Multiple Unique Improvements

Maybe a bug?

When I take over planets with buildings I can't use or shouldn't be able to use, they get "removed".

 

However, it would seem that some building that should fit into this paradigm, simply are not included. Examples:

 

Hyperian Logistics Blah

Miniturization building Blah..

Capitals (economic, political, manufacturing, etc...)

Some of these building have a significant impact on the game (like the +6 logistics building, or the +25% mini one) and some much less so (manufacturing, economic etc capitals)

Seems like a bug to me.. (or else you end up with incredibly powerful, normally unattainable fleets/combos)

Sam W.

6,359 views 7 replies
Reply #1 Top

Is this TA?

In DA, I think all building remain.  In fact, some players deliberately give Trade in deals to minors just so they will build the Economic capital so that they can later capture it!  Same with the Hyperion logistics and miniaturization buildings.  The same is true for Trade Goods, as their presence on a planet has always raised that planet's target priority for me.

Reply #2 Top

All one-per-civ and one-per-galaxy buildings will survive, due to the inability to rebuild them if that planet falls. I'm *pretty* sure they survive invasion tactics as well (tidal disruption, etc) but I haven't exhaustively tested it. Abandoning the colony or destroying the system with a terror star is pretty much the only way to get rid of them.

And yes, I had a logistics score of 88 in the game I just finished :rofl:

Reply #3 Top

I call bug! I know I know.. it's not like gamestopping or anything. But maybe you can include those in the same code that wipes out Krynn Consulate special buildings that I can't have when I take over the planet and so on? thanks

Sam W.

Reply #4 Top

TA versus DA.

There are no race-unique structures in DA.

Reply #5 Top

Yes it is definitely TA - and I'm just pointing out that some building should be added to the "poof on conquer" list ;)

Reply #6 Top

As far as I can work out, you  have to have researched or stolen the tech that allows you to produce the building to be able to capture it; so if you can't build a Logistics Centre because you don't have the tech, you can't capture one. Last TA game I was playing I was capturing Terran planets which were coming up almost completely empty, just colony bases and starports, then I started capturing tech during the invasions and where the tech led to a building - discovery sphere for example, lo and behold on the next planet I invaded all the discovery spheres remained standing - and I was just using information warfare in all cases, so no buildings lost due to invasion tactics.

Obviously this doesn't apply to race specific buildings which you can't make anyway, and do seem to be indestructable once built- I love getting territory near the Thalans early on and getting the opportunity to capture their 'specials'!

Reply #7 Top

As far as I can work out, you  have to have researched or stolen the tech that allows you to produce the building to be able to capture it; so if you can't build a Logistics Centre because you don't have the tech, you can't capture one.
End of quote

For normal buildings this is true, but super projects (which the logistics building is), galactic achievements (the Arcean stellar forge, all those Thalan buildings, the Restaurant of Eternity, etc) and trade goods are exempt.