Aye, they only stop placement of spies, they don't remove spies. If prior to that event you had placed CECs on all of your planets on a whim, you'd be laughing at all of your opponents while you have no spies and they are up to their armpits. I tend to place them on all my planets, for their primary reason as well as the Morale they provide.
Loupdinour
If you have Impulse or SDC, update DL. The current version is 1.5. I'm not certain if that will work, but it couldn't hurt.
Aye, the only thing that you should need to do is to restart the mission you were last on. Other than that you should be golden.
[quote]Driver Date: 5/2/2003[/quote] I'd start with updating your video drivers. Here is a link to your card's latest drivers: http://www.nvidia.com/object/winxp_175.19_whql.html Also probably wouldn't hurt to open the case and get a can of compressed air and blow it out...especially the heat sink for the processor and the fan for the vide
Also the DL/DA version makes it around 3x HARDER to flip planets.
Races got fairly well overhauled with the introduction of their own different tech trees. There are some "holes" in some tech trees, but I think it was done on purpose. Same with the lack of those buildings from the satart, things in TA changed a ton.
I think this should go over in this forum: Forum Issues
~cocks his AdBlock shotgun and shoots that whale~ phew, now that picture is gone.
I'd recommend emailing them the bug report here: [email protected] For #3, the loss of passive spies on a race's destruction is now known and a fix should be in place for the next patch. As for planetary spies, I've had no problem getting them back after an invasion. #4 Next time the game does this, go find the debug.err file in the "My Games/GC2TwilightArnor" folder, zip it up and send that with the bug report. Ma
It's a known bug now, they should have it fixed in the next patch.
2 more hours...then a nice 10 day weekend. I think I'll even get some GC2 time in. Perhaps try to finish some of my DA/TA espionage guide, and maybe even an actual game ~gasps~.
Weapon trees definitly differ greatly between races on the road to get to those weapons. Placing the Alterians in a bubble and looking at those numbers. Different weapons are better at different times of the game when you look at cost/size/dmg/RP.
[quote]The second exception is the building (whose name excapes me at the moment) that prevents the planet it is built on from flipping. Period. No matter what you do to that planet, it won't flip - including the fixed MCC.[/quote] Re-Education Center I beleive.
1-3: I am not an econmic expert, so I can't/won't comment 4: Luck raises your minimum damage by 25%, that is all it's been proven to do...as well as I think someone from SD confirmed. 5: This is Willthemailboy's territory, so I'll let him take this question 6. Yes. When you have at least Low inteligence with a race, you can see the IP (influence point) ratio in parentisis. Once this number hits 4.0 (aka 4x their IP) the planet will start r
9. All of your spies will return to you. Any other race's spies on that planet though, from my memory, will remain on those improvements. 10. On the next turn the population will fall to what it could support without that farm(s). Once you remove the spy, it will gradually regain the population via it's normal population growth.
Damn....beat out the World of WarCrack expansion even. Congo-Rats indeed.
So I take it the tech rate change mid game ended up not coming to fruitation? I remember Brad was working on something of the like, but I think there was enough opposition of taking advantage of the AI and moving it just when you wanted to move it.
[quote who="gallagher118" reply="2" id="1978900"]So what game is that pic from? That's not the way TS work now , so is that just an artist impression?[/quote] Back in more conceptual portion of TA that was a pic showing a TS.
[quote who="Unseelie" reply="12" id="1978356"]About the only thing I've found espionage consistently reliable for is to disable all of their morale centers immediately before a ground invasion, combined with information warfare. It helps if you've already bled off their supply of spies earlier, of course.[/quote] Actually, the spy is only needed for less than a turn. Place it, re-click the planet t osee the morale drop, invade, get your spy back. They can have 100 spies on
Until I can get a bug to happen on command, I don't send a report in. I could just hear the person on the other end cursing me if I say "sometimes it crashes at random times in the game". When I used "consistently" above, I was moreso referring to how not everybody who has SP3 and GC2 is having crashes, thus it has to be a localized issue. Sadly, this is the problem with PC gaming...it's very rare you'll get two systems exactly the same.
@PPBoyington I had submitted a bug report on this. It's a problem, they are working on it.
I'd be looking more into video drivers, version of the game and when it actually crashes before throwing SP3 under the bus. As others have siad, SP3 and GC2 don't seem to have any issues consistently.
Got to forgive KP...he just woke up from a cat nap...
Speaking of bugs...what all spy-related bugs can you all think of? Due to this one, I decided to add a section to bugs directly relating to espionage.
[quote who="Loupdinour" reply="3" id="1967741"]Just checked it and passive spies still dissappear when a race is destroyed/surrenders. I sent in a bug report on this to see if it's a bug or a feature. I've also ran into some oddball spy placement problems. When placing a planetary spy I can double-click a building and place a spy most times. Some planets however the left side of the map I cannot do this, but it instead registers a few squares to the right. T