qrtxian

qrtxian

Joined Member # 4042583
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Part 6, continued The war continued into the summer of 2231, with battles mostly going the way of my alliance. The Iconians launched a suicidal attack on one of my starbases, with predictable results. Task Force 21 destroyed another Iconian defender at the Carinoids Cluster colonies. <img src="http://i1230

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I generally go with the second least popular among the computer players, so I can still try and trade some. In particular, I've noticed that minor races almost unfailingly all go with the same weapons type, so if I haven't developed weapons before they do, I'll tend to go with that type.

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[quote who="Quitch" reply="15" id="3033977"]What difficulty is this game on?[/quote] Tough. Part 6: The Iconian War continues A few notable events occurred as I resumed the game here. The Krynn declared war on the still-unknown Korath Clan: The Torians sent me some friendly greetings: <img

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[quote who="MarvinKosh" reply="241" id="3033437"]I've played it out and they seem pretty solid, so long as you use personality 11.[/quote] I personally find the Drengin work much better on personality 8, though I'm admittedly using a different mod. They also seem to play more "Drengin-like" then what they're like on 11.

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[quote who="GW Swicord" reply="12" id="3028763"]Thanks for making me feel "special" with your 'thoughtful' reply.[/quote] I'm not entirely clear on why you saw that as insulting - all I was saying was that there is, as far as I know, no unique quality to minor race homeworlds that gives them a large influence boost beyond what you get from the combination of their homeworld status and high PQ.

16 Replies 67,579 Views

Homeworlds have a high influence value, as do high-PQ planets. Since minor homeworlds tend to be pretty high-PQ, it only makes sense that they give you a huge influence boost - there's nothing "special" about it.

16 Replies 67,579 Views

No. I call it "illegal time travel" and will not do it short of something that is literally fatal to the game (for instance, the time the Dread Lords appeared with a nonexistent ship and crashed the game).

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Part 5: Let slip the squids of war! As 2231 continued, relations with the Iconians steadily worsened. I'm honestly not quite certain why things remained so hostile, but by this point I had abandoned all hope of a diplomatic solution. The Iconian military was slightly weaker then mine, meaning that it was unlikely they'd fire the first shot, but as my civilization was now leaning Good, I was reluctant to start anything either. In retrospect, given the r

132 Replies 472,802 Views

I've had the Dread Lords mega event seven times: 4 on DA and 3 on TOA, and I can say that they are definitely a serious danger if allowed to build up on TOA. I think that they have been improved, but the bigger factor is tech inflation: given that military technologies are hardest hit, the possibility that a civilization will be strong enough to deal with the Dread Lords easily by the time they show up is remote. Leaving the DA games - where they were always easily dispat

18 Replies 21,455 Views

Actually, things cooled down around this point. Part 4: Allying with the aliens, redux With the end of the Drengin-Altarian war, the only race engaged in wars of aggression was now the Torians. Still, tensions remained high between the Alliance and its Drengin and Iconian rivals, so I figured the time was right to start seeking some allies. The Torians were too powerful to realistically court, so that left the Altarians and Korx, both of whom were sti

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As it appears discussion has ended among the councilors, I believe it's time to request Commander Mekoides to provide a ballot - clearly, we will not have a universal consensus this time as in past sessions.

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I have to say I really dislike the Iconian. They're one of the more alien-looking aliens in their default form, but the one you created looks a lot like just another Star Trek bumpy-header. Some of the others are nice, though.

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[quote]On selecting my planet i have no buildings, the default ones like a factory, research etc seem to be missing?[/quote] The Thalan tech tree is another unusual one - you aren't supposed to have the default buildings. However, there should still be some available - if you have literally no buildings, then that could be a problem. I also can't account for why your ships reverted to the Terran style.

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I don't know how many people noticed this, but between the original GalCiv II and Dark Avatar, the Thalans lost their unique diplomatic music and got a copy of the Iconian theme. It can be restored with modding, but I've always been curious - was this some kind of error, or deliberate? It's also interesting to note that the theme music for minor races changed at the same time, going from the Iconian theme to that of the Terrans. The only exception is with "pop-up" minors l

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Aldera(a)n just has no luck. Recently I played a TOA game that, for once, lasted long enough for me to research and build a Terror Star. Since I had never actually used one before, I decided to "test-fire" it on an uninhabited system in my space. That system? You can't make this stuff up. The really funny part is that thi

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In TA, at least, if their Organic Materials tech line is followed to its end, the Iconians can get a pretty incredible repair ability. Along with their Precursor Libraries, it's one of the main reasons I consider them playable despite some really bad economy issues.

11 Replies 12,493 Views