If your work is going to require you to keep a near-state-of-the-art laptop near you, and you don't enjoy just messing and tweaking with the innards of your PCs to get the last 2 fps out of them, set up the Dell in the kids room, or at the cabin, and get the docking station... and the latest mobile graphics upgrade... and the 27" LCD (30 is too much unless its 4' away)... and the Logitech Wave IO set... and the NAS drive... (I suppose you already have the T1 line to the house
drrider
chucksled, I saved a few "experimental" games before it was 'fixed'. Would you like me to mail you one? Pm me an address, also 'mines', 'libraries', or surprise? drrider
Boogie, I generally like your stuff, but I think you should do some more stylistic distinctions between races. Though a lot of parallelism makes sense between Drengin and Korath, I also note a lot of stylistic similarity between say, Arceans and Torians. I see a lot of reminiscent touches, colors between the above device and the Arcean Weather Control Center, for instance. I would actually expect many Torian buildings and devices to have Drengin influences a bit; after 100 y
[quote]Ashbery: Yup...gamers hate the screen THAT MUCH [/quote] Nope, boogie, have to disagree with you. Gamers like gameplay, dilatantes and (shudder) action players like graphics. Those of us [I]gamers[/I] who groove on the gameplay first, no matter if you haven't prettied it up much yet, will be keeping this baby on our hard-drive way longer than the "See, they're little Torians, not little Humans" crowd. Those of us who still revere MOO and MoM and (heavenly trumpets) M.
Can we make a friendly robotic race? Perhaps we could call them something like - oh, I dunno - Autobots? ;-> drrider
So your recommendation is continued emphasis on taming the devil we know, i.e. hydrocarbon fueled vehicles, or the development of greater load carrying humman powered vehicles, or electrics, with a comensurate demand for development of national network of fast charging stations and increased generation, and a demand for moderately rare high density battery materials, or ZPG, or what?
Hey, Brad, How about if TA or GC2 gave us an Easter Egg for completing all 3 campaigns... Unlock an option / scenario to let us play [I]as the Dread Lords[/I], popping out into the middle of a well developed immense galaxy! drrider
I almost always try to run the tech tree out, just to please myself, regardless of what kind of victory I am pursuing. Of course, I don't bother to research the really useless stuff (in an All Labs strategy, for instance, all power plants & advanced evron. techs are useless except as trade goods) until the very end. This has become much more intrieging with the TA beta, because I have now made the challenge to get as many TOTAL techs as possible. Well, even though the concept of that
[quote] Also, are minor races capable of revolting? I surrounded a minor's home planet (which was already deep in my territory) with four influence starbases at about +60 each and it didn't flip... yes but it is very hard to do [/quote] Following copied over from another thread: Reply • Quote kryoJanuary 4, 2007 22:27:16Reply #2 Minors are immune to culture-flipping. (Also, I pretty conclusively proved it to myself the tim
[quote]Also, I've seen a minor build a starbase (I think it was Military, but it was quickly destoryed cause it was 0/0/0. [/quote] Sorry, minors build starbases all the time. drrider
[quote]IIRC that was just a display error in one of older versions of DA. In DL and DA the Mystic Spring just doubles the effect of morale building. Tested in my recent DA game where I used the first morale building on Mystic Spring with expected modest effect (below +20% additional approval), and not the +100% like it should work by your statement. However if you're describing the effect in TotA, I can not comment, because I don't have it. BR, Iztok[/quote] APOLOGIES EVERYONE!
[quote] Arcologies (for those unaware) are super-buildings, basically self-contained cities in a single, huge building, a building that may be miles high, and even larger in base diameter. This would support a vast population in a contained 'small (relative to planet size)' area. Since the Arcologies are self-contained, everything needed for everyday life (places to work, schools, restaurants, and of course, housing) are all within the structure, there is no need to venture out of it. This
OK, finally got some time to do some extensive testing. The Ring bonus appears to work correctly now in both DA 1.8e and TAb2. Thanks! Cari, Critter, Kryo, etc. One odd thing, however. Fractional bonus output from the ring bonus appears to round [B]UP[/B] (ringed planet w/ civ capital and no racial or tech bonuses, sliders maxed for research, produces [U]27 tp[/U] instead of the baseline 24.) Fractional bounus output from a 10% racial ability bonus (Terrans) appears t
[quote]Seventh, we modified it so that when you focus on research or production that there's more wastage when switching from research units to industrial units or vice versa. Doesn't really make a lot of sense that the two were so fungible. We may do more in this area in the future.[/quote] Rats! Please don't. Unless the money changes are making it significantly less challenging, or something. drrider
The new civ capital tile is very ugly to me, out of proportion to the surrounding city on the tile, and looming rather than uplifting aesthetically. (Plus it reminds me of an ormilu egg cozy co-opted as a plaything in the sand box.) Is it possible we could have a choice of this one or the old one, or better yet, a capital structure unique to each race, architechture reflective of their culture? For instance, I wouldn't mind so much using this one for the Krynn, maybe. dr
Really, really wonderful that the new ship texturing uses so much less memory. Very debatable whether the ships look better, for those of us who prefer a clean look. Seems like it has been getting harder and harder to achieve that as the technical capabilities of the graphics engine/tools have been increased. drrider
For those who are suggesting 300% and 700% morale tiles: While I don't necessarily disagree with you about the need for some other graduations of morale bonuses, I think there is some misunderstanding about how the morale bonus tiles work. Not surprising, because it is not entirely intuitive. If you build a virtual reality center on an regular tile, you get a 40% morale boost...to the morale of the entire planet. If you build a VR ctr on a morale bonus tile, you DO
I dunno. I'm now trying to remember WHY I reported this "problem" to be nerfed? drrider
As many of you know, I've been focused on bonus tiles in the beta for several days now. Now this report isn't exactly a beta fault report but I had what may be a worthwihile idea. For some time now (since about 1.5x), food bonus tiles have been of marginal use. Since the pop morale penalties were so significant, there was little point to building planet pop caps above 20; and using more than one tile for farms, and any tiles other than Mystic Springs for morale was m
Seilore, Sorry, the problem was never with the Details Screen SHOWING the bonus. It has always done that since DL. That's why everyone THOUGHT it was working for the longest time. The problem is much subtler. The bonus is never actually APPLIED in the calculation of your research points for that planet. To see it you have to do the math on what amount of tp's you should recieve (easiest with pure research settings, in a strictly test game), and compare to what is actua
Do the ringed planet bonuses work now? This was a carry over from the 1.7 beta cycle (and before), but I never saw it fixed there. This is the effect where the Details screen [I]indicates[/I] a research bonus for a ringed planet, but the bonus never shows up in the actual math of research calculation / tp output. drrider
Carielf posted in "TA - Fixed bugs": "+ FIXED: Excessive bonus tile distribution on homeworld? (Link)" That's all well and good, but this serious issue deserves further testing. I believe I will have to "archive" this particular build to another playable location on my hard drive so I can work with it some more. For instance, there is the interesting question for whether the setup parameters of this beta could, just possibly, be imported to the final expansion. An acade
Be careful what you wish for! Not that it can't be changed, but before you ask for the minors to become viable territory opponents, check out the Akilians stats in the .html files. BTW, I believe that they have always had the AI smarts to colonize planets - they just don't build any colonists AFAIK. Try giving them a colonist; they'll use it. Same with transpo
Kryo, since I can't edit the older posts, could you remove the 2 broken image links. I can't repair them because I foolishly deleted the images from both my own PC and from the Imageshack archive. I presume the broken links are giving the same page distortion to everyone else that I experience. drrider
I don't really know. I've only started TA games since the beta 2 roll-out, and before that I was dry on the game for about 5 weeks. I haven't noticed others here reporting a rash of good starts. I think it may have something to do with the fact that I've been consistently using the Immense galaxy size, and/or that I am using all Rare / Very slow settings. Try those settings, and control-N through about 30 game starts. keep some tick marks of 700% mines, libraries, double m