[quote]Looks great. One question with the feature list. What ever happened to the "right of passage" treaty? Is that going to be implemented or considered abandoned after no one could come up with a satisfactory way that it would work?[/quote] We're not going to do the right of passage treaty.
CariElf
[quote]Blast! Stardock, reveal your secrets to me! What is your yet announced project going to be! I demand you to answer me because:1. I'm a fan.2. I'm no threat3. Because I know deep down you guys are alright. With maybe the exception of Brad.4. Please?[/quote] It's going to be a turn based land based fantasy strategy game. And that's all we're allowed to say. :)
[quote]...as oppose to giving 100% econ bonus as it does now.[/quote] Actually, the 100% econ bonus is just a side effect. The Ability type is not specified in the file, and the ID for the economics ability is 0, so it's obviously defaulting to that. However, the comments in the code that uses the mind control center seem to indicate that the code is intended to make it LESS likely to flip planets as opposed to the description, which says that it makes alien planets MOR
Ok, it's showing up for me. From what you're describing, it sounds like the model file failed to update correctly. This can happen if you attempt to update while you have the game running, among other reasons. The best thing to do in this situation would probably be to do a full re-install of the Twilight module.
I think that I have this fixed.
The bugs listed here are either fixed or unreproducible + Cultural revolt from spies when not in alien influence area? ([link=" https://forums.galciv2.com/?forumid=421&aid=169159"]Link[/link ]) [quote]Playing as the Iconians. Got a foreign agent on a Precursor Archive and a few turns later I got a GNN notice that the planet is revolting because of Terran cultural influence. As you can see from the screen
It's the minimap and graphs code. Dark Avatar and Twilight have been updated to work better on Vista, but we haven't had a chance to update Dread Lords yet, and we won't at least until after Twilight is done. If you hide the minimap and context area your framerate in DL should improve.
No, military conquest is never off. There is a bug on the Victory Status screen though where the values are switched. We've fixed it here, but the fix didn't make it into Beta 6c.
What race are you playing?
The AI doesn't even check the victory conditions. It's always going for a military conquest, unless it sees that you're going for a research victory, and then it will try to beat you to it. As for the ascension crystals, the AI won't try to get acension crystals unless certain conditions are met, like it has enough military strength, etc.
[quote]If you click an AI's planet and go into the domestic policy screen and adjust any slider, you can see that planet's buildbar and adjust your strategy accordingly.[/quote] I've fixed this, now that I understand what you were doing. :) [quote]Actually, I get crashes when I switch to a different app while TA is still loading. If I wait until loading of a savegame is complete, everything works fine.I'll see if I can get a reliable crash log the next time it ha
Brad's changes aren't in the final beta. You'll have to wait until the game is released to the general public.
[quote]I've been having a lot of problems with minimizing the game and then it crashing when I try to return...anyone else had that problem? Chances of it being looked at...?[/quote] Are you getting a little popup that says Invalid Call? If so, that means that the device was unable to reset itself after the alt-tab, which is usually due to a leaked resource. I've been having trouble with that as well when running in fullscreen and we've been trying to track it down, but th
[quote]I've posted this in another thread but since people are suggesting stuff here it goes again: the picture for the Starport is the same now as it was from the original game. I thought it would have been improved as well Or is it left for the release?[/quote] We would like to update the starport image for release but we don't know if we'll have time.
[quote]Umm, not sure if this is still in TA but there's a bug(exploit, really) that I've noticed that is present in both DL and DA. Since I don't have TA, I can't check.If you click an AI's planet and go into the domestic policy screen and adjust any slider, you can see that planet's buildbar and adjust your strategy accordingly.[/quote] Could you give me a little more detailed instructions on how to reproduce this? I'm not exactly following you. [quote]Do you think you can a
Very cool! So now we could use these tech (or the Yor tree in general) for all synthetic races that wouldn't be affected by the events?[/quote] Yes. You actually could have done this as a mod, but since we did it, it allowed us to take out the hardcoded check if (race == Yor) for those events. It also ensures that the AI won't try to spend money researching those techs when they were immune from the hardcoding. [quote]Er ... you mean Coca-COLA right? Otherw
This is probably caused by the AI declaring war on you before they had actually met you, which is caused by the Drath (or a custom Super Manipulator). I believe that the changes I made to the FirstContact function will prevent the First Contact popup from coming up if they've already declared war on you, and I've let Brad know about the bug with the Super Manipulator.
We've got a week to go and things are looking pretty good. Our list of bugs fixed since the last update is actually longer than this, but I had to cut off what was going into the update or we still wouldn't have it up. At this point, we are looking for game breakers and typos. Brad has locked himself in a room with a large supply of Coke and junk food and is making the final changes to the AI. Well, I'm exaggerating, but he is in AI coding mode as w
[quote]Having a survey ship 1pc/week slower than the others is already a handicap. A 1pc/week survey ship is useless, especially for a race that's already weak in the early game.[/quote] All right, I'll make it so that the survey ship will be like the attack ships in that it won't show up in the list of available ships to build, but it doesn't have anything stripped from it.
Heh...we actually didn't touch any of the pirate code, so I think that as the others have suggested, you may have gotten the non-mega version.
[quote]So essentially you're saying that the ships that used to automatically appear in the queue after achieving certain technologies will no longer do that? Just trying to get clarity on the issue.[/quote] That's correct. The only ones that would still show up would be the ships with cargo hulls, the scout, and the survey ship.
[quote]Is that why the Arcean Flagship has a speed of only 1 pc/week? That has to be an unintended consequence. The Arcaen speed penalty is bad enough without crippling the flagship.[/quote] Well, everyone else in the game would also have a survey ship with engines stripped off because they're all using the same design, same for the initial colony ship and initial space miner. It makes the starting ships less valuable to the Arceans, but at least those ships now
The AI would not be affected by the core ships not showing up for the player; the AI does not build the core ships, they design their own. The core ships no longer include attack ships because these ships were designed before we had tech trees for the different races, and most of the ships are not available now to player, depending on what race you were playing. That is why we made the option to have the AI design ships for the player. I did forget to make the optio
[quote]Sounds like good ideas to me. Would the awesome Dread Lords techs be unique?[/quote] Depends on what we come up with. :) Mostly I was thinking of just making them more powerful versions of the techs they have now. [quote]Oh man, I hope they show up with a battleship in orbit now then. Giving uber-tech steals a possibility from the DL will shorten their lifespan even further than they are for me now.[/quote] Well, don't forget, if we mak