Hey, I too am into beekeeping. :D I'm glad to hear your into it too. Stings just come with the territory, as you no doubt know. I've had a lot of luck cutting down on it by using cover cloths. Have you tried using 'em? It makes for a little extra work, but the bees seem a bit less excited. Anyway, that's an ouchy place to get stung and all that extra vemon makes for a sore finger. Hey, look on the bright side....they say it's good for arthritis. ;)
dfalken
I would LOVE to see an infinite universe. Not sure how it could work with machine limitations though, but it sure would be nice. :)
Ok, this is probably obvious and I'm just not seeing it... How do you move your custom ship templates over to another machine? I've gotten a new system and need to get my ships transferred before I wipe and sell the old one. Any help is much appreciated. Thanks! :)
CariElf, that was right on! Thanks a million. Instead of running as Admin all the time, I finally broke down and disabled UAC in Vista. I'm tired of the Allow or Deny messages anyway. :) Thanks again! :D
I'm sorry to be a bother... It looks like I've still got an issue with "String Not Found". It's showing up in the Game Options screen for what seems like all the new options, on the Game Setup screen for the Allow Tech Stealing option, and in the new auto ship design screen. I've removed and re-installed the game twice. I even tried manually deleting the game folders in both Programs Files and my user Profile with no change. I'm running Vista Business. Has anyoen else seen this behaviour?
Will do! Thanks a bunch!
I ask again, I'm seeing a lot of "string not found" items in the Game Options. I assume these are the new things. Is there something wrong with my install, or does anyone else see this? I also have a "string not found" on the new option to allow tech stealing.
I've got a quick question. My install shows several items in Option as having "String Not Found". I'm guesing those are the toggles for the new stuff like AI ship builds. Do I have a corrupt install, or are these just not labeled yet? If the later, would someone mind posting what each toggle is? You could just post them in the order they show up. Thanks!
Bless you! Bless you all! I've really been looking forward to this. Thanks a million!
Ah, that's good to know. Thanks for the info. :)
This may be an odd question...but I can't think of a better way to find out. I'm considering purchasing a Macbook and running bootcamp to I can boot Windows Vista. Has anyone ever tried running TA in a situation like that? Would it run with the video provided on the current Macbooks?
Ah, thanks a bunch kryo. :D
I'm sure many are curious as to what exactly was in that last update. Could someone official post a little blurb? Thanks.
Ditto for me. They may be in the process of getting it put up...or there might be a problem with the servers. I'm hoping for the former. :)
Ah, that's pretty good news Cari. AI enhancements for the minors, no matter how minor, will be fun. ;) I understand what you mean about the options. There is only a limited time to get this thing out, and you could end up spending more time on implementing toggles than real meat.
Well Cari, that's disappointing. If that's all the minor races are intended to be, then why even have them in the game? I thought I'd read that they were going to get a bit of individual flavor and become more interesting. It sounds like that's not the case. I hate to say it, but your never going to get a consensus among the player community on anything. Everyone will have their own take on how the game should be. With so many players, the possibility of everyone agreeing is very small. T
I, for one, would really like to allow the minors to colonize. It wouldn't make them into one of the "big boys" so much as make them more realistic. They can't have influence, so they will never have an empire of thier own. Restricting them to no colonization just makes them a sort of useless in games terms. They can be trading partners, but little else. I'd like to see them colonizing, invading planets, etc. just like any of the other races. Just don't give them influence and maybe even t
KingBingo, isn't that the point of having three different types? The game IS paper, scissors, stone. You do get some cross over benefit from your defences, so you're not totally vulnerable, but you would need much more of your defence components to defend against an off weapon type. I for one like this, and wish it wasn't so easy to switch form one type to another. If you spend all your time in one branch of weapons, it should be difficult to change gears and run down another branch. At lea
"I think we all agree, that simply expanding the fortification branch, would be the worst solution, and could easily be done with a mod." Actually we all don't agree. I believe this is precisely what should happen. It's the easiest thing for the devs to implement, and thus the most likely thing to actually happen. It would bring the starbases on into the endgame, and that's really all that's important at this point. The rest can be categorized as "would be nice if". The starbases n
It looks like some of the premade ships for the ALtarians have some kind of issue with required techs. They show up in the list as requiring one more tech than is listed, like it's a broken like or something, and then you never can get them to become available. I started noticing this with the large hulls. It's not a huge problem, but I thoguht I'd post about it to give those devs that handle this kind of thing a heads up. Oh I'm running version: .95(b).002
Lookin' good! Thanks devs.
That's not a compromise I'd like to live with... The problem here is that starbase upgrades don't scale with ship upgrades, and some of us beleive they should. The thing is. The AI could max out on these proposed additional upgrades, but there will be a limit. The starbase can only get so powerful, and there is only the one. You can build as many ships as you like. The starbase will fall, but it'll take more than just a small attack group. You should need the same number of ships to wipe ou
I'd also like to see this put back. I mean, the whole concept of the warp bubble is to do somethng clever like this. And you're right, it doesn't speed you up all that much, just a little bit. Please guys, put this back in. It's really one of the main reasons to use the warp bubbles.
I always thought that's what the military base bonuses were. The extra is coming from weapons fired from the base. In fact, if you look at the names of the ranged bouns supplying modules you'll get the idea. One is event called fighter drones. :) I like how they are setup now. I don't really wnat any new game mechanics added, just some additional levels of upgrade modules to bring them on through to the end game. That doesn't require any additional game modifications or anything.
[I]2. One of the problems that starbases face when it comes to upgradeability is, the starbase fortification techs can progress independantly of ship weapons and defenses. To make them much more powerful could result in players getting starbases appropiate to end-game during mid-game or in rare cases, early game. Possible solutions to this problem has already been posted. Having starbases reflect your current ship techs, automatically getting better weapons, defenses and miniturization