It wouldn't be so hideous if you were playing Super Breeder. Even the starting 250m pop can grow fairly fast with that 8x bonus (effective 4x bonus due to it replacing a 2x). Sorry, OT. Welcome, dc_alpha. When can we expect dc_beta? ;)
Sole Soul
Just tested this in TA Beta 5. The prompt was, as I thought, due to being of an identical ethical alignment as the Altarians. I said no and am still allied with both of them. You still do not get prompted to uphold one or the other of your two alliances when your allies go to war, as it should be. That said, if it wasn't an alignment-based prompt, there is something severely wrong with one of our games. And I still like the idea of talking your allies out of going to war wit
[quote]It's far better to have and not need than to need and not have.[/quote] The same could be said about SDC itself. Bugs are fixed, patches are released. But I understand (I think) your views on it and am not trying to force you to use it. - I'm going to have to agree with Mumble on exporting that registry key, though. Just in case.
This is how it's always been, and is unlikely to change. The 75% discount to factories doesn't apply until it is put in the build queue, and to be honest I'm not sure it'd be worth the coding time to fix it so that it is applied before then. My only question is if you can play around this like all of the rest of us have been doing or if it necessitates fixing in your opinion. As a note, the 75% discount is to base cost, so you won't see a 75% discount in the rush buy cost (in
Admittedly, I don't play Metaverse, and I'm not in the MVL, but Mumble may remember my comments in the thread he linked, and I feel this may be an appropriate place to insert my opinion on it as well. If not, well, feel free to disregard it. I understand that ARC is possible within the confines of the code, but it seems to me that it shouldn't be; that is, it was unintended. It makes sense that if it was intended, it would be doable from within the game itself. I like having
[quote]Let's try flipping it around for a moment. You pick the attributes. Then I'll pick the universe scenario, race, and method of win (influence, war, diplomacy, technology). Do you honestly believe that your attributes would always be the "best" regardless of what I pick?[/quote] Yes. Not the OP's, though. And before you throw a scenario at me, I'm not taking the time today to design the "best" race; I'm too busy having fun playing the game. ;) [q
You may also want to consider the existence of the civilization capital or the initial colony. Given that the initial colony provides 16 industry and most if not all base industry buildings provide 4, you only need 6 more factory buildings until the 10% begins to pay off. With a civilization capital, this drops to a mere 4. This is without even considering mining bases, but we won't go there. Particularly in the colonization stage, that could be a useful building to have on y
In DL+DA, you don't get the extra tiles for a racial PQ bonus when conquering an already colonized planet. At least, last time I checked. I have yet to check this in TA, but I imagine it is the same. While this is probably a bug, it's fairly long standing and I don't imagine it will change anytime soon. Again, though, haven't checked TA for this yet. PQ that is lost due to invasion tactics is unrecoverable by any means whatsoever.
Not really-I'd just mod the .raceconfig/.customracexml personally, as that leaves the RaceConfig.xml intact in its original form. IIRC, you can do everything in it you should need to, even changing the super ability/etc. And this makes it so all you really have to do is save with the same name if you want to modify it later. You can create whatever customs you want, name them what you want, and just load them in the Custom Race slot when you want to use them, if that's what you're after.
Hive: Factories (buildings that give x industry, but not buildings that give x% industry) cost 25% of the "real"/base cost to build. This also applies to rush buying if you put them in the build queue first; per the rush buy formula of base cost^1.1 (and then truncated) * 6. Breeder: 8x bonus to pop growth at 100%, as opposed to the normal 2x. A better way to think of it is just to factor a 4x into the complete formula-that's how I think of it, anyway. Note on Diplomat: 4 tur
Random Access Money. I like it.
You might try deleting the appropriate .raceconfig/.customracexml in the game folder in My Documents\My Games, if it exists. The game will use this one rather than the base (IIRC, anyway), so if you're modding the base, whether it be with the actual file or via a mod folder, you won't see the results. Alternatively, you could just mod the .raceconfig/.customracexml.
Download [link="http://files.filefront.com/Keyreg/;9530968;/fileinfo.html"]this[/link]. Open it via Notepad to take a look and/or run it through your favorite virus scanner if you like; it's clean. Close SDC, double click the .reg file, run SDC and update (it should report your version to be 1.7 before it does the update, that's what the reg file does, so that it will properly update). Obviously have the game closed while you're doing this as well. After it updates, run the game and
[quote]So this ascension victory replaces the tech victory? I must say I have my doubts. I liked tech victory because it made turtleing a valid way of winning the game. If you have to occupy all these crystals, doesn't that essentially make it victory by maintaining naval supremacy over the most part of the galaxy? Ie, not much different from a military or influence victory.[/quote] It doesn't replace tech victory-that's still there. You're pretty much correct on the rest of it, though
Post your debug.err? As an attachment would work better than copy/paste, but whichever way you can do it. (This is probably the next thing someone from Stardock would ask you as well-in fact, it may well have been the first.) In the appropriate folder in My Games in My Documents, IIRC, except possibly for the base game. And I'm really starting to get the feeling a new thread should have been created for this, but oh well. I don't know why your ships are falsely repor
The .reg sets the registry key Version to 1.7 so the game will properly update. I haven't yet seen anyone (that I can remember) who can't update/gets the wrong update after that. It surprises me that when it crashes it is apparently reporting the version number in the registry, rather than that of the executable that caused the crash (which quite simply almost certainly must be 1.80e), but that just means the update didn't complete, for whatever reason. Try going to Tools-->Settings--
[quote]Looks like the year at that point in your game was 2234. Indeed, it is impressive any minor race lived that long. If they arent dead by the first 1 or 2, I usually do it myself for a juicy Class 15 planet[/quote] I kept them alive because they were close to the Torian home system and they were beating the living crap out of them (after little old me paid them to go to war, of course). They never invaded (or at least I think they didn't), but the space battles were pretty aweso
1b) Update to 1.8g-you're running 1.8e that reports itself as 1.8g. Use [link="http://files.filefront.com/Keyreg/;9530968;/fileinfo.html"]this[/link] and then re-run SDC (close it first) and update. It's a simple .reg file. You can open it with Notepad to see what it says, or run it through your favorite virus scanner if you feel the need. It's clean. I felt it necessary to make it because I got tired of typing up the instructions to manually do it every time someone finds out they
[quote]I don't know when I'll get a chance to backport the fixes. [/quote] Well, I was hoping for a timeframe, any timeframe really, but I understand that an estimate might not be possible, for a multitude of reasons. I just want to thank you again for those fixes (as well as all the others)-from my point of view, in particular the civ manager stats screen crash and rounding error. And didn't I tell you all to take the week off? ;)
[quote]I think the main flaw in the tech tree system as it is (if I should put on my critics hat and be mean) is that you cannot have multiple tech requirements for one tech.[/quote] Yes, you can. Both of the prerequisite techs will specify that they unlock the specified tech, and you actually do need both of them to unlock it; the single problem is that tech a will not inform you that you also need tech b to unlock tech c and vice versa. I've heard at least one other person s
Since this is the Altarians we're talking about here... Are you -positive- you didn't just get a prompt to go to war with the Terrans because you're of the same ethical alignment as the Altarians? I just re-tested my DA 1.80g game and discovered that I do get an ethical war declaration prompt, even when both are allies, but I can click No on it and both alliances are preserved. (I'm aware this isn't TA I'm using to test, but the point is still valid; I'll be glad to fi
DA 1.80g I just had a test game where I was ensuring that you didn't get a prompt to honor/terminate an alliance if two allies went to war. So I decided I'd go ahead and sick everyone on the Altarians when I was done with that. This worked fine for the Arceans-a bunch of races attacked them, I don't remember who. Then it stopped working for all subsequent races. I've tried giving them all Xeno Ethics, and they've all now chosen their proper ethical alignment, but I s
You can set relations with any of the AI races, up to Team, on the opponent selection screen. IIRC, relations this high become unavailable at a certain difficulty, but I don't remember what, as I've only used it two or three times. See if you can turn the starting relations down? My apologies if this is obvious.
Huh? I'm missing something. I haven't played as much TA as most, but I remember from DA having alliances with all remaining civs (diplo victory disabled for more destruction), key word -remaining-, and having one of them declare war on another. I got no prompt. Also, as a note, just tested, and in DA there is no prompt when two allies go to war...or more, for that matter. I do like your idea, though.
You can't spy on the minors; correct, but you can sure as hell trade with them. And it's often a better idea, as far as income is concerned, as minor (other than the Snathi...rotten little squirrels!) will rarely if ever go to war with you. Diplomatically, though, it's still a decent idea to have one trade route with each civ you're not going to immediately go to war with.