When I play Evil, I usually avoid building the MCC. The other Evil-only achievements are plenty powerful and I like to keep the ability to flip planets. Especially with the Korath and Dark Influence.
rls669
[quote]It looks great.Now please don't think i was looking for something wrong, but.... on the Tounament screen it should say "threw in their lot" not "through". And on the campain screen it should say "she and her crew". Sorry but I just don't want all of your hard work marred by a little spelling error.[/quote] OTOH, I think the misspelling of "idiocy" on the Drengin research screen should remain. It just seems appropriate :D
[quote]One serious problem with changing it for the Twilight expansion is that every competitive Metaverse player would avoid Twlight like the plauge, since scores run so much higher with the MCC than without.[/quote]And if I were going to guess how many competitive Metaverse players there are compared to customers who don't care about the Metaverse . . . As I've said many times before, it makes no sense to cater to a miniscule minority, no matter how vocal or over-represented on forum
I'd like to see it changed so all it did was flip planets quickly. The global econ bonus is way overpowered (and I generally love overpowered stuff). As it is it makes evil super powerful for all races; if it was changed it would only be really unbalanced with the Korath and their Dark Influence.
[quote]I'm guessing that what you mean this time is the Altarian tech "EnhancedDefenses". [/quote] The sad thing is, I was looking right at the bloody tech tree when I (mis)typed that.
Sorry, I was referring to the Altarian Advanced Defenses tech, which doesn't unlock anything and has the TODO: this is a new tech for Twilight description.
Add the Altarian fleet defense to the list.
[quote]PS: Cari, do you know if boogiebac received my response to the email he sent yesterday? (cc to you) My mail client was acting strange yesterday and I don't want to spam you guys by resending the mail.[/quote]I got one of those, no response here either yet. I wouldn't worry about it :)
. . . not until you click on the planet again. For example, I'm going to invade a planet using Information Warfare; I click on the planet and see morale is at, say, 78%. I place a spy on a morale improvement, move a transport onto the planet and in the invasion screen morale is still 78%. Cancel the invasion, click on the planet, morale changes to 58% and will now be 58% when I invade.
[quote]All right, I'll make it so that the survey ship will be like the attack ships in that it won't show up in the list of available ships to build, but it doesn't have anything stripped from it.[/quote]Excellent! Thank you very much. Now at least we'll be able to find some planets. Of course the other races with faster colony ships will get there first anyway :D
I made a custom race with the Thalan tech tree, and they've built nothing but basic factories :D The Thalans were in the same game and built all 3 of their unique galactic achievments right at the start, otherwise the custom race might have been a force to reckon with.
I've never had the pirates event. Peacekeepers either. In fact I hardly get any mega events at all anymore. Whatever triggers these events, it seems I'm just not doing it. They need to be more random. The conditions for getting Rangers seem wacky as well. I'll often get them when my combined military\economic rating is low and on paper it seems I'm losing a war. In reality, my few good ships are remorselessly crushing hordes of mediocre AI ships. But hey, here's some free superdreadnough
Funny I've never noticed that until this week. :p
I don't have a savegame for this one, I'll try to replicate it. What happens is that the population of the home system's minor world will reach 1-3B and stop increasing, even with a high approval rate. I never colonize these worlds, I prefer to let the AI colonize them and then let them flip, so usually all tiles are full when I receive them. After I terraform a tile and add a farm the population will start growing normally.
I see what happened. I was testing my custom race using the "give all techs" cheat. Playing through normally, the Altarians have only good ethics techs. Getting xeno ethics using the code gives most, but not all of the good techs if you choose another alignment.
Your post has inspired me: [IMG]http://i171.photobucket.com/albums/u287/rls669/piratelol.jpg[/IMG]
Other than the weak super ability, Iconians are one of my favourite races. I'm so very bored of most of the other races with their slightly different versions of the factories/banks improvements. I like the Yor for this reason as well. Super Adapter really does need some buffing though. It's more of a "Mediocre Adapter" right now.
Having a survey ship 1pc/week slower than the others is already a handicap. A 1pc/week survey ship is useless, especially for a race that's already weak in the early game.
Their ethics techs are in the usual spot, they're just not appearing.
I did choose good, there aren't any techs after Xeno Ethics. Wait, checking . . . looks like it's a problem with custom races using the Altarian tech tree. No Tandis and no ethics techs with my custom race.
Hyperion starbase modules are still woefully incomplete. Hopefully next week's beta will remedy this.
OOOOOOHHH . . . time to start a custom game before it's fixed :D
Would it be possible to make it so food bonuses don't show up on homeworlds? They are totally useless there and if anything detrimental as the AI isn't smart enough to avoid them and will cripple itself with a huge, unhappy population if given the chance.
I don't see any ethics techs, and the Shrine of Tandis seems to be absent as well. Intentional changes, or oopsie? And I was planning to build the shrine on Thala, which the stupid bugs handed over to me with a 32B pop cap :D
Oh you stupid Thalans . . . first they declare war on me when they can't possibly win, then when I conquer Thala I find an embassy sitting on a 300% manufacturing bonus and the Hyperion Matrix on a food bonus. Grrrr . . .