CaptainYar

CaptainYar

Joined Member # 2701034
0 Posts 123 Replies 16,929 Reputation

I've been holding off getting the latest updates. Mostly because i've been in the middle of a game for a while now. And I am wondering if someone can tell me how the 1.8's are doing. What letter are we up to now? was there even a 1.7? I'd like to wait until bugs and such are fixed and that issue with the maximum number of planets gets settled before i update. Also, can i be directed to the thread with the list of changes for 1.8. Thanks

1 Replies 2,087 Views

The Betas are all about trying to get some balancing, so i don't know if this is a permanent thing or not, or how it willplay against other races. The Yor's super abilitry is one of the better ones in the game and yes, it depends on their influence circle but I've been fine with them without any influence starbases. The AI is unlikely to build its own influence starbases JUST to be able to move into Yor space as a human player might.

31 Replies 12,876 Views

Not sure if this is a good place to postthis but it deals with the differences in races for TA. Basically i would like to see the Korx be more like the mercenaries that they are suposed to be. I dont know if their tech tree with deal with this but i think they can be a really cool race. Maybe they could have the ability to get paid to have some sort of protection treaty for a weaker race. Where their military rating gets added to the payee's so they dont get attacked. But they would have to wage

83 Replies 123,187 Views

I was wondering a few things about the choice of alignment when playing the game. I am playing as the Korx and wanted to be neutral, so i get like 5 morl choices during the colony phase, I pick the GOOD decision for each one. Later i research xeno ethics and i was STILL leaning evil and had to pay the 2500 to go neutral. I would have been better off picking the evil choices and then paying to be neutral. So, what does it take to change the natural alignment of a race? Secondly

4 Replies 3,511 Views

Agreed, especially about the part where Ethics is just a simplification for the sake of the game. Lets not start yet another dicussion on how the game is unrealistic. I can't see having not only a unique tree for each civ, but 3; one for each alignment. And if you make enough decision to change the way your race is leaning, even before Xeno ethics, then your treee might change and the effects of all (or some) of your improvements too. This discussion about ethics and improvements can

23 Replies 12,660 Views

I dont think that a good civ getting slave pits will have any minuses for them, like the diplomacy hit that Naota Reign mentioned. But we know that the slave pits will have a minus to influence, so THAT will be the factor that a player must weigh in deciding to convert the slave pits. Keep in mind too, that the Drengin arn't the only evil race in this game. But i agree that even if they chose the good route, they would still use them. It really has not been all that long since we used s

23 Replies 12,660 Views

While i agree it shouldn't be that way, i don't think its necessarily a bug. Maybe more of a detail that got overlooked. Under normal circustances, if i start to build a one-of-a-kind structure it disappears from my list of avauilable projects, so if i lose that planet i dont think thats the same as canceling it. Now, if the new owner cancels it nothing will still show up in my list.

12 Replies 7,148 Views

[quote]nod to the above quote. also a notification as to what the UP vote will be on prior to the acctual vote, allowing for some influence dickering. (or, my civ will give you xbc if you vote this way etc.)[/quote] I had one of those "idea" posts a while back like this. It pretty much said that you could see how your ALLIES would vote and you could use the trade screen to alter their choice. Figuring it would give you a reason to have allies when you arn't looking for a political

228 Replies 167,701 Views

I was playimng that right up until I got the Gold Edition when it came out. i found it in my supermarket for like $4.99. it had no tech tree map though. Great game. In that game you could conquor the world with spies.

16 Replies 16,048 Views

Yea the shield tells you that the planet is defended. So there's your answer. Get that ship and then take the planet. You may want to move the transport away a bit before they go after it.

10 Replies 11,626 Views

I actually get the feeling that they won't be effected by morale at all. So they wont even need to mine morale resources. I have no idea how high populations will be amanaged. But being robots I guess it was time to do away with farms and morale buildings.

83 Replies 123,187 Views

Ok, nothing specific to TA but i think thats where these ideas / tweeks may come in. - Not having planet flip notifications occur while im reviewing the GNN end-of-turn info. - Not having so many gray races or be able to better diferentiate between Krynn and iconian. Korx is kinda pinkish in a way so thats ok. - Be able to move the window that asks you if you want to upgrade a starbase. so i can see where i am and what starbase im dealing with.

382 Replies 109,892 Views

At lower difficulty levels, wars are easier to avoind and so trade routs seem to last longer, or you might at least have the chance to start a lot of them. i THINK the value of the trade route increase with time too. but I'm not sure about this. i almost always try to have them from the same planet or same area, for rhe reason stated before about economic star bases with trade modules. Generally trade route dont add a lot to your economy but the CAN if you put time into them and do all

10 Replies 7,282 Views

I think i should have just picked the evil choices and then paid the 2500 to go neutral. or at this point maybe just go evil. I really wanted to actually use the Korx abilities but wars break out beforer i get get all those trade routes done. I think the Korx should be permanently changedto neutral. it just makes more sence. Even if in the future they do somehow become the mercenaries they're supposed to be. Like they will fight against good or evil, its just money to them. <br

35 Replies 16,363 Views

I usually go with Industrialist. Getting things built faster just helps out all around. But mostly i figue that its cheaper point-wise to pick Industrialist and then go with the 30% ecoononics. If i use Federalist, i'll then need to boost BOTH social and military production costly me about twice as many ability points. Anyone agree? I just cant help myself from trying to get bonuses in multiple areas rather than stacking like crazy. So i use Industrialist, get the 30% economic ability

15 Replies 5,937 Views

[quote]Heh, I have to be the one passing. I have a costume bet with my gf over who does better. I so want to see her be a German barmaid for her 21st... ^_^[/quote] Very smart of you to not divuldge what YOUR costume will be if you should lose. LOL

64 Replies 23,201 Views