Lenius, Why don't you just wait until the final release then, you obviously don't want to help out with the beta.
bonscott
On the latest TA beta. I have no idea if this was an issue in the past with DA or DL but I never ran into it. Played a game as the Arceans and had many custom ships. Example might be "Defender M2". In my current game as the Korx I have tried to create a custom ship and also call it "Defender M2" and it gives me the warning that you shouldn't name a new ship the same name as a current custom ship name. Sooo, I had always thought that the custom ship files we
I guess you need to save up those extra credits from all that trading to "buy" your way to neutral status. Actually sounds very "Korx like" now that I think about it. :HOT: Since as the Korx you start out totally evil it makes no sense to *not* take all the totally evil choices with events (cause you can't get any worse) and then buy your way to neutral later on for even better trade results. Still, I agree that the Korx as a trading race in terms of game mechanics should a
Good info guys. I guess I always played a race that started out neutral or just to the right or left of it. As for the Korx, I certainly don't agree they should be as evil as you get. Maybe just 25% evil. Being super traders, being totally evil doesn't help you trade much since the good races will hate you and not want to trade.
Just noticed that at the start of a new game the Korx are at the far end of the evil scale. Now I've never played the Korx before but any race I've ever chosen before starts out neutral and it's up to me to choose an alignment as the game goes on.
[quote]could be, however, neither of those ai players really had an abundant amount of ships either, but, you are right on building a shipyard first, the majority of the planets had that built, The AI should build at least one industry building before building the shipyard. [/quote] Depends I guess. I start out every world class 6 and above with a Shipyard and then a factory. I focus production on social and get both built faster and then go to normal. That way I'm getting constructo
[quote] If I buy it, it gives me an isolated Torian tech block on the tree that doesn't link to anything else. What's up with that? Does that hook up with something later, if you trade enough, or take over a Torian planet? Or is this just a bug? When you first hit these screens as a new player (which I am, with this beta), it just doesn't make much sense. As it's actually a unique racial tech and not one that replaces something else, that's the only way it
I definately would like to see a demo. I'm mostly a turn based gamer from Civ to GalCiv and I've always stayed away from RTS type games as I just don't care for them (I hate the fact that you have to be an expert clicker to win vs. having a great strategy). Dungeon Seige was probably the closest to RTS I've ever enjoyed. So I would really like a demo to see if I would actually enjoy playing the game. I think many other turn based fans would feel the same way. Thanks!
[quote] But I do think the tech tree and trading windows could do a better job of showing WHICH techs are unique, which are unique but tradeable, which are unique and not tradeable... etc. You bring up a good point. That information is not on those screens. We'll see if we can put a lot more of that information out in the open. [/quote] In another thread this was
[quote]Trade route values is sometimes reset when I load saved game. [/quote] I am seeing this as well. Doesn't happen all the time but most of the time. On one load all trade routes went to value of 5. They slowly ramped back up.
Very cool, love it. A tech tree suggestion: Need a way to better determine the "racial" techs, in particular in the diplomacy screen. Even just an * at the beginning of the tech name or maybe in a slightly different color. That way I can ignore them as I so choose when trading. Also in the tech details for the racial techs, I would like to see something that 1) shows that it is a racial tech. Perhaps in small text in () under the name of the tech. Example: (Torian rac
I have seen this too. If you right click on the blank tech it will tell you what it is. If I remember correctly it is called "New Invasion Tactics" and I've only seen minors with it at the start.
Carnoids colonized a planet in a system next to theirs in my last game. It wasn't traded to them because it was within the first few turns that I ran into them. They had more colony ships built but didn't colonize anything further. I have no problem with it personally. But I do wish that minors would quit spamming the influence starbases in their home systems. It's like they notice they have no influence and thus want to increase it with influence starbases but it does them no good.
[quote]I'm hoping that this is a sign that the particle beam tech is still a work in progress and that future versions will exhibit substantially more differentiation with the Plasma weapons techs. Of course, since I've yet to use plasma weapons in 2b, for all I know they are already substantially different. [/quote] Particle Beams have a 2 damage while Plasma is 3 damage.
Playing the Terrans there is a problem with their tech tree. Particle Beams I, II and III are labeled as just "Particle Beams" for all 3. It appears that way on the research tree and in diplomacy.
Yes, I agree that Tourism is a bit much. After about 10 turns I was making 90+ per turn with tourism and now it's nearly 600 per turn. I've got my taxes down to 35% and my morale is nearly 100% everywhere. With 100% spending I'm still making 50+ a turn. Just is a bit too easy. Before managing your economy was a tricky balance. Now it's just on autopilot.
Same thing happens if you change focus while on the planet screen. When you close and you return to the colony list the focus change doesn't update.
There seems to be a lot less special tiles on the planets I am colonizing. Maybe I'm getting unlucky but I've had 3 so far with no special tiles at all. Anyone else noticing this?
So I started up a Tourney game for Rock and a Hard Place. I have played the Terrans previously and had a few custom ships but they aren't showing up while playing the Terrans in the Tourney. Is it supposed to be this way? My custom ships are showing up ok in sandbox games with Beta 2.
Same here. I was playing the new Tourney game and just thought it was due to that.
[quote] If you guys would like to post what your ideal technology screen would look like, I'll work to see if we can make your concept a reality. [/quote] I think Civ 4 has about the best tech tree interface I've seen. When you click a technology it automatically highlights all techs needed to get there and queues those up to be researched. If you hover over the tech it gives you all the details (description, benefit
Played a couple beta games now. What I notice is that I can trade for those unique technologies. Is that supposed to happen that way? For example, playing the humans, I traded with the Arceans the technology that allows Navigation centers. So now I can build them myself on any of my worlds. This to me kind of waters down the uniqueness of the tech trees in that I can aquire these technologies myself thru trade.
Just sent my bug report in with the files you wanted zipped up. Of note my ships folder was empty. Perhaps that's the problem?
I'll get that to you late this afternoon. And yes, just the default constructor playing as the default Terrans/Humans.
Just installed Beta 1a and playing my first game (first game of GalCiv in a long while actually). Anyway, my first constructor got built and it's invisible. All other ships so far have been fine. I saw this as the first item fixed so I thought I'd report it. If you need anything else just let me know. I did make a saved game if it helps.