Something else in the latest game(the one in which the stolen Xeno Industrial is working properly). Got the galactic prison UP resolution, planet details screen says it's there but no production bonus shows up. Mailed the savegame. [IMG]http://i171.photobucket.com/albums/u287/rls669/prison.jpg[/IMG] [IMG]http://i171.photobucket.com/albums/u287/rls669/noprisonbonus.jpg[/IMG]
rls669
Ok, new game. Invaded the Drath and stole Xeno Industrial Theory, the 10% social production bonus did show up in both the tech description and the civ manager. This was one of the techs that was missing both the written description and icon for the bonus in my other game. I'm not sure whether the unlisted bonus was actually applied or not in that game; I didn't check the civ manager at the time and there's no easy way for me to tell at this point. Anyway, I've mailed in the bugged savegame.<
That game is pretty far along so I think it would be a pain to go through all the techs and see if I was getting the right bonuses. I'll start a new game and if I can reproduce the problem I'll send it in.
You could invade several closely spaced worlds at the same time, reducing their influence in that sector to a reasonable amount. Or you could send in a few sacrificial empty transports and invade with Tidal Disruption to clear out the embassies and weaken their influence that way. I almost always go for the homeworld first unless their fleets are so strong I can't get a task force through. Send in enough troops to take Thala without resorting to destructive invasion tactic and give it
Another update, playing as the Arcaeans and I get the bonuses when I steal race-specific but tradeable techs from the Thalans, so the problem appears to apply only when playing the Thalans.
This situation takes on a lot more importance when the minor race in question is the Jagged Knife and they have Doom Rays against your Laser IVs. Declare war and poof! their navy disappears. :LOL:
Maybe I missed it, but I went Good with the Altarians and I didn't see any way to build the Hall of Empathy. That was one of my favourite builds -- bribe everyone into war and then maybe get a few dozen free planets from surrenders. In my current game everyone was surrendering to the Korath regardless of alignment, which made little sense.
I played last night as the Torians with 8 opponents, huge, painful, uncommon habitable\abundant everything else. The Thalans were next to me and it was immediately apparent that whatever I'm doing to make them workable is beyond the powers of the AI. I rushed the Altarians who were on my other side, and by the time I'd conquered half their empire and they'd started to defend themselves the Thalans were still doing absolutely nothing. They had about half a dozen colonies, all with very low app
Update, played last night as the Torians and ability bonuses appear to be working when stealing techs. So it looks like the problem might be specific to the Thalans.
A minor quibble with this -- since minors have no territory, if a minor race is within my borders I can march right in and attack them with the Neutral Ground UP resolution in place. My ships stay right where they are, but the minor's get moved to the edge of my territory which could be quite some distance away. Of course any minor race the player attacks is probably screwed anyway, but it doesn't seem fair that they're rendered utterly defenseless like that.
Start with DA, because if you go straight to TA even in its unfinished state you won't want to go back. I'm actually sorry I jumped on the TA beta so soon as I hardly played DA and it seems like I had to waste my money on it in order to get TA. But having played TA, DA just feels unbearably bland.
Same game, just stole Stellar Marines from the Jagged Knife and this time the soldiering bonus did show up in the tech description.
[quote] - Mining ships... using the "auto" feature... don't like that they will go after asteroids that are obviously in another race's controlled territory. AI needs to be updated to at least prevent the wasted effort that will result in establishing a mining base that will immediately culturally convert. - Also, even when chosing "improve", the mining ships will not continually improve. After 1 belt improved they switch back to "auto". If I wanted them to go racing across the gala
Luckily in my Thalan game (painful, huge, uncommon habitable, abundant everything else) I got a 700% research bonus to plunk my Hyperion Matrix on, so research wasn't a problem. It was still a long time before I could afford to build much of anything on the colonies though -- I was practically defenseless for the first year and had production less than 50% at times to stay afloat during the colony rush. Also luckily I stole Research Centers pretty early and replaced my Level 1 Tech Matrices wi
Restarting/reloading doesn't change anything. I notice no soldiering bonuses or pop growth bonuses either with stolen techs -- no icons on the tech tree, nothing in the abililties box in the right click description. Not being able to get pop growth bonuses really sucks for the Thalans.
Playing the Thalans with the latest beta, I notice that when I steal a tech while invading I don't get the ability bonus. So no +10 to research and production with Planetary Improvements, no +10 hp for Advanced Materials, etc. At least, the ability bonuses aren't mentioned in the tech description anymore.
[quote] I really like this idea. [/quote]+1
The system is kind of confusing at first. Normal labs and factories generate points which can be multiplied by bonus tiles, but other lab and factory improvements don't generate research or industry points, but give a % boost and get nothing extra from bonus tiles. Meanwhile influence and morale buildings give a % boost and do work on bonus tiles.
I missed the changelog at first too. Having the exact same title as the previous post didn't help :) Now excuse me while I cry over the continuing absence of the Thalan starbase modules.
[quote] Wanting to leave Mega Events on, and complaining about the negative side of an event when one happens to you, reminds of someone who wants to gamble at a casino, but only if they are reassured they will win... [/quote]I don't find this reasoning valid at all. There are plenty of negative mega events that I'd keep given the choice. The point is that people are being faced with having to miss out on all the mega events in order to avoid the few they personally conside
[quote] And why do you hate having the AI using the points you picked? Because unlike most of the other choices in that list they are good choices? [/quote]No, because it's boring and predictable.
Correct me if I'm wrong, but I get the impression that when I play a game, the other races keep whatever bonuses and political party I chose last time I played them. I absolutely hate this. I also don't want to have to manually reconfigure each race every time I play. It would be great of there was a way to have each race choose its own bonuses and politics for each game. Using parameters that make sense according to the race's style would be nice, but even random would be
[quote] We already know that SD can dub techs 'not-tradeable', as in many racial techs. But... could there not just be another variable... researched or not--that can toggle 'non-tradeable' on or off? Then again, I'm not sure how the game knows what you research. It may just classify techs as 'have' and 'don't have'. [/quote] It's been a long time since I programmed anything (and I was never that great at it anyway) but when you finsih researching a tech the
[quote] I'm no programmer, but that sounds like a horrid nightmare to program. Even worse to play with - why should I have to keep track of whether I personally researched a tech or traded for it? [/quote]I can't see that it would be hard at all. When you research a tech, the game can put it in a list. When you go to trade techs, it consults the list and only those techs can show up in the trade screen.
So basically techs would work like Trade Goods? I play with tech trading off but I think I might like a system like that.