[quote]A Tech Details window and Improvement Summary window now have a "one per planet" icon for improvements that are only allowed to be built once on a planet ( this is displayed for improvements that are not a super project, trade good, or galactic achievement) [quote] Thanks alots that will be helpfull. Also could there be something simmilar for indistructable buildings (kind of got trapped building an interstellar refinary on a planet that didn't really need one and couldn't d
godixbis
I agree with starstriker on that one. Ok the precursor labs are great but it's a sturlge to pay the upkeep at the begining of the game. For the temple of memory vs the iconian dream conclave they can't be compared: the dream conclave has 5 upkeep and the temple of memories 0. Of course the inconians have great buildings but they have no other moral building than the conclave (that costs 5 to upkeep) and near to no decent industry before the building that taps into the planet core (interstellar r
[quote]1. Increase the Morale the charging stalks provide. Greatly, imho. Something like 15/30/45 or so. Someone, somewhere on these boards, mentioned giving the Yor "Compliance Algorithms" techs, or something like that, that provided passive morale boosts by "removing or reducing rouge units". I really like that idea.[/quote] I disagree on that one i kind of like the way the yor are always running after moral. The charging stocks provide more food than moral required for keeping t
[quote]I would like a governors tab-like option to upgrade all of one specific structure to an other kind. [/quote] This would be usefull for neutrality learning centers, the end level torian schools that don't upgrade from the second level and other multiple occasions when a "high-level" building doesn''t auto upgrade from a "low-level" building. These buildings sometimes don't upgrade automatically for good reasons (for example last level torian schools are less effective production/u
[quote]i would like to further add the suggestion that racial specific techs are defined, perhaps by a different text colour or by appearing in a different section (a la trade goods), in the diplo screen. i'd like to know if i'm trading my unique racial techs, or receiving a unique racial tech without having to memorise various tech trees.. [/quote] Qu
[quote]When a civ leaves the UP it should get a huge damage in reputation but trading with individual other civs should be allowed, based on how good relations with that civ are: the threshold might be the a "friendly" or a "close" relationship. If the relation is equal or above trade should be allowed, if it's lower than trade shouldn't be allowed.[/quote] when the drengin leave the up they should get a major increase in inteligence for understanding that is where they get their ass ki
there's another major drawback to the drengins that hasn't yet been mentionned and imo explains why they should have more passive bonuses: the drengin get less mining modules than other races since their slave pit techs don't give mining modules just improvements. At most the drengin can get a +19% from a mning ressource if i remember well where the other races end up getting much more once they max out the factory techs. in the 30 40% range but correct me if i am wrong (which i probably am
[quote]3) Do the 'trade goods' that you can build make trade routes from those planets more profitable, or do they simply provide the stated bonuses to your civilization? [/quote] they just give you the additional bonuses. They don't make trade more proffitable. [quote]1) What factors influence how profitable a trade route is overall? I've read the manual on this subject, but I'm not sure it's accurate. The manual states that the greater the distance between the two planets tra
I just played a game as the arceans and decided to build a military strategy based on fleet modules. (difficulty crippling). I started by rersearching strait to basic logistic and weapons techs. (no defence no hull techs) I build (rush buy) a cargo hulls with a command center, a speed bonus center and senors strait after i researched the first level of logistics. You can then accelerate your colonny rush and use it to grab resources faster with a constructor. After that by putting the comma
had the same type of bug with the terrans when trying to trade unique arcean techs (war rooms and arcean unique speed techs) sent a smart exception and a save game file
in the diplomacy window have two different colors for the techs to be exchanged: one for the ones your opponent can research one for those he can not. (and the same for the other race techs one colour for techs you can research one for those you can not) right now there are only three tech trees and it is already huge once all the tech trees will be implemented it will be tough to remember if a given race may or may not research impulse drive for example. and +1 for the mouse
it's in a fleet of one ship^^ i guess it's better that way if when the ship was alone it stopped having the bonus it could be a problem.
concerning warp bubbles i think its a "bug" that every race gets them. tey are supposed to be a unique terran tech i believe (anyway there's a terran tech called warp bubles that doen't give anything in the terran tech tree). They where probably introduced for us to test fleet modules. but anyway concerning arcean and warp bubles its true this tech is going to be a must trade for the arceans as it clearly compensates there lack of engines put one ultimate warp bubble plus a fleet comand
ion beams (late drengin laser tech) are listed on the tech tree but can not be researched even after the prerequisites have been researched. also the last ion beem tech has no ship composant associated to it according to the description (but then again it can not be researched since you can't research ion beam 1)
just had two crashes when trying to exchange unique arcean techs (navigation systyems and war rooms) sent the smart exception report to support. the game crashes when i clicked on the techs in the diplomacy screen
the game finished by a crash: (btw i took a saved game just before the crash and when i loaded the save game to see if it was repeatable the drengi influence problem disapeared and drengi was doing 1 ip like it should ) Debug Message: Version v1.80c Twilight of the Arnor beta 1 last updated on: Tue Oct 30 12:39:53 2007 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 10/31/2007, 02:05:05 DirectX Versi
high first of all the new user interface and the new planetary improvements pictures are great (felt nearly bad upgrading my xeno labs to reeaserch centers because of the cool looking graphics ) just a couple of small bugs before i forget them: -there was an influence bug when i captured the drengi homeworld. Their homeworld is full of slave pits but the drengi homeworld is generating 500ip. When the drengi had their home
just played a game with very slow tech and the computer seemed fine till the end. (kept building ships and fighting till the end) a wild guess might be that it has trouble with bigger hulls. anyway for those that want to have a real fight with the ai it seams to be working fine as long as hull size aren't too big (very slow tech).
got exactly the same in beta 4 during my last game. I just sent a saved game to [email protected] [quote]Is this solely happening with beta 4 or did it also appear in previous ones?[/quote] I am nearly sur this only happens in beta 4. As far as i recall i never had anything remotly similar on beta 3.
you get acces to the beta if you preorder the game. The beta starts the 25th (ten more days to wait )there's the schedule for the different tech trees for the beta on the home page (basically three new ones to test every week) btw: there is no date for the altarian resistance tech line. is it going to be realeased only in the final game without beta testing or has it just been forgotten?
I'm in on that one And, did we mention...these techs are tradeable back and forth. But thanks to a new AI enhancement (a willingness to trade a particular tech variable) tech trading will become vastly more intelligent. hum mixed fealings on that one I just hope that races won't share their specific techs too much or stop tech trading all toge
My ideas: 7. Kill constructor micromanagement, make em more like miners. forgot that one and maybe a revamp for good alignement might rebalance ethical alignements
My personal favorites would be the following: 1) Repair bays 2) make gem warfare unstealable (i completly stopped playing with the korath all the gaes ended up being bacteriological armagedons) 3) have less anomalies at the begining of the game but have them respawn with time 4) Make a new influence building after cultural exchange center and downgrade a bit influence starbases so that influence victory be less dependant on starbases. 5) make the ai
Read in the loh of the upcomming 1.5X: AI will heavily factor influence starbases into relations with a given player if defections have occurred (tough or higher difficulty) Going to be tougher to win with an influence stragtey now but this little change brought a question and an idea to mind that i had intended on posting earlier: It might be a g