thehandofzarquon

thehandofzarquon

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

[quote]True, but maybe that's also intentional, since it's already one of the most powerful Super Abilities in the game. Building the full range of influence upgrades gives the Yor a huge strategic advantage in ship speed. I'm not sure the AI knows how to take full advantage of Super Isolationist fleet movement, but the player sure can.[/quote] Eh, I'd rank it as one of the lower ones, actually... in terms of the player. For the AI? Sure, it really helps counter the weakness the AI has,

31 Replies 12,828 Views

[quote]Isn't the counterbalance that they're very hard to flip with influence? They can't use that as a way to gain planets, but they also won't lose many planets that way either. If they don't have to sink much money into countering influence pressure, they can spend it on other things. It does steer them along a certain strategic path, but it would make sense that not every race would be able to get an influence win. An evil/scary race like the Korath could get an influence win just b

31 Replies 12,828 Views

I agree that some techs shouldn't be tradeable. None of the techs you get in the beginning should, nor should any tech that heavily depends on the race's physiology, like the Dregnin/Korath's research techs and probably a good portion of the Yor's tech tree... As for Overwrites, I said before that each race should get their own version of a tech when they trade for it. Makes it easier to balance races on their own merits.

25 Replies 11,283 Views

I'd like to see more Trade Goods, especially ones that are unique to races. I'd like to see the Galactic Guide Book be a trade good, if nothing else. Some randomization in what tiles will be able to be Teraform-able on planets. Some have more tiles, some have less. Or at least more consistent final-PQ numbers for lower class planets. Right now, fully teraformed class 4 worlds end up with more tiles than fully teraformed Class 5, 6,

382 Replies 109,198 Views

[quote] Temple of Memories definately needs some kind of boost, as it is currently just a vastly weaker Healing Pool. I like the suggestion that each temple provide a civ-wide boost to Morale of a few percent, but making them 25% or so would work, too - at least then they don't become obsolete when Healing Pools are researched, which is especially annoying because Temples don't auto-upgrade to Healing Pools. [/quote] I'd kinda like it to become a

4 Replies 2,467 Views

[quote]This idea would work even better if those tiles you get by terraforming would also have a chance to be speccial bonus tiles ...[/quote] If nothing else comes out of this thread, that would be an awesome idea, imho. Of course, being able to survey planets before actually colonizing them is an awesome idea too. I really don't think it would change the game that much, though.

13 Replies 9,362 Views

[quote] And here I was hoping that you guys would make the changes needed for the Yor to have no morale period. What I mean is, they wouldn't be affected by yellow resources and such. Oh well, I'll check it out later. Whitout morale one could raise taxes to maximun. That would be... unbalanced. And if they had no taxes there would have to be a whole new idea

22 Replies 19,805 Views

[quote] And lastly, the Torian's start-of-game Galactic Achievement, the water transport one, really should probably be a Super Project; there's not much point in it being a Galactic Achievement if only the Torians can build it anyway (not to mention can build it so early no one else has a chance even if they could build it). Wouldn't it have to be a galactic achievement? Otherwise everyone who traded for the tech could bui

11 Replies 7,234 Views

Just a small note, it was stated that it is planned in the 2.0 patch to be able to assign agents to a Civ instead of planetary improvements. Such agents can't be nullified (or retrieved, for that matter), but only gather information.

13 Replies 8,888 Views

[quote] Also, Stellar defense modules desperately need a sizemod... they're currently a no brainer on medium or larger ships, since they only take five space and give you, at worst, a 20% bonus to attack.[/quote] I think that was probably intended, honestly.

4 Replies 2,305 Views

[quote]Concerning invasions the yor maybe don't have advanced tech modules but they have a whole line of specialized techs for improving their soldiering that are unique to the yor (killer drones or something like that) it kind of compensates in a way. Anyway didn't have any problems for invading, your soldiers have a tedancy to be quite expendable with all those low moral worlds to empty [/quote] Except they also don't have any of the more powerful invasion tactics either (Core Deton

27 Replies 12,573 Views

[quote]1) Special component limitations on some of the new pieces of equipment limit the extent to which carriers can be made using things like the tulon weapon focus and xalax defense component. Those two components can't be on the same ship at the same time, which severely limits the effectiveness of carrier type ships. Even if they have the space to mount more components, they are unable to. The same goes for the two types of stellar defense modules. The Terrans have access to stellar defense

4 Replies 2,305 Views

The Collectives were also supposed to produce based on the Population on the planet, I believe. And perhaps their unique research center, too. I do remember reading something about "splitting population between research and production" in relation to the Yor. But, I don't ever actually remember reading that the didn't [i]need[/i] morale... just that they didn't have any morale improvements/tech. Big difference there. In GalCiv 2 maintaining a high Morale means having a greater Population Growth.

27 Replies 12,573 Views

[quote] Korath: Slaveling Imagination Labs don't upgrade to Xeno Labs.[/quote] I actually think the Korath are supposed to get the same Research Structures the Drengin get, so I wouldn't expect this to be true anytime soon. At least not without them changing how the upgrade target of structures is declared is changed

24 Replies 13,190 Views

[quote] Finally, I'll repeat a request that right-clicking only show information, and not act as a selection in both tech views. Pretty Please? I don't want my currently researching tech to be reset, just because I'm trying to find info on a different part of the tree. It should work the same way it does for trading techs in the diplomacy/contact screen.... right-click for info, left click for selection. [/quote] I'll throw my vote in for that. As for the info from the summ

7 Replies 4,494 Views

[quote]-The base stalk takes 0 weeks to build even on a world with no Industry upgrades.[/quote] This is also true of the new Harvester for the Torians. Could be intentional, as both races kinda have the "strength in numbers" vibe going.

6 Replies 2,421 Views

[quote] I loved that in TA there was no initial farm to build, so I hope I'm not mistaken in thinking this is what happens for all races...[/quote] All but Yor and Torians now.

20 Replies 11,540 Views

[quote]The only problem I've noticed so far is that the AI makes very poor use of bonus buildings. It loves manufacturing bonus buildings, and will put them in place without actually building up the base at all. I am always taking over low quality planets which have no factories, but do have a generator. The Korath planets are really bad, because they have so many buildings that will give bonuses. They do also like to build a pain amplification center when they have no labs, or maybe 1.[/quote]<

6 Replies 5,131 Views

[quote]Actually, the open up trade resolution should stay. But the Tourism mega event should definately go.[/quote] Eh, Mega Events are supposed to be major ways to shake up the gameplay. I'd say let it stay. Of course, you can always scale it down to 5x tourism and that would still be a major change...

58 Replies 18,622 Views

[quote]I also noticed something similar. The tooltips for the small icons below each tech (showing their benefits e.g. speed +10) seems to get "stuck" if you quickly switch to one tech branch to another via the scroll list near the top. What I mean by this, is that the old tooltips will still display in place of the new ones. I think it was fixed just by panning the tech tree around a bit.[/quote] I've seen something similar, in that the tooltips won't display unless you drag t

4 Replies 2,085 Views

[quote]I'll also add can't reassign asteroid mines to a different planet. This is while playing the tourney map, haven't tried it in sandbox.[/quote] I had the same problem, but oddly, it eventually went away... *shrugs

22 Replies 11,495 Views

[quote]I haven't downloaded the newest beta yet, but didn't the devs say that they were changing espionage to target other races generically, instead of individual planets? Maybe that's what you're seeing?[/quote] That was scheduled to be in the 2.0 update of DA.

5 Replies 4,036 Views

[quote]Let's see if the 'Server Gods' are easilly fooled.[/quote] Never mess with the Server Gods, for they are quite wrathful [quote]As you are probably figuring, all of the races are going to be somewhat more powerful than they were in Dark Avatar.[/quote] Nothing wrong with that! [quote]I bet the new condition has something to do with terror stars. I hop

55 Replies 17,255 Views