
[quote]I believe the Thalians are probably noy suited to a conquest victory, especially on the larger maps.[/quote] Heh, tell that to my Huge ships with 400+ attack [i]each[/i]. I kept my homeworld as an economic capital and had it cranking out transports to avoid the high pop penalties. I'd have no trouble doing a Conquest victory if I wanted to. The Thalans are probably pretty well suited to Conquest victories, as much as any other race, anyway. Heck, they have easier access
[quote]That said, I have to break down and whine just a little bit about my suspicion that a lot of the economy tweaking that follows from the "more money" theme is not balanced yet for large-map players. Basically, it looks like it will be a real hat trick to figure out how to manage your sluggish economy on Gigantic and Immense maps until you encounter enough other civs to start earning this Disney money. Add that to the Thalan's new-found responsible attitude twoards population growt
[quote]Just a quick question: Is this version compatible with saves from beta 3D? Thanks![/quote] It probably would be, but it is probably best just to start a new game (or finish that game first)