[quote] With the Drengin the very first xeno communication tech has the normal morale building in it (which I think is kinda wrong when you read about how they don't like the terran way of entertainment. I say arenas should be their only +morale buildings) and it was probably the same one for the Arceans. [/quote] I was wondering where the heck those came from. I looked through the tree and couldnt find where the normal enetertainment
Bingjack
[quote] As near as I can tell so far, the Drengin infrastructure "sucks"( their "factories" are really weak compared to the other races), they have anemic influence, couldnt trade for a bag of peanuts diplomatically...but they have a truly scary range of martial technology. Are they "crippled" because they're designed to conquest to improve themselves? Racial differentiation is the whole point of TA. Yeah, I was playing TA last night,
The drengin don't seem to get Psi beam right now. Their beam tree currently seems broken, psi beam never showed up upon evil selection, and Im unable to research past lasers.
[quote] Well that explains why concepts of malice aren't showing up in my tree! You may have a bug. I was able to get to Planetary Improvements with just grav control as the Arceans. I had researched a couple of other things first, but no more than three or four other early techs at the most. [/quote] The ethical tree is a different story. It can't show you "concepts of malice" yet if you haven't chosen an evil alignment. If you cho
[quote]Heh, as much as I hate the terrans being crippled regarding Stellar Cartography... [/quote] It's simply not that big of a deal. I wouldnt use the term 'crippled". 1) If youre not "into" diplomacy for some reason, you're not playing as the Terrans, and 2) Stellar Cart isnt *that* big of a deal. It's not like it tells you were the habitable worlds are...just gives you a general clue as to where they "might" be. One way or another, you have to go out exploring, and you'll enc
For pete's sake, how do I get to Planetary Improvements? I see them in this screenie: [link="http://img140.imageshack.us/img140/7926/gc2twilightofthearnor20kz1.png"]WWW Link[/link] But it's not in my tree. I have grav control researched, what other pre reqs are there?
[quote]What happened to every race having their own weapons?[/quote] Drengin have unique weapons and weapon techs, with some branching "bonus" weapons similar to the evil alignment weapons. Arcean have different weapons. The labels are not the same in every category, and I *assume* this brings with them different stats at different points in the tech tree than the other races. Have not explored the terrans yet.
Cool...a "BFG"...
[quote] bah. I don't play with techtrade. the AI just trades freely with each other and the game becomes homogenized. Oh well. [/quote] Generally, if one is playing with tech trading disabled, there's not much point to playing as the terrans, as the diplo screen is their bread and butter. They are designed for a certain type of game.
I also remarked at stellar cart being at the end of a tree branch...but it's a non issue for anyone but the terrans, as everyone starts with it. This leads me to believe its designed to be a significant flaw for the terrans. With their diplo powers, it's not a hard tech to trade for, and maybe that's the intent.
[Edit] Post was made based on faulty information. There is no issue here. Thanks!
I'm playing, and completely paralyzed by the new and alien tech tree. I may get around to taking a turn at some point tonight. It's a completely new game now...I'm a noob again. Based on the Drengin tree, I say woe unto him who let's the Drengin tech up in their games. So many ways to hurt you...
Playing against only two races is weird. Im not sure I even know how to do it. Curses, I'm a Noob again!
Sweet...I want to be an evil Jawa like in the screenshot.
[quote] Which one is War00? [/quote] You'd have to go to the Dreadlords music directory and play the war00 track. I can't really "describe" it to you in text.
War00.mp3, in the original Dread Lords music directory is a great track. Kudos to whoever wrote this. I usually quickly tire of any game's score and substitute my own, but this is just great music for waging intergalactic war, and I insist on playing it in the war phase of my games to this day. Perfect for Space Opera. I figured out a while back that you can cycle the tracks by unchecking and rechecking the "backround music" box in the audio menu. Sadly it's only available when you'
In the interests of fairness, I would to revisit my point about defenseless troop carriers. IN the game of 1.8b I'm playing now, attacking a developed civilization, the AI is indeed "escorting" transports far more often against me than they were. 1.7's broken AI must have convinced me that it hadn't been addressed to any significant degree. However, they still come in unescorted frequently, and when they are escorted its by those largely ineffectual "escort" craft (probably specific
[quote]The way it is implemented now, there is no single reason to use spies offensively, because once you are #1, you will need them all in defense of your planets. Furthermore, you have to hope that you are conquering the galaxy fast enough so that you do not run out of spies.[/quote] Furthermore, the new espionage system completely falls apart on larger maps, as there is no way to generate enough spies to actually hurt any one player, because every player has so much redundant capaci
I figured as much, and mentioned so in the OP. However! How bout this: In the interim, Devs, as a much quicker, simpler abstraction of the above ideas, how about adding an "orbital supergate" planetary improvement somewhere in the tech tree, that takes a long time to build, costs a lot to maintain, but lets one unit a turn be "airlifted" to it from a planet with a similar improvement? This [I]sounds[/I] a lot simpler to do, is well supported by "Civ" standard, and is maybe
I'm going to make a lot of words here, and believe me I know how intolerable that is on a message board, generally speaking. If you've gotten this far, I thank you, and you can bail out now knowing you made a token effort. Thanks in advance for the particularly masochistic among us who actually read the whole thing. Anyway, just an idea. I know there are tons of things the devs are already busy with for TotA and elsewhere, and nothing is as easy as it seems. I'm also sure this
[quote] Responding to the point of the topic, not being happy about Legos- which I am... LEGO isn't doing the 'ripping off'. Rather, it's just one of their builders. [/quote] Yeah...I think I got that. It was just a tongue in cheek topic for an excuse to link to that ship. It does look like something out of the ship builder though...most people are quick to make the comparison between the ship builder and legos.
[quote] This issue may be less of a problem in TA. I've seen some commentary on the board about rolling back the engine nerfage. I really hope that's the case. [/quote] Yes, by all means, lets go back to the super cheesy dread lords and the "be everywhere/don't have to commit to actions ( you know...strategy)/conquer civillizations in a single turn while the AI just stands there and drools, super speed ships, because some
[quote] I think we're just being argumentative now. Not so! [/quote] Foul! Out of context. That comment was made in response to to a remark stating that it took "5 minutes", or was somehow prohibitively difficult, to change a song on an external media player. I don't think people who think they want alarm clocks in the game are being argume
I just started a 1.8b meta game. That will still submit, right?
[quote] However, it seldom appears to place a high value on ship speed for military ships in the mid-game and the late game. I routinely put 3, 4, or even 5 engines of the most advanced type available on my military ships. The AI rarely puts more than 2 or 3 engines on and often makes do with just 1. (Note: I tend to play DL most of the time). [/quote] Who puts 5 engines on military ships? Maybe in DL, but in DA after