Sole Soul

Sole Soul

Joined Member # 2990073
5 Posts 905 Replies 1,124 Reputation

DA 1.80g Debug Message: Overran end of MemBuffer. ASSERT ERROR in file .\Source\memman.cpp at line 1245. I'm not positive that this isn't my own fault, as I was attempting to load a couple of games that may very well be corrupted. Though they look all right in a text editor, i.e. they aren't just a bunch of squares/etc, I don't know enough about their content or how to read the parts of them that aren't plaintext to know for certain that they're valid savefiles. All I kn

0 Replies 1,350 Views

I was under the impression when you reached the final stage of researching a tech victory, the AI would add a - "We know what you're doing" to the relations. I'm also fairly positive I have actually seen the AI pop up a notification about it, but I could be dreaming, or have confused it with something else. Even if you leave empty planets behind, they should still react to it-you still win.

4 Replies 4,376 Views

[quote] Probably the closest I've ever gotten to this is a 700% research AND a 700% manufacturing tile on my home planet Actually I've long considered this to be the "holy grail" of starting planets and have never heard of anyone ever having one. Do you happen to have an endgame.sav or other save that you could post a screenshot from?[/quote] I wish...I had the savegame, but, long story short, I lost the data on that drive, and it

37 Replies 24,651 Views

It's just a shame (I think) that it's in DL, where colony ships (all ships, really, but colony ships in general), due to engines, are substantially cheaper. Probably the biggest thing that annoyed me back when I switched to DA from DL was that Impulse Drive has a base cost of 400 now instead of 100. Makes it substantially harder to get in the first month or two. I've been seriously considering the Korx system as my home system for DA, though-having two planets that can support

37 Replies 24,651 Views

[quote] This way you do maximise income, and you get a high population (which is good for score) however, you do run at a fairly low moral. No problem though, just keep an eye on elections and drop the tax for that week only, voters, true to form, have a short memory. That fact has annoyed me for while now: You can run 40% morale and only lower taxes just before election, and the people vote as if you had been doing that the whol

20 Replies 11,588 Views

I love your mothership design. That is AWESOME. And it looks pretty good, too. While it's not strictly relevant to the topic, I feel it necessary to comment on the HP modules. I like the idea of the HP boosting modules, but I don't like how they're implemented. It seems to me to take away quite a bit of the flavor, as well as the usefulness, of the starship graveyard anomalies-why hope for an extra +4 when you can just build it? More to the point, however, is that in TA's early gam

2 Replies 8,177 Views

@vornskrrr For TA, as mentioned in the post that Loupdinour linked to: CutThroat Competition for the Korx, no alignment necessary, 25% bonus. Hyperion Fabrication for the Thalans, neutral specific, 25% bonus. Choosing Neutral alignment via Xeno Ethics, 25% bonus (works). -description for neutral alignment specifies ships; does not mention planetary improvements, yet affects both. For DA: Choosing Neutral alignment via Xeno Ethics, 25% bonus (does not wo

10 Replies 7,072 Views

Nice thought, Loupdinour, but you're missing the point. An NLC costs 500 to build. Rush buying it costs 5580bc. It seems to be BuyNowCost = 6 * BuildCostFactor where BuildCostFactor = BuildCost ^ 1.1, rounded down. i.e. 500 = 930 x 6 = 5580. Incidentally, the Overlord design in DA costs 400 to build, and 4368 to rush buy...even when I'm neutral. So I'm going to call that a bug. Neutral in theory gets a reduction on rush buying ships, but apparently not planetary improvemen

10 Replies 7,072 Views

[quote] We do not currenly have a game setting that allows you to turn "Tech Stealing" off (like we do for "Tech Trading") on the galaxy setup screen. It's not a bad idea though, I'll toss the idea around the office and see what everyone thinks. Yes please. So I tossed it around the office and no one had a problem with putting it in. So we implemented it. Now that i

12 Replies 5,411 Views

[quote] We want people with 5 year old systems to be able to play the game easily (and I mean play it VERY easily) but at the same time allow players with the latest DirectX 10 cards to get an incredible visual experience too. ...does that mean it will support Windows 2000 as well? <img id="ImageResize_Image_10" onload="ImageResizer.createOn(this);" src="http://images.stardock.com/smiles/BigSmile.gif" align="absmiddle" border="0

63 Replies 48,681 Views

[quote] I have the same problem, and I've been having it since the game originally came out. Sorry for dragging up an old thread. And also, sometimes one of the sliders is greyed out. I'm serious. You can't use it. This is in TA; I'll post a screenshot later. [/quote] It's locked. Click the icon to the right of the slider to toggle the locked state.<b

9 Replies 7,585 Views

The cap on native morale (at 100%) is after depreciation by population. At 20B, you're looking at a -66 or a 0.34x factor, which leads to your morale still improving up until about 294% racial morale. Assuming you take at least a 10% morale racial pick, or have it naturally (and why not, at 1 point, it's SO CHEAP), that's -only- 5 morale resources, with all morale trade goods and all morale techs. On a gigantic map, I'd expect 4-8+, so I wouldn't be too surprised at you noticing that you hit

20 Replies 11,588 Views

One farm per planet. None on civ capitals (your homeworld, homeworlds you take, minor races' worlds). Two farms on colonies after you get all your morale tech/trade goods in gear, and snag all the morale resources you can. Again, none on civ capitals. Particularly in smaller games, you won't get enough morale resources to justify putting two farms on a planet. Note: When I say "farm" I mean Xeno/Intensive/Advanced. I don't count the basic farm; Xeno is cheap enough (tech AND buildi

4 Replies 3,042 Views

1-The bonus is on a planetary basis, regardless of whether or not you're Torians/Super Breeders. If a planet is at 75% approval, it grows at a 1.25x rate. At 100%, 2x. At 100% with Super Breeder, 8x. It's really that simple. Your overall approval only matters for elections (and, arguably, only two weeks per year, as they're biannual). 2-That depends on what your morale bonuses are, both racial and structurally. The higher the population, the more of a penalty you incur for the mor

4 Replies 3,042 Views

How do you keep 20B populations happy in DA, DA? I have difficulty ensuring my 16B civ capital worlds are as happy as my other planets, even with the initial 40% morale...that -48% to approval is painful, particularly as it also factors in as an x0.52 factor to both racial and structure morale bonuses (on a planetary basis). Fortunately, the PQ11 (also known as PQ10+) bonus is immune to this effect. However, I'm honestly not sure if it should be. Though, I don't play on anything larg

20 Replies 11,588 Views

There are, in essence, three types of invasion. One: You see a minor and you need that class 15 world, because you're on rare/rare habitable/planets or whatever the case may be. You get in and out fast, and you build what you can on it because you need the real estate that badly. Incidentally, it also frees up the three mining resources they just so happened to get within 5pc of their homeworld. Two: War. In general, you're probably not going to want to bother to build up wo

12 Replies 7,688 Views

Resource mining starbases add to your racial bonuses, so it doesn't matter if any planets are within range. Xinathium Hull Plating is a trade good and adds +15% hp to all of your ships (as a racial bonus). The Omega Defense System doubles the hit points of ships [B]in orbit[/B] around that specific planet. There may have been one more building that gave hp in some way, but I don't remember. Tir-Quan Training adds a soldiering bonus to your racial abilities. This means it app

3 Replies 4,046 Views

You might try Mass Drivers. Damage to the planet/improvements only occurs if the invasion succeeds, so you could just plan one or two to fail, but it doesn't really matter as they'll be dead anyway. Build the Tir-Quan training if you haven't already; unless an AI snagged it. The Dread Lords don't actually have any of the soldiering techs, so they can't build it, if memory serves. And I'd say probably 5+ transports of 2/3/4k a piece invading in a single turn, though I

8 Replies 6,741 Views

Well, holding an 85% approval tells me your taxes are too low. No, seriously. Due to the way the game works, you only need >50% approval to A) grow pop (actually 41% or better at 1x rate, 75% or better at 1.25x rate, and 100% at 2x rate) or B) the single week that an election takes place. I threw an idea out there of having mini-elections each week, but thus far no one has even commented on it. As it stands, the system can easily be abused in this way, and I don't know anyone who doe

8 Replies 5,027 Views

[quote] A word on alliances (it's a treaty, too): 1) alliances are available only if both you and the other race have researched alliances, and 2) alliances are only available with other races that share your same alignment. Otherwise, there is no limit to the number of alliances you may have. <img id="ImageResize_Image_2" onload="ImageResizer.createOn(this);" src="http://image

15 Replies 9,492 Views

I really like the CanBeTraded and CanBeStolen tags. However. While Spore Weapons (in both TA and DA) can neither be traded nor stolen, Germ Warfare, its prerequisite tech, can be stolen (but not traded). (Unless I'm missing something.) So if one were to invade the Korath early on, one could walk away with Germ Warfare and then later research Spore Weapons. Obviously with the unique tech trees that TA brings, this is less abuseable; possibly not abuseable at all-I hav

2 Replies 1,579 Views

You're actually running 1.80e. SDC had a bit of a fluke where it treated 1.80e as 1.80g (and thus set the registry key as 1.80g). I'm not sure that's exactly how it happened, but as far as I can tell it's functionally identical to the current situation, so we should just be able to proceed from there. If you change the registry key Version in HKEY_LOCAL_MACHINE\SOFTWARE\Stardock\Drengin.net\GalCiv2\DarkAvatar to pretty much anything other than 1.80g, it will properly recognize that it

3 Replies 4,777 Views

[link="http://memory-alpha.org/en/wiki/Korath"]Korath[/link] Somehow, I doubt anyone's going to be concerned about a single scientist's name. Maybe I'm wrong. -I think I'll go find that Voyager episode and watch it, though-just to be sure.

9 Replies 16,887 Views