Something I've bee trying to figure out: Is it in any way possible to make an anomaly give a specific tech to the race that discovers the anomaly? If not, can it be done with ethical choice events, or some other more-or-less random event?
MaxAstro
I'd agree; a 10X boost to trade would be more reasonable than a 10X boost to tourism is!
First off, the main thing that needs to go away is the unnoted range boost. If you build a ship and put no life support at all on it, it should basically be trapped on the planet you built it on, only able to travel a few parsecs away, not all the way to the next sector. Secondly, I like the idea of planets needing Starports to boost range because, again, it makes range actually matter (or at least make how fast you can build a starport actually matter) and gives a reasonable penalty f
Colony rush + lots of influence = WAAAAAAAY huge amounts of tourism monies.
Funny; I could use custom races in beta 1...
Heh, wait till you get towards end game, I was getting literally over 2000/week from tourism at the end of a medium-size galaxy influence victory.
I don't think custom races are supposed to be enabled in the beta yet...
Yes, yes, yes and YES! Prereq for the Colony module would greatly help to slow things down, I've always wondered why planets without Starports add to range, and life support is so useless currently beyond researching the tech for the passive bonus... Range bonuses should be a fair bit smaller (ships without life support should basically be stranded at the planet they are built on, IMO, with a little freedom to intercept nearby enemies but not much more than that)... And I'm always all
I would agree with this. The amount of money you get from tourism is now completely over the top; you don't even really have to build economic buildings... Playing as the Torians, I was able to turn taxes down to 0% and still make 500/week even with a massive army and insane amounts of production.
Also cool would be an "upgraded Starbase", much like other upgraded buildings, with the difference being that the Starbase would provide a boost to Military production on that planet (NOT Social, just Military) once upgraded. Starbase and Colony are the two buildings that never seem to change over the course of the game, and I'd like to see both become a bit more dynamic...
I haven't been getting invisible constructors, but nearly all unupgraded mining starbases seem to show up invisible now, and I've been getting invisible Drengin ships (specifically Super Dominators).
I've seen Class 1 and 2 planets in the new beta.
Just some things I've noticed, compiled into one post for easy reference: -A lot of the tooltips in the tech tree are very off/being glitchy, either not displaying, or displaying blatantly wrong information (I had a Farming improvement claim to be HyperWarp Mark II). -Spies cannot be placed. -The level 2 and 3 Fleet Warp Bubbles, as well as the Arcean Battle Command module are still available to all races from the start without any research. -Kourath Clan (and
I'm seeing the same problem, complete inability to place spies in the new beta.
Actually, it really doesn't matter, having just played part of a game (colony rush and beyond). You guys aren't realizing how much money Tourism now brings in; for the entirety of the colony rush section, I was having tourism bring in slightly MORE money than taxes!
Hm, I imagine what is happening is that the AI trying to trade with you is not neutral-aligned, and therefore can't legally acquire the tech. The bug is probably that it is allowing them to ask for it in the first place.
Without exception, I always reload on the max speed is five event. now THAT is an event that serves no useful purpose except to frustrate people. Jagged Knife can actually be useful; personally, I think the Jagged Knife should be a Major race, not a Minor race, which would mix things up a lot more. But as is, it often becomes a chance to grab enemy planets without much diplomatic penalty.
lol, I was actually thinking of suggesting the exact same thing. Starports being able to upgrade ships would make a lot of sense.
I've seen armed colony ships, armed transport ships, and I think armed miners. I just assumed the computer was getting smart and making me regret building "engines and one weapon" anti-cargo ship cargo ships.
[quote] A new victory condition! For gods sake, are you trying to make the best game in all creation or something. [/quote] Trying? Who said anything about ~trying~?
I agree with the sentiment of larger influence and morale bonus tiles and econ bonus tiles; Shipyard bonus tiles would also be awesome. The other type of bonus tile that could be a nice addition would be some kind of "construction speed" tile. Not sure how you'd word it, but a tile that makes any building built on that tile finish 25% faster or so.
Just make it a string that links to the name of the hull type and a check that makes sure the string matches the name of the current hull? Technologies are fully moddable, too, but we certainly have a lot of "RequiresTech" tags.
Not to mention implement it without the tech tree going by even faster than it does already...
I would love to see planetary invasions take multiple turns, that would be an awesome addition and add much more strategy to what is currently the least interesting part of the game in my opinion.
This is a thread for posting ideas for changes you'd like to see made to the combat system in TA. Here are a couple of mine to get things started: I've been noticing lately how useless smaller ships become at a certain point in the game; they simply can't compete with the superior loadout of larger hull sizes. So, I'm suggesting this mechanic as a way to make fighter squads more of an effective option against larger ships. The idea is that each hull type would have an ad