[quote]In TA perhaps we can have one race develop bonuses for missle weapons but lack any true laser weapons. One race might have only 1 universal defense tree, that if built and exapnded on can add a defensive score to all 3 (shields, point def, Armor) all with one attachment. Weapons...perhaps the Yor may not have "lasers" as such but could be renamed with something off the wall. The final weapon unlock on the tree could be unique to each race as well, giving different bonuses. The options are
crow_t_robot
Now would be good! ....but since that isn't an option I would prefer it sooner in December. One other advantage to releasing it later is that you might get better reviews since it would be of better quality.
It would be fun to see two different races colonize two planets in the same star system. They would be about one turn away and they would be beating the crap out of eachother!
[quote]JubJub - Terraner is no longer with this mod, but he has started up I-Mod a community for Modders - and I do remember that weapon, he had it working up to the point that when you were in a full combat and the ship had it, it looked like the borg laser/scanner and you heard "We are the Borg Resistance is Futile" or something of that nature, pretty cool. [/quote] Awesome, I never thought it would be able to work in combat. This could have a lot of promise if other modders created "
[quote] Ok thanks for the help. In most forums I would have been flamed to all hell for asking about something like this. Now thats silly. [/quote] Dang, beat me to it. Ofcourse I would have said something different....
Hey Terraner, did you ever use those sounds I sent to you way back when? Did the borg "screamer" ever pan out?
I wonderi fthere will be a civ that relies on heavy influence. Since the Drengins have low influence, I think that the Altarians will be a beacon of influence that will counter the Drengin. Since the Torians are the spawn of rabbits and salamanders, the Altarians seem the only race that would have a big tree of influence technology.
That sucks if they can't play the game just because they bought it on ebay. I mean it's not their fault the serial number doesn't work.
Well it doesn't make sense that it will only effect uncolonized planets. That really needs to be fixed.
[quote]I don't think unique racial techs related to a building should be tradeable...I think the racial buildings are too tied in to identity and balance. I think some unique race techs should be tradeable, just to keep diplomacy interesting. However, "shopping for bonuses" is not neccesarily a problem with the unique techs only. "Planetary Improvements" isnt all that unique (except to the drengin), but it's easily aquired by them, and another fat +10 to all production types across
[quote]Perhaps in Twilight of the Arnor, that will be done (I hope)! [/quote] Yea that'll happen. *rolls eyes*
Talking about their super ability: Shouldn't they get all of the advanced planetary enviroments? Better yet, they would get 150% out of those planets. That would really make them alot more powerful.
Wohoo! The system works! (most of the time anyway)
[quote]Umm the minor races are terrible at everything [/quote] Seriously. I wonder why they haven't been fixed. I mean they suck *ss at everything. They just hold nice class 15 planets until someone researches planetary invasion. Then the invader just slaps a particle beam on the side to clear out th
Will the minor races be improved in TA? As it stands, they are just meat on a stick. I wish they could be like the way they were in GalcivI. They could band together as the I-League and be a serious power, and they had the brains to build warships. Right now they just sit around scratching their *sses while your transport is heading right towards them. They always spam constructors and scouts but after that they don't do anything. They also never build colony ships, I know they have the capacity
I remember in one of my first games in DL I played as the Iconians and I kicked butt! But that was DL and I was playing, but I wonder why their current AI sucks so much.
[quote]mod it and fix it, if you can. [/quote] yea, why would you mod for a beta?
[quote]My god man shut the hell up!!! [/quote] Dude, who pissed in your cup?
Well you can build starbases if you are evil and you reserach xeno ethics. It'll save a lot of cash and hassle.
Why any penalty at all? Why did they put that in there in the first place? I mean the best ships can have a big price tag.
[quote]How about different levels of pirates? 1. Pirates - low tech =weak 2. Mercenaries - medium tech =not so weak 3. Raiders - high tech - spore ships =strong 4. Avatars - all techs - terror stars =very strong [/quote] I like this idea, as long as the higher levels cost more to hire.
In short, the pirates are falsely labeled. If we had a powerful race from another universe popping up, instead of pirates poping up, I would accept the event.
[quote]And in fact, in one of Frogboy's Gameplay journal/examples, he says that the Pirates vary among either just galactic rogues, but some might be a vanguard force for an as-yet undiscovered race that's powerful to send fleets at unlimited range. Also, he mentioned there might be a correlation between the Pirates and the disease (because both happened at the same time.) [/quote] Well then these "things" wouldn't be pirates, they would be a sort of super race. Like I
[quote]As I said, Pirates do not have super technology, just the simple stuff. [/quote] Why wouldn't they? In reality you could just grant them the spore technology if it were possible to do so.
[quote]2)as you said before, pirates use speed then power then defense. A pirate fleet will not be able to take over a planet since there are very few pirates (in comparison to a normal transport ship population). [/quote] Unless they use spores.