DL hasn't been actually updated in ages. Current version is 1.50.135. I believe there was a mini-update (simply to test the new patch system or something to that effect) not too long ago, but as far as I know, it hasn't gotten a gameplay update in many many months (probably more than a year), and most likely will not until 2.0. Bottom line: If you bought DL from a store (recently), got it with the Gold Edition, or downloaded it from Stardock, you've probably got it up to date. <br
Sole Soul
It is a bit suspicious that a patched TA exhibits this behavior while an unpatched TA does not, but I'm still fairly positive it has something to do with the new things that TA does (in this case it would seem to be an option that was disabled by default that is now enabled by default; see below). Original post follows. Maybe you've tried all of them already-but I can't know that. - TA has some options that DA doesn't have-as well as some options that DA does have, bu
[quote]Do you get more points for winning with that setting ?[/quote] No.
[link="https://www.galciv.wikia.com/wiki/Economy"]Economy[/link]
I hadn't considered buying the colony ships off of the AI; space militarization and space weapons (with galactic warfare taken at the start) is doable on the first turn without impacting the time it takes to get spore weapons researched...the only problem is of course speed (which is where TA could make up to +2 difference) as well as how many ships the AI has in orbit; which can be as many as 1+turn number, particularly with the Suicidal AI. That was a long sentence... I'll lo
[quote]A January win?? Sounds like a challenge? I think it's entirely doable. All you need is engine techs, spore, universal trans and a bit of luck. I think given the luck of a 1000 anomaly, a precursor mine on your HW and having the AI nice and close...a 4 week win is possible.Very difficult and extremely time consuming to try, but pssible.[/quote] 1) Cash anomalies aren't needed: The game isn't going to last long enough for you to run out of cash. Just lease buy stuff and you're gol
[quote]The most useful thing for upping your mil rating is the Spin Control Center. Using that, you can stave off war with an empire with 10x the military might you have. I ignored it for a while when I first started playing, but it's become one of the most important structures. Then you can decide when and where to go to war. Sentient species taste better...[/quote] Unfortunately, not all races get it in TA. =P
Modules-->Advanced (for all HP modules as well as all warp bubble modules) Master Hull Building unlocks Massive Scale Building as well as Reinforced Hull Design. Reinforced Hull Design then unlocks Hardened Hull Design. Upon researching Master Hull Building, I see the highlight moving to Massive Scale Building, but I can see Reinforced Hull Design in the tree as well as just above it in the list-and it's not greyed out. Is it possible you're using a race with a tech tree that
It's somewhat less boring when all the other options have been *ahem* REMOVED for you by the AIs. ;)
[quote]How do you launch a ship in a different direction? In which expansion was this included first?Thanks for your answers.[/quote] AFAIK, it was first included in Dark Avatar; I think around 1.6.x but I'm probably wrong on that part. In any case, the toggle for the "icon" to actually -show- the direction you were choosing wasn't added until at least 1.7.x. I honestly never used the button; wasn't even aware of it, but the L key works as well (and IMO is more convenient).
2) The forums ARE active. In general, anyway. 1) Stats and graphs (the screen you already found) in combination with the planet details screen (accessible from the planet view screen-it's a button in the bottom right corner). The latter gives a breakdown of what comes from what sources, as well as a total (base, i.e. before bonuses...which incidentally will be the same regardless of your funding levels, in this screen at least) number for every type of resource that is present on the
[quote]January is impssible.[/quote] No offense, seth, but I wouldn't take your word for it. To be perfectly honest, I wouldn't even take Mumblefratz or Magnumaniac's word for it. Hell, I'm not even sure I'd take BRAD's word for it. ;) I simply don't BELIEVE in impossible. I'm willing to concede that the improbability of a first turn win is such that it may as well be impossible, but I still think January could be doable. Really, the only way
[quote]Check your toggles, then. You ARE informed of such events in TA - even for races you haven't met yet.[/quote] You happen to be correct-in more ways than one. First of all, to my knowledge, there is not such a toggle. Secondly, I wasn't paying complete attention, and it is not other races' special improvements that I am not being informed of: it is my own. I don't know if this is a bug or some artifact of some setting or combination of settings I'm using
When your treasury is 20,000 or greater, you receive an income penalty of 20%. Although I don't remember if anyone has ever verified this, it is supposed to factor in the same way any bonuses would-so for instance if you had, say, +50% economics, it would lower it to +30% (rather than 150% x 0.8 for 120% or +20%). In other words, the higher your economic bonus (from racial points, techs, and mining starbases), the less it will matter, though it will still be less than if you were below
[quote]Extermination due to the last planet flipping doesn't give you a hit, either. And it DOES count as a conquest victory [/quote] See, I KNEW I forgot something! :)
Miniaturization adds space, yes. 110% miniaturization on a cargo hull (60 space in DA/TA) would net a 126 size/capacity cargo hull. As I mentioned in my first reply (which was easy to miss), after DL 1.3.x, the size formula for components (rather, the sizemod) is based on the base hull size; i.e. not affected by miniaturization. I had some concerns over that as well; I didn't have any problems with a negative sized component in the ship builder, but I wasn't satisfied until I
I'm 98% certain someone asked this before (recently), I fired up my game, got this as my first colonization event, and the only difference I noticed was in Influence in stats and graphs. But I could be wrong.
[quote]While we're on the subject of weird abilities, I can't be the only person who can't figure out what "trade" does as opposed to "trade routes"! Does it increase revenue or something?[/quote] Indeed.
[quote]Ahh ok. Yeah I probably did do it on April 1st then. And I've also had the bastards beat in March and I've had to wait a few more turns to finish them off haha.[/quote] I once pulled a game off in February...and it was delicious. I wonder if January's doable... ;) Also, I should really start playing some ZYW games myself, but alas, I'm always doing something else. Haven't even played much GCII lately, even.
@LedZerggelin In DL/DA (but apparently not in TA, unless I've toggled some option that I didn't know existed) you are informed when a race completes their tech/economic/manu cap, etc (as well as some other things like trade goods and galactic wonders, but that's not relevant for this dicussion). [quote]Yes, it was changed in TA to stop those dreadful players like Iztok and KP (and me ) abusing the poor AI!To be fair, it was far too easy to run your empire without e
Let's see... So smaller map = harder to get...that explains why it took me 6 billion BC to get the Drengin's last homeworld on a tiny map in DA (allied and with all diplomacy techs...) Yes, you can get all their worlds...even their last one. I've actually found this somewhat EASIER with minors, but I didn't really compare on a minor to minor basis, so it's probably just the different diplomacy values interfering. The hit for destroying a civ is not diplomacy; it is re
... There are four seasons... So each season would be 3 months, not 4. Unless you're living in a universe with a 16-month year... So then summer is June-July-August while autumn is September-October-November. But, as mentioned above, when counting by solstices, you're talking slightly after midmonth (around the 20th, give or take), so simply naming months is misleading. Bottom line: Expecting an announcement before the end of August is crazy.
Correct, yes. 1) Just tested-and was pleasantly surprised to discover that a negative base is moddable (it works within the game). Interestingly, you can actually have a component take up negative space this way as well-which does exactly what you would expect: gives you more space. But based on the way hull sizes are supposed to work, I would expect that at least one of those portions of this situation is a bug, and maybe both-although under normal circumstances it wouldn't b
[quote]As a side note (addon)... I use 36 Red, 98 Green, and 225 Blue. That is a (to me) pleasant color that contrast with all the major race colors. I checked in Paint.[/quote] I've been using 127 green/127 blue myself. It's a nice turquoise/teal that is dark enough that it is easily distinct from the Altarians, and no other race comes close to the spectrum. Furthermore, it's light enough to see. I've tried many different blues a number of times, but I always run into issu
That's impressive. Good eyes. Still present in DA 1.80g, but appears to have been fixed (perhaps by accident?) in TA 1.96 (or possibly earlier).