Sole Soul

Sole Soul

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

I can accept that the AI finds me militaristic. I just wish I knew why. If I colonize, if I don't. If I build warships, if I don't. If I build "defenders", if I don't. If I build constructors, if I don't. If I build starbases, if I don't. If I send them freighters, if I don't. If I give them things, if I don't. If I talk to them, if I don't. Considering it's always the one negative thing preventing me from allying with the AI, I'

13 Replies 24,155 Views

The extreme planet frequency slider is a TA-only feature (and only as of 2.x). Sadly, it didn't get backported to DA. If you like, you can go into the raceconfig xmls of each of the races (to be fair-or just yours, if you're feeling mean) and set the five extreme colonization abilities (at the bottom) to 100. Whether you put it as an inherent in the ability slot or as a points-costing ability is irrelevant, since it isn't an option and therefore doesn't cost points.</p

32 Replies 36,743 Views

Thanks again! As it turns out, the modifiers are the same; it's just the format that's changed. Additionally, now you have to replace two empty "tiles" with one bonus tile, since the file size isn't allowed to change anymore, and since a bonus tile is double the length of an empty tile. I'm not clear on whether that was the case before, but without that knowledge, all you can do is crash DA. DA values: Research 100% 80 3F FF FF FF FF 0A 00 00 00 00 F

10 Replies 25,796 Views

Thanks. Things have definitely changed in DA-the strings are no longer the same size. And while I can find some of the same patterns, notably the 803F beginner, I can't seem to narrow down the actual bonus tiles. Just for kicks, inserting any of the values from DL causes DA to error. :(

10 Replies 25,796 Views

I know this has been discussed a few times before, but I can't seem to find any solid info on it. I understand I need a hex editor and my game save file, but I don't know where to go from there, and the save file is somewhat daunting. Anyone? And yes, I understand it will probably (should, rather) cause an MV game to be flagged; that doesn't concern me.

10 Replies 25,796 Views

[quote who="Sole Soul" reply="14" id="2618022"]I can verify that for latest (or even marginally current) DA and TA Ctrl+N does not keep the habitable count consistent.[/quote] More relevantly, I'm seeing an issue in DA 2.x (haven't bothered to look at TA yet, for complex reasons) whereby the difficulty seems to reset (to Cakewalk) upon Ctrl + Ning from any loaded save, whether it be quick, auto, or manual. This bug would seem to remove any ability to do a headcount on planets

22 Replies 13,083 Views

There used to be a bug around 1.95 where the predesigned ships weren't taking your miniaturization level into account (that is, they assumed maximum), but I was under the impression it had been fixed. What version number are you playing?

3 Replies 3,076 Views

[quote]and that was with the orbital command center...[/quote] That would do it-if you had sufficient ships in orbit. The tie rule only applies once combat is resolved; you're seeing the effects of the RNG going your way (sometimes). More importantly, what you're seeing is that he's not destroying you in the first round, but you're destroying him. (All his weapons have fired and you're still alive = tie rule doesn't come into effect if you kill him that round.)

5 Replies 3,738 Views

1) Works for me. Step 1: Research Xeno Ethics. Step 2: Choose Neutral. Step 3: Research appropriate terraforming techs. Doesn't seem to matter if I research the terraforming techs before or after Ethics. I do remember at least one version of the game where Ethics alone did it, without regard for the actual terraforming techs researched, but I'm fairly positive that's no longer the case even in DL. (Do note that I don't play much DL these days, so it's possibl

22 Replies 13,083 Views

[quote who="Randy8401" reply="3" id="2611334"]Well, I ended up attacking a Morale resource next to my homeworld for the boost. Went to war with the owner. I tried to message him to bribe him a couple hundred thousand credits to end the war and I can't speak to him. When can you re-communicate with a race at war? It's been many weeks now. Also.... I max upgraded the morale mine to like +50 and ... I'm not seeing any boost to morale on my worlds. &nb

5 Replies 3,139 Views

[quote who="Mumblefratz" reply="3" id="2609631"]Actually while we're at it I'm sure you know the precise ratios of the cost of purchasing a ship outright versus the cost of upgrading the hull to a complete ship. Can you share this information?[/quote] Part of the problem is it's [b]not[/b] a precise ratio ;) It appears to be approximately (ShipBuyCost-HullBuyCost)*0.6, where ShipBuyCost and HullBuyCost are both derived from (Cost^1.1)*6. For some reason the math doesn'

6 Replies 9,940 Views

Right, I meant DA. I'm not sure how the game treats it-it may have been that it considered it the AI contacting you in DA, and you contacting the AI (which is "impossible") in TA. Upon the normal "greeting event", there's an option to talk to them, and I remember it working in DA, even if I was only a turn into the game, but in TA it tells me I can't speak to them so soon. And no, you can't initiate contact without a UT.

8 Replies 3,932 Views

[quote who="Mumblefratz" reply="1" id="2609503"]You can only upgrade ships to ships of the same hull size but a cargo hull can be upgraded to a large military hull based ship and vice versa.[/quote] Cargo and Large are the same size in DL only; this is not the case in DA and TA and you cannot upgrade a Cargo hull to a Large hull in DA/TA.

6 Replies 9,940 Views

Point 1: The ability to start a conversation with the AI on turn 1 is only available under Ally or Team. Point 2: If you play a Campaign game and subsequently use an Ally or Team member in a Sandbox game as an opponent, you will need to change their relations. Point 3: The AI is not restricted to speaking with you every 8 (4) weeks; it is possible for them to open a dialogue with you the week after meeting you, if not the week of. If you have starting relations other than Unkn

8 Replies 3,932 Views

You allocate spending to train spies from your Domestic Stats. Espionage spending is at the bottom, below your production sliders. There's also a separate tab for espionage, where you can place agents on civilizations (in 2.0), and it shows you the time until your next spy is trained. You don't need any tech researched to start training spies. Building a Counter Espionage Center on a planet makes that planet (and that planet alone) immune to spies.

3 Replies 4,193 Views

There are a few techs that have slightly varied costs depending on the civilization, but I'm not aware of any differences of the magnitude that your experience suggests (aside from NLCs for Torians). It may have more to do with TA's tech-count inflation...at certain points, inflation rises from 1x/2x for non-weapon/weapon to 1.4x/2x, then to 2.1x/4.5x, and finally to 2.8x/6.1x. So if a civ goes for weapons immediately (or planetary invasion), it'll cost them much less than it woul

11 Replies 40,255 Views

You do have to start a new game, yes. In fact, if memory serves, you have to exit GC2 -and- start a new game-it reads the XML files in at startup. As far as I'm aware that tag should be sufficient, but to be honest I haven't tested it. Although it doesn't appear as though the CEC's effect itself is moddable; it looks hardcoded.

2 Replies 2,966 Views

In TA: Approximately 33% more tech cost on Gigantic than Tiny. In DL/DA: Approximately 77% more tech cost on Gigantic than Tiny. But then there's TA's new tech inflation (based on the number of techs), which happens to be more painful than DL/DA's inflation. These numbers are all taken from the most current versions, for what it's worth.

8 Replies 20,717 Views

"Utility" ships are given a modifier in the targeting formula-but as it's only a modifier, i.e. a multiplier, if you don't put any attack on them, they will still always be targeted last. But as far as I'm aware, this only applies to attack and defense modules-the warp bubble doesn't increase it. I was under the impression it would choose the two warships first-I personally remember stationing fleets on SBs to protect them, although I recall hearing stories of it malfunctionin

4 Replies 6,781 Views