MaxAstro

MaxAstro

Joined Member # 2963065
0 Posts 0 Replies 337 Reputation

Some techs already do this (For example, the Drengin version of Planetary Improvements is completely different, despite effectively being the same tech; also, Xeno Anthropology for the Arceans is, IIRC, just another name for Xeno Business, and it also has a different description). I imagine techs that are the same between different races will keep the same description, while more unique techs will have different descriptions for each race.

3 Replies 3,284 Views

I think I would agree that race-unique techs should either be not tradable or at least be hugely valued by the AI and require an arm and a leg to trade for. Being able to trade for race-specific techs allows you to get around the inherent uniqueness of the races (For example, playing Arceans and trading for a Terran engine techs = scary)... it should not be something that is as simple as a few clicks in the diplomacy window and a bit of cash to do. Also, I think that if you tra

17 Replies 8,594 Views

Stupidly absurd, even; I'm surprised your pirate fleets had stats that low. I'm used to seeing pirates with 100+ attack in one weapon and +100 defense in EVERY defense... They usually show up around the time I have ships with 10-15 attack, given my luck.

34 Replies 10,061 Views

S T K: Ah, I see, that makes sense. Still, since ship style DOES make a difference (what hulls you get, and what parts are in the "your style" tab, plus I always try to build my ships fitting the style I've chosen), it would be nice to have some extra styles. And perhaps even the ability to add new player-usable styles if someone wants to take the time to make new hull models, or a unique list of "style parts".

13 Replies 5,830 Views

Spare ship styles would be a nice thing to have for custom races... Also, I've always noticed that there is a "create custom ship style" button in DL/DA, but that button is always grayed out for me. Is this a feature that hasn't been fully added yet, or is there something I need to do to make it work? Is it something that will be among the editors in TA?

13 Replies 5,830 Views

Amen to that... I tend to use "swarm" tactics a lot, and they work great... until my enemy hits a certain level of tech above my swarms, at which point my entire army is rendered impotent and useless... >.<

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Not to mention the Auto Mining Conga Line... (Miners should really head towards the nearest asteroid they can upgrade when you click Automate, instead of always going for really-far-away unbuilt asteroids first...)

382 Replies 109,517 Views

Well, I just had a very interesting game as the Drengin... First of all, some of their improvement ordering is out of whack. The game refuses to upgrade Arenas into Arenas of Pain because it thinks Arenas are higher tech... Also, I somehow ended up with BOTH Entertainment Networks and Arenas (Not because of tech trading; I didn't even have Universal Translator researched). The second (and much bigger) issue came when I invaded a planet (it belonged to the Arceans). After the

8 Replies 4,813 Views

Personally, I don't see trade as underpowered; on the contrary, it is often a life saver for me. I tend to run my economy into the ground expanding early game, and usually I start to get trade networks up right as the extra bit of money is enough to keep me from going bankrupt. Later in the game trade becomes less useful as tax revenues go up, so maybe more ways of increasing trade revenue would be in order? And a suggestion: Can the Super Trader ability please please PLEASE

382 Replies 109,517 Views

In related Terran module glitchiness, the Sensor Array is not properly limited to one per ship, which results in some REALLY good scout ships... EDIT: Also, the Integrity Grid does not seem to show up in the list of modules after being researched (It's also missing a space in the tech description).

14 Replies 7,223 Views

Easy way to make command ship feasible: Have a module called a "Target" module, or "ECM" module or something like that. Basically, ships in fleets that have Target modules have to be attacked first by the enemy. So with a module like that you could force your opponent not to attack your command ship until the other ships (which you would attach these modules too) get taken out. Or have it work in reverse - a ship with the module cannot be attacked until every other ship in the fleet

16 Replies 8,242 Views

Well, planet-based guns are also on my list of things I'd like to see. And I wouldn't want the missiles to be truly devastating, just damaging enough that you generally don't want to get him by them (For example, a missile hit kills 10% of the population of the planet and destroys a random 10% of planetary improvements (minimum 1)). Just so that there is a way to attack planets without invading them. Or you could have mo

27 Replies 27,196 Views

First off, I love the new tech trees, especially the Arcean one. However, tech trading has suddenly gotten... complicated. There are so many strange and new techs (and that's just with three races) that I barely am able to tech trade effectively anymore, especially since many techs have poor descriptions when viewed in the trade window (Xeno Slavery). What would really help: Color code the techs, so that techs you have that are unique to your race are one color, "shared techs"

6 Replies 4,042 Views

Also, several techs have very undescriptive... erm, descriptions. For example, what does the Cathedral of Valor do? Is it supposed to give an Improvement? Also, when trading with other races it can be very hard to tell what certain techs do by right-clicking them; for example, Xeno Slavery has a blank effect description.

7 Replies 2,567 Views

That's odd, I've played games where the Drengin get absolutely devastated influence-wise. I had one where their average influence range was about three parsecs from their PLANETS. o.O EDIT: Also a UI thing, in the Abilities section the Speed bonuses are incorrectly listed as Parsecs/Month instead of Parsecs/Week.

1 Replies 1,180 Views

The Arcean tech that raises planet quality by 10% correctly ups the listed PQ number for existing colonies. It does NOT, however, seem to add new buildable tiles. Not sure if this is intentional or not, but the tech would be much more useful if it added tiles... EDIT: Also, are the Arceans supposed to start the game with the ability to research Adamantium Plating? o.O

0 Replies 893 Views

Update: Well, what do you know. In the TotA beta, there are techs that raise Planet Quality. They affect existing planets. However, despite the fact that the number goes up, the number of usable tiles does not seem to properly increase... Bug or lack of a feature? Inquiring minds want to know...

5 Replies 5,644 Views

I have a question that I haven't had the time to extensively test, but I have a sneaking suspicion it doesn't work like I think it does... I am making a tech tree mod and one of the things I am adding is techs that raise planet quality. My question is, does anyone know if raising PQ will add additional tiles to an already colonized world, or only to worlds that haven't been colonized yet? Here's hoping it's the former...

5 Replies 5,644 Views

So, this is something I'd really like to see: The ability to build "Interplanetary Missile Silo" improvements on planets. This improvement would allow the planet to (with some kind of firing cost/delay between shots) fire missiles at other worlds (possibly with some kind of range limit, but it would have to be a big range to be useful; maybe upgraded levels of the improvement with stronger missiles/better range?). The missiles would move across the galaxy map at a certain speed, on au

27 Replies 27,196 Views