dfalken

dfalken

Joined Member # 2742695
19 Posts 64 Replies 1,008 Reputation

I'd like to see an option added that would let you buy a ship from another race, decommission it, and have a % chance to obtain some of the techs used in it's contruction

382 Replies 106,383 Views

I'm not sure if this is even possible, but I sure wish the game could be altered to allow us to choose to play with all of the races. The current limit means that we must choose to leave out some races, and they are just so darn good I'd love to be able to play with them all at once. Is the limit based on something concrete, or could it be lifted?

2 Replies 1,475 Views

Ok, I've heard this sort of thing before, but I just have to chime in. After playing along all three ethics lines I really believe things are a bit out of balance. I would love to see the individual events mean more, in that the in game effects really don't mean much once you get past the first few turns. Increase the numbers involved. Make us really have to think about what choice to take. Once you've gone down the tech tree and can finally pick an ethics route, make it much more

2 Replies 1,454 Views

I'm seeing a bug pop up now and again where I'll get a new ship, go to upgrade it wiht the latest techs I've researched that are better than the base design, and I'll see a few squares at the top that are blank. When I go to remove the blank squares it'll remove a component off the model. These components always have an associated square at the top too, so for instance if I removed a blank that took a troop pod off the model, there will also be a square at the top that is a troop pod. Removin

1 Replies 1,036 Views

Anyone else notice a glitch with the "fog of war" in that when a ship is deep in enemy territory and gets destroyed, but his sensor reveal of the fog remains? It hasn't happened often, but I've noticed it a couple times. Anyone else seen this? It might just be a problem local to my rig and not in the code.

4 Replies 1,724 Views

This could be interesting... The first thing that comes to mind is the plague event. It's always bugged me that the Yor are effected. If this were implemented the plague event could be taylored so only certain races are effected. Other events, such as a computer virus for the Yor, could be created to spread the love...so to speak. Another example might be an event that stalls military production for a time. For some races it could be a worker strike, for others a raw material short

26 Replies 8,621 Views

I noticed this a few times myself. After some testing around, I noticed that turning off the setting that shows you enemy combat has really cut down on it. I've only had it once since disabling this, and it was one of my constructors. I decommissioned him and the turn completed. Also, in this last case the camera view was stuck to the constructor. I could move away, but it would pan back to the ship.

17 Replies 8,527 Views

Ah, I didn't notice the effect difference. Cool! I LOVE these special components. They are very powerful, as you mention, and they add flavor. So far I've played as Terran, Acrean, and Drengin with the new enhancements, and it looks like each race has some sort of similiar item. Some provide powerful defense, others provide power attack so I think it'll all balance out in the end. :CONGRAT:

5 Replies 1,999 Views

I noticed last night that the Drengin Kill Zone Computer tech gives the same component as another tech....the preceding one. I don't recall the name just now. The component involved is the Weapon Amplifier. Is this the desired behaviour, or should there be an "enhanced weapon amplifier"?

5 Replies 1,999 Views

Would someone mind posting a list of the techs you get for each alignment choice? I'm thinking I'm missing some of them, but I can't be sure without knowing what's supposed to be there. Thanks. :)

3 Replies 1,971 Views

This is true of the Drengin as well. I even went as far as to research them to see if something popped up that wasn't indicated in the tech tree...but no dice. I'm at Beta 3b...the one that introduced the Krynn. It's TA version 0.91[b].001

4 Replies 4,192 Views

I'm not sure if this is too out of scope for TA, but I'm going to post anyway. Maybe it'll be remembered for GalCiv III. :) I'd love to see destroyable ship components. As a ship takes damage it really would be cool if it could loose it's capabilities. Couple that with a basic targeting system where you could say, order your ships to target specific main components like engines, weapons, life support, etc. You could reduce the % chance to hit when such orders are given based on the

3 Replies 1,561 Views

When ND does get updated, is there going to be any fanfare or notice in Stardock Central? I ask because I'm very intrigued by the idea of ND and will definately want to buy it when a Vista ready version is released. I work in an underground office complex with no windows. Having something like ND would be extremely nice. :)

22 Replies 6,738 Views

It would be interesting if the player could make proposals to the UP. Even if it was just to have the UP re-vote on an existing policy. Of course there would have to be some kind of limiting factor to keep the player from continually making proposals until they got what they wanted. Maybe it could cost the player's civ in influence points to make a proposal? What do the rest of you think? Would this mechanic add that much to the game?

20 Replies 5,183 Views

I'm running 1.80f of TA beta 3. I've noticed that as the Acreans, when I go to make a new ship I only get Terran hulls. Is this a bug or do I have something messed up locally. Can anyone else replicate this?

1 Replies 1,187 Views

I've already posted this, but it was kinda buried in with a lot of other things. This one shoudl be simple... I'd like a toggle at game setup that would let you enable or disable starting ships. In my head it would be more fun if everyone started off with nothing and had to build everything from scratch. Might not float everyone's boat, but I'd love to have the option. :)

382 Replies 106,383 Views

I'd like to see the minor races get a little more flavor too. Right now they are an annoyance, but not much else. I'd like to see them colonizing worlds, for one. Basically, I'd like to see minor races do everything that major races do (even be able to create influence zones), accept I'd like to see them with a slightly modified, shorter tech tree. Make them get a more generic one. They can trade for or steal the advanced stuff they don't get. In fact, let there be a few generic tech trees

22 Replies 11,774 Views

Forgive me if this has already been reported. My search didn't turn anything up, so I'm assuming it hasn't. I believe there is an issue with the Terran economy stations. I've noticed that they details screen indicates that there is another possible module upgrade (i.e. 6/7 is indicated), but when you send a constructor the game reports that there are no more upgrades available. I can't be 100% sure, but I believe the Smart Droids module is the culprit.

1 Replies 1,224 Views

I'd like to see the research speed turned down a bit. An option like "painfully Slow" or something similar would be great. I like nice long drawn out games, and it seems the research speed is just a tad too fast for my taste. I like to see more of the tree get get actual use before the next new thing gets researched...especially weapon and defence tech. I'd also like to see some changes made to the initial ships. The miner and colony ship are fine, but that Flagship is way too hig

382 Replies 106,383 Views

I'd really like to see an option, for people like me that like slow games, to turn down the research speed even more. The current lowest setting still has me researching at under ten turns a discovery very early on. Could we see a Painfully slow or something like that? I'm talking maybe tripling or quadrupling the tech costs so it will take onger to get up the tree.

3 Replies 1,462 Views