[quote]Battle Stations are on the tech tree, tucked away in the hulls research line (odd place, I think). Researching them doesn't give the module....[/quote] Battle Stations II, III, and IV appear on the Thalan tech tree, but none of these modules can be installed without Battle Stations I. That module is typically unlocked by researching Space Weapons, but since that technology does not exist on the Thalan tree, they can never acquire it on their own. I've posted about this
Autistic Angel
I only have one issue right now, but I consider it a significant one: 1) Per the discussion in [link="https://forums.galciv2.com/310575"]this thread[/link], the Thalan tech tree really needs to have Mk1 Battle Station starbase modules added to it. Mk1 Battle Stations are a prerequisite for every other starbase weapon system in the game, and without weapons, even a base upgraded with highly expensive Singularity Armor cannot survive an assault by a lone, lightly armed scout. Mk
Stardock's product support has always been superlative. Thanks for the update! As one of the balancing / housecleaning issues that needs addressing, I'd like to draw Stardock's attention to [link="https://forums.galciv2.com/310575"]this thread[/link] discussing how the Thalan cannot research MK1 Battle Stations for their starbases. In short: without Mk1 Battle Stations, the Thalan cannot install any weapons on their starbases, and without weapons, their very-expensive Singular
I have not played the campaign missions, but in a regular sandbox game, the only step you might be missing would be to raise your diplomatic relations even higher. Try gifting them a couple technologies or some money and see if that makes them more receptive to forming an alliance. -Autistic Angel
I can accept the Thalan not having farming technology. According to their backstory, they come from a future where habitable worlds are practically nonexistent. They find the entire concept of planetary colonization rather novel: it's one of the reasons their population growth is so stunted. The gameplay balance is [i]supposed[/i] to be that they are very comfortable living in deep space and can develop uniquely powerful modules for their starbases, including economic modules which ca
I know there are probably many technical and gameplay issues the developers are looking into right now so I'm not expecting an immediate fix, but I'd feel a lot better about quietly waiting for a patch if Stardock acknowledged that they're aware of the problem. Simply knowing this issue is on the "To Be Fixed" list would make me a lot more comfortable about letting this thread sink off the first page. -Autistic Angel
Yes, this has really been bugging me throughout the beta. It isn't some minor 5% diplomacy bonus that isn't getting applied properly -- it's a cornerstone of the Thalan's technology tree which deeply cracked. Without starbase weaponry, the remarkably expensive Singularity Armor may well be the most useless technology in the game. It's completely nonfunctional: a cargo hull loaded with even one or two points of any weapon is [i]guaranteed[/i] to destroy a Thalan starbase every time.<
Is there any way to install Battle Stations or any other weapon modules onto Thalan starbases? Without weapons, their fancy Singularity Armor doesn't seem to do much -- even a minimally armed fighter can destroy a major starbase with ease. Am I overlooking something obvious? -Autistic Angel
As much as I'm itching to play the full and complete version of [I]Twilight[/I], I've enthusiastically supported Stardock's decision to delay its release until it meets their standards. This expansion pack is incredibly ambitious and has required numerous balance tweaks during the beta releases to keep things fair and fun, so whether Stardock needs another week or another month, they have my support. -Autistic Angel
I have a very newbish question about the Thalan as I try out their tech tree: although they have very powerful defense modules for their starbases, they don't seem to have any starbase weapon modules at all. In my current game, a single Iconian fighter with a total attack rating of *three* snuck around my front line and easily destroyed a military starbase equipped with singularity armor. Do the Thalan have starbase weapons somewhere in their tech tree that I'm overlooking? If not, I
I'd like to toss in my vote for adding a No Tech Brokering option. Games have a very different flavor depending on whether or not Tech Trading is enabled and I enjoy it both ways, but this third option would still be a very welcome addition. Limiting races to trading technologies they've personally researched would give them more control over the spread of their unique technologies, keeping open the diplomatic option of trading valuable research but slowing the overall spread of techs
Is there any way to set a new "home" world for a particular ship? Freighters, for example, always create a trade lane between an alien world and whichever planet constructed the ship -- is there way to, say, build a freighter on Earth and somehow convince it that it's home base is Mars? I've tried moving the freighter to Mars and re-launching it before sending it to an alien world, but that doesn't seem to do the trick....
[quote]The new TA tech trees are strongly based on racial history and inherent qualities. I don't know how Stardock is planning to get around that for custom race creation.[/quote] I've been wondering that as well. I've been assuming that it would be similar to choosing a ship style, where custom races simply select which of the established ship styles (or tech trees) they want to use. The trouble is, while ship style is purely a matter of aesthetic preference, the custom tech
The way espionage currently works in Dark Avatar , the player needs to manually place a spy on a planetary improvement. This selection allows him to to browse through every foreign planet on the map, regardless of whether its even in sensor range, and see a map of *exactly* what each colony has. This information is really only supposed to be available after you reach a rather high infiltration level with a particular civilization, and it really gives the player a strategic advantage he i
RoPa, I was having the exact same problem at first, but it seems to have resolved itself. Give it another try and let us know if it's working for you, too! -Autistic Angel
I am also experiencing this bug, both in a Beta 6 game I loaded up over the weekend, and in a new game I started earlier today. I don't see any error messages in my debug.err -- I'll be happy to post the entirety here if anyone thinks it would be helpful. -Autistic Angel
I like the idea of allowing starbase weapons to fire on individual targets rather than shooting simultaneously on a single enemy. This would logically make them more difficult to destroy since a heavily armed station would probably inflict critical damage against multiple ships in the every round, so if that's too unbalancing, I'd also support some sort of upgrade to their hit points and their repair speed. Destroying a heavily fortified immovable base really should take a significant effort o
I tried that once, Mistralok, and as I recall, it didn't work -- the source of the trade route was still the planet that manufactured the freighter.
I think the "out of thin air" approach makes sense as it is. If I ask my scientists to send some of their findings over to a friendly race once in a while, that would help my friends without diminishing any of the work they're doing for me. As for the economic bonus, just think of it like passing trade policies which are favorable to the target government. Time is money, so simply waving their cargo and tourist vessels through customs rather than subjecting them to a thorough screenin
It's because the abilities you picked on the race in beta 1 will now be counted as 'natural abilities' and you'll get to pick ANOTHER 15 points worth on top of them. Thanks to everyone for the replies. Am I correct that "natural abilities" accounts for why my custom race always enjoys a +6 to logistics, even when I'm trying to create one from sc
I have a question, but I'm afraid it might be too newbie-ish to warrant it's own post. Since updating to the newest version of Dark Avatar , my custom races all seem to receive 15 points to spend on their abilities. Am I mistaken that they're only supposed to have 10 points? I've never used a cheat code of any kind in GalCiv 2 *or* Dark Avatar , so I'm not sure why this would be happening. Can someone clarify how many points you're supposed to receive when creating