Hiya, I've never used the Metaverse before, but with a bunch of offline games under my belt now I thought I'd give it a shot. going to the Metaverse site and trying to create a character, I note that it asks for a serial numer? What serial number do I need to put here? I purchased the game through SDC, and don't recall ever having to enter a number. how can I find the number I need?
Meserach
It strikes me that what actually needs revising is the text that pops up when you start a Thalan game (you know, the "Sistersssss, Brotherssssss" stuff) which at present does not at all acknowledge that they've come from the future. Same for the text they get when they build their first colony, etc.
The turn processing itself is actually very fast - what takes the time is, as you say, it doing all of your ships autopilot moves one at a time. (Most foreign ship movement appears to be executed more or less simultaneously?) I really noticed this in my most recent game where I had a fleet of 30 or so very fast ships set to auto explore all racing around the galaxy trying to hunt down the Korath's Ascension crystals. Once I found and dealt with it, I decommissioned the ships and turns t
[quote]wait, 1.95 patch is the same as the 1.92 alpha patch?[/quote] The OP says the 1.92 alpha is "a preview of [I]some[/I] of the changes". Hence I'm interpreting this to mean there are some other changes in v1.95. Not the Word of God, of course. :) It'd seem strange to change the version numbering for something that had no additional changes...
My theory on this: the -1 to speed is mostly a huge negative in the early stages of the game. Later, once you have navigation centres up and running, it's not nearly so bad. It's mostly in the inital colony rush that it hurts you. So an idea: Give the Stellar Forge a +1 to speed for ships built on that planet in addition to it's current bonuses (does the "ship quality" bonus even work?). This would offset the problem provided you rush the Forge.
Using the lock button helps a lot with adjusting the sliders to be just the way you want them.
With the research bug due to be patched this week, I'd say it makes a lot of sense to buy it now if only to let the download run. :)
Great! Thanks so much for answering these queries directly, that's a big help. Half the time it's just trying to work out what's intentional and what isn't which cause confusion. The only other thing I would say for definite at this point, since you didn't deal with it in your answer above yet, is to please consider the situation with the mining starbase upgrades if there's time. (Mind you, getting something out for the tech inflation bug asap probably ought to be the priority). <br
Actually it does. The latest version anyway. I myself am personally using it right now to look at the supposedly unavailable entries mentioned in the OP.
Both the Iconians and the Yor lack the government techs. I'm uncertain at this point as to whether it's intentional or not. It makes sense from an in-fiction perspective, particularly for the Yor, but it also removes a chunk of strategy from the game for these two races (they never have to think about elections), and hurts them economically. I'm not certain their own economic properties are good compensation for the loss: * the Yor get their Efficiency Studies techs (lots of inhere
I certainly consider TA a worthwhile purchase, but there are bugs and a number of niggling flaws/omissions. The most crippling one is one I haven't myself noticed but does seem to affect a lot of people, which is the technology cost inflation bug which makes technologies increase massively in cost. It is possible I might simply not have noticed this was happening to me. The Mind Control Center is still broken, although now it does nothing rather than it's previous effect of giv
The word (in the post entitled "The post-Twilight road map") is that we should expect a patch for bugs and noted issues in "early June" (this will be v1.92). Then "probably in July or maybe early August" v2.0 will be released, containing the Espionage overhaul, additional graphical improvements, and "love" for the Metaverse. Presumably there'll be some other patch-type stuff in v2.0 as well. Updates beyond that point are sales-dependent. https://forums.galciv2.com/?AID
I am unaware of any way to convert starbases between types. I am reasonably sure that destroying a starbase you own cause the cost of subsequent starbases to go down: that is, the cost of a new starbase is based on the number you have presently active.
D8alus: I think some of them are just there for flavour so you can read a little history of the race. Also, I can kind-of see the Altarians not getting as much good stuff for neutral and evil as they do for good, given that they are already directed towards good by default... that seems like it might be intentional. I dunno. Personally I'd like all the ethics choices to have their rewards for all the races, but that's a complaint for another time. :) drish311: While developer i
I( don't know what that is, but I have seen something similar listed for my own abilities: some ridiculously huge percentage, but in my case with a caption like "Base Trade Routes" or something. It was a bit confusing, but it didn't seem to actually have any effect on anything.
I'm also wondering to what extent some of the races lacking certain trade goods and Galactic Achievements is intentional and how much is just an oversight.... real hard to be sure on that one. In any case it's clear that balancing work remains to be done, but I'd like to see the really obvious errors as above corrected first :).
[quote]Answer is: All of these things (1,2,3,4,5,6,7) are intentional. They're part of the new game strategy .[/quote] Logicsequence, they're really not. I can absolutely cast iron guarantee that 2) is a mistake, because without Battle Stations Mark I the Thalan can't attain any other offensive starbase modules of any kind at all, which immediately renders many of their other upgrades (some of them UNIQUE to their tech tree) utterly useless. They still have Battle staions Mark II, II
The Thalan lacking Battle Station Mark I is definitely a mistake that'll hopefully be rectified in the next patch. I'm actually pretty sure that the lack of resource mining/economy starbase modules is a mistake rather than a deliberate decision. It affects almost all the races with non-standard production tech trees: the Iconians, the Yor, the Thalan (although they do get one upgrade as part of their Hyperion starbases tech) and the Korath (although the Drengin get their own special sta
Thanks, this is a really useful program! NB: Among it's many useful features, this makes it super easy to see which races are missing starbase modules they ought to have.
1) Fix the Mind Control Center to give the planet flipping bonus. (This should probably be done for Dark Avatar and Dread Lords as well.) 2) Fix the Thalan tech tree to allow access to the starbase module "Battle Stations Mark I". (Probably add it in as part of their pre-existing "Defense Industries" tech.) 3) Fix the Korath, Iconian, Thalan AND Yor tech trees to allow access to improved starbase modules for resource extraction and production bonuses. (Either add the upgrades a
Twilight of the Arnor is really cool, and I really dig the new race specific tech trees. But, there are a couple of obvious flaws in the trees, many of which have been talked about before on the forums here. I wanted to gather together all of the gaps, flaws and bugs in the tech trees into one place, partly so I could work out what was definitely a mistake and what was actually intentional, partly to help out people looking for information, and maybe to help the developers out too! <br