Sole Soul

Sole Soul

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

If TA crashes but DL/DA run fine, look into turning off animated components. Also consider disabling enhanced ship rendering and turn off allowing mixed vertex processing mode. These are all under your video options, near the bottom.

3 Replies 3,612 Views

The only thing Motti really did was play it out beyond the classical 12 week game. Still technically a Year Zero. Personally, I still think the 12-week game is a cooler concept.

205 Replies 854,700 Views

[quote who="DisneyDestroyer" reply="112" id="2599153"]Add the ability for techs to have 2 prerequisite techs, at least in a custom (MOD) tech tree. I wouldn't think the code to check is too difficult, although the code to display might be involved. For example, I would like to modify the Thalan tech tree to add multiple levels of adaption, in addition to the standard tech requirements.[/quote] You can code this in by editing the XML file directly via

169 Replies 398,434 Views

I have a not-so-recent DA game (I believe it was in 1.8) with 766 planets (loose), so I'm not sure there's a limit per se (aside from some source somewhere saying a hardcoded limit of either 1000 or 1024 [habitable? Can't recall] planets), but 750 is a good guess for an upper expected limit. I think it's the only one in my testing run I got over 750-though I do recall seeing a couple of 749s.

2 Replies 6,793 Views

My bad; it's cheat, not cheats. I'm also not entirely sure whether the hyphen is necessary. But try removing the s first. Going to edit my previous post-I clearly need to be more careful of what I type.

7 Replies 5,669 Views

[quote who="kryo" reply="1" id="2597935"]There are two versions of that event; the mega event which increases all abilities each turn, and the regular event which increases only one. The latter is generally inconsequential to the outcome of the game.[/quote] Further, the non-mega version is something like 1% per turn or three (I've forgotten the specifics), while the mega event version you've encountered previously, I have personally seen grant bonuses of 4 or 5% in each stat every tu

2 Replies 3,416 Views

[quote who="shuhelali" reply="3" id="2597348"]I tried ctrl + shift + N in ToA, after selecting a planet, both inhabited and also uninhabited, also selected the planet surface. Still nothing. Am I doing anything wrong ?[/quote] Ensure you have cheats functional-a shortcut to the game executable (not the launcher) with -cheat appended to the path. And Ctrl+Shift+N only applies to TA 2.x; TA versions prior to that, which do not have the planetary governor, still use Ct

7 Replies 5,669 Views

[quote who="Xrati" reply="1" id="2596815"]Control-P adds one to planet quality. To keep going, keep using the keystrokes. THEN colonize it.[/quote] Ctrl + P is the planetary governor choice in TA. Planet quality increase has been remapped to Ctrl + Shift + N (TA only). And in DA and TA, it works both before and after colonization. The only inconsistency I'm aware of in this regard is in DL.

7 Replies 5,669 Views

[quote who="Mumblefratz" reply="9" id="2594665"]I think I have a good idea of how to get going on DA, and perhaps I may even provide a slight amount of competition but I don't think I can really compete with playing as the Arnor against 9 Dread Lords as you can in TA with extreme ARC.[/quote] For what it's worth, Mumble, the game you're referring to is a DA game, not TA. ;)

18 Replies 65,359 Views

1. Except in TA, where Creativity gives you a small chance to instantly finish researching the current tech-but only so long as you're actively spending money on research. Most Technology Victory techs are excluded from Creativity, as well. 2. You can't do a direct compare within Galactopedia , but you can open multiple windows of it and compare side by side. 3. Starship quality is an attack bonus.

4 Replies 6,183 Views

[quote who="Loupdinour" reply="3853" id="2578330"]~looks around sleepy-eyed and smacking his jowls~ Hrm, what I miss in the past... (flips the calander a few times, then replaces it) 5 months?[/quote] Welcome back! It's only fitting that you should be greeted by someone who was gone longer than you :)

4,025 Replies 11,860,564 Views

Population & Approval In short, if the planet is too low of a class, its population will stop growing. Additionally, if the planet's approval is between 20% and 40%, it will stop growing. There is not, to my knowledge, a maximum population growth, although there once was in DL.

3 Replies 3,190 Views

Certain techs, as well as certain improvements (Arcean nav center in TA, hyperion shipyard, gravity accelerators trade good) give a +1 passive bonus to speed. In TA, the base speed is raised to 2 as well. Furthermore, +1 speed only costs 5 points, and the only race that only has 7 points to spend is the DL/DA Torians. Last I checked, the TA Torians were updated to 8 points, and the Thalans have always been 8 points. Custom race, which is generally regarded as the best

6 Replies 6,720 Views

Generally the first step for newcomers to TA is to turn the difficulty down a notch or two. But if you're on Beginner or Cakewalk that wouldn't help much. :( And to be honest beyond a certain point it's not a beneficial tactic as sub-Normal difficulties get an economic bonus that you won't have once you switch back to your "normal" difficulty. One thing in particular that TA players advise newcomers on is to leave planets largely unused-don't build anything on them, or with

8 Replies 6,820 Views

Not a bug report, and not possible. Sorry. You can change the name in the raceconfigxml, but the savegame saves the raceconfigxml, among other things, that was used to start it.

2 Replies 3,414 Views

[quote who="Maiden666" reply="41" id="2529181"]Super Projects should be rebuildable. For example, if my Political Capital planet has been occupied by enemy forces I should be able to choose a new planet for a Political Capital.[/quote] In theory, sure, but this is incredibly abuseable, and you and I both know it. 1) Build super project. 2) Trade planet to ally. 3) Build same super project on new planet. 4) Trade new planet to ally. And it just goes on

169 Replies 398,434 Views

[quote who="GmOOnii" reply="3835" id="2527979"]I just tried to play DA and it crashed on start up. Has anybody else had this problem and if so, how did you fix it???[/quote] You mean before starting an actual game? Check your settings in your prefs.ini...see if anything's fishy. Maybe just delete it so GCII can create a new one with defaults, if you don't want to bother reading it. TA works fine?

4,025 Replies 11,860,564 Views

Somehow this one didn't get mentioned yet: Add a global toggle to disable auto-upgrade of improvements. Perhaps the auto-terraforming toggle can get a global switch as well, while you're at it, but that's somewhat less annoying. Ideally that single fix would be backported to DA and perhaps DL, but anything is better than nothing. - Additionally, please look into the tech inflation changes that were made from DA to TA; many of us (but not all of us

169 Replies 398,434 Views

I (and others) were under the impression that GCIII, when it happens, will have multiplayer, due in part if not entirely to [talk of] it being built with the same engine as Elemental. I haven't seen any evidence to refute that position, but I haven't been paying a lot of attention lately, so a clarification, if possible, would be nice. But of course, GCIII is still a ways down the road ;)

2 Replies 5,080 Views

[quote who="NitroX infinity" reply="22" id="2526963"]1) Hardpoints; have a look at all of them, a bunch are inverted or off by a few degrees (mostly applies to hulls but some extra's too) Some extras have hardpoints that hang below them, completely unattached to the part itself. 2) The 'box' hulls have the hardpoints pointing forward. I would like to see this changed to all hardpoints pointing away (at a 90 degree angle from the face it is on) from the hull. The hardpoint inside th

169 Replies 398,434 Views

Points of clarification: -MAD (mutually assured destruction) tie rule is based on attack per ship -Round limit tie rule is based on the formula Maiden referenced: sqrt( ( 2 * Attack ) + Defense + ( Current HP / 2 ) ) -Ship to ship combat ties are determined after 50 rounds -Fleet to fleet combat ties are determined after 300 rounds [quote who="Maiden666" reply="13" id="2505020"]Thinking about this thread last night I had a strange idea: What

18 Replies 70,642 Views

[quote who="WIllythemailboy" reply="1" id="2498533"]No, but there is now a slider to let you control how frequent they are. Perhaps it got adjusted during the reinstall. Start a new game and check to see it hasn't been set to "none". The slider is IIRC near the bottom on the left side of the first page of set up.[/quote] I'm fairly positive this is a TA-only feature that did not get backported to DA... At the very least, I can't find a specific reference to it existing in DA i

10 Replies 11,843 Views

[quote who="0rion79" reply="14" id="2509667"]Pobably they did to prevent confusion and loose "power" upon game's updates. Indeed, it is very strange that they never cared to fix those little, big things! But now that you have spoiled me some hint, I must admit that I really don't understand the logic of Embassies and tiles with influence bonus. If both of them use percentage values, then those tiles are basically useless, aren't they?[/quote] No. [quote who="Sole So

24 Replies 16,445 Views

[quote who="KzintiPatriarch" reply="3828" id="2508609"]Welcome to our newest warrior, Brock Sampson! If there is no MV in GC3 (as has been hinted) I'll still play, but it wont be as interesting. They should seriously conisder creating one. Sentient species taste better...[/quote] Perhaps more interesting than an MV, and more interesting than the fact that I can quote again, maybe GC3 could have game stat ladders, either standalone or in addition

4,025 Replies 11,860,564 Views