DisneyDestroyer

DisneyDestroyer

Joined Member # 2860415
0 Posts 4 Replies 3,480 Reputation

Thalan research XenoEthics, and get the option to select evil, neutral, or good. In the description of neutral, it states that the Thalan get the NLC. When neutral is selected, NLC does not appear in the tech tree.

0 Replies 2,202 Views

Out of curiosity, I did a similar comparison but flipped the build costs. Cost to build (in PlanetImprovements.xml): Traditional Factory = 150 Xeno Factory = 125 Advanced Factory = 100 Manufacturing Center = 175 Industrial Sector = 50 Cost to purchase: Traditional Factory = 1482 Xeno Factory = 1212 Advanced Factory = 948 Manufacturing Center = 690 Industrial Sector = 438 Cost to upgrade from Traditional Factory: Xeno Factory

8 Replies 10,364 Views

Out of curiosity, I did a similar comparison but flipped the build costs. Cost to build (in PlanetImprovements.xml): Traditional Factory = 150 Xeno Factory = 125 Advanced Factory = 100 Manufacturing Center = 175 Industrial Sector = 50 Cost to purchase: Traditional Factory = 1482 Xeno Factory = 1212 Advanced Factory = 948 Manufacturing Center = 690 Industrial Sector = 438 Cost to upgrade from Traditional Factory: Xeno Factory

8 Replies 10,364 Views

OK, I did a quick test with Humans. I first researched the entire industrial line. Then I examined the cost to BUY each one successively, from scratch and as an upgrade to an existing building. In all cases, I had no other factories, and the improvement in question was the only item in the build queue. Cost to build (in PlanetImprovements.xml): Traditional Factory = 50 Xeno Factory = 75 Advanced Factory = 100 Manufacturing Center = 150 Industrial S

8 Replies 10,364 Views

I don't understand what's NEW in the Dreadlord or Minor Race tech trees. I compared with the Terran tech tree. The humans have a few extra techs, but none for DL or Minor. There's also no difference between DL vs Minor. Is this simply setting things up for a future change, or is it supposed to be distinct in this release?

37 Replies 70,441 Views

Some other possible bug-related modifications: * As their "political party" they have a hive, with associated bonuses and penalties. * Some technologies that they "take" (trade, steal, capture) are not immediately available, they show up in the tech tree but must be re-researched to be applicable to their bug bodies and psychie. I think you could do most of this based purely on tech tree. Maybe not the re-research, wormhole, and having one tech modify the properties of another

21 Replies 11,498 Views

Some other possible bug-related modifications: * As their "political party" they have a hive, with associated bonuses and penalties. * Some technologies that they "take" (trade, steal, capture) are not immediately available, they show up in the tech tree but must be re-researched to be applicable to their bug bodies and psychie. I think you could do most of this based purely on tech tree. Maybe not the re-research, wormhole, and having one tech modify the properties of another

21 Replies 11,498 Views

I'm curious to discuss the Thalans by taking a step back and asking Frogboy (and other developers)... What do you expect of the Thalans? How would you anticipate an intelligent playing of the Thalans? They have a few 1-hit wonders, then any other planetary improvements are really expensive to start building. Would you expect that they don't expand initially, but rather spend the time building a strong core while they research important econ, industry, and research buildings?<

21 Replies 11,498 Views

Wasn't another spy change supposed to be in TA??? I thought they were going to change it so that you could spy without disrupting a planetary improvement, such as spying to steal a tech, divert finances, weaken diplomacy, destroy ships, etc. Maybe this was simply a request that didn't get implemented. Too bad, it would have made spying much more varied, interesting, and useful.

17 Replies 7,861 Views

I think you're thinking of the 48 laws of power, specifically Law # 15 and Law # 47. Law # 15: Crush your Enemy Totally All great leaders since Moses have known that a feared enemy must be crushed completely. (Sometimes they have learned this the hard way.) If one ember is left alight, no matter how dimly it smolders, a fire will eventually break out. More is lost through stopping halfway than through total annihilation: The enemy will recover, and will seek reveng

19 Replies 12,096 Views

[quote] I typically judge how effective a race design is by seeing how the AI fares wtih it. [/quote] I agree. The fact that I will gladly restart any game with the Korath shows my opinion of them. Easy almost to the point of cheese.

32 Replies 40,599 Views

In general, I think the AI doesn't weigh things the same way humans do. We human players put a much greater emphasis on economy and technology and population, knowing that advantages in these areas can quickly produce a strong military on the fly. The AI seems to focus much more on the military rating alone. A weak military can harm relations and get you attacked, even if you have the strongest economy. Similarly, a high military number can improve diplomatic relations, even

15 Replies 7,514 Views

Negative: Yor economy can be very weak. Positive: Yor economic techs (Efficiency Studies line) give automatic empire-wide improvements, without needing to build anything. Up to +45%. It also gives an economic building for another +50% to the planet. Research those techs early, you'll be happy you did.

4 Replies 2,449 Views

[quote] As for DisneyDestroyer's post, I'd assume he thought that you were playing TA and were complaining about it not being on par with a live release. [/quote] ERM, yep. Sorry.

10 Replies 3,755 Views

So I start a custom player, and select the Thalan tech tree. It allows me to pick "Industrial Revolution" thereby granting me beginning standard factories.

3 Replies 4,595 Views