The "problem" I'm trying to expose here is regarding spachips/fleets micromanagement and scale issues specially in late games. In MOO2 the battles involving the maximum number of ships took too long (even in automode) and become numb boring. GalCiv2 launched the concept of logistics that limits the amount of ships per fleet but then there is no limit to the amount of fleets you can have (that i'm aware of) besides your economy constraints. After some time (late games) there are just too many
adamsolo
Don't you think that space strategy games are still missign the mark in what concerns Spaceship design? Galciv2 did a nice effort by allowing us to costumize our spaceships but I think something is still definitely wrong in what SpaceShip design is concerned. There are too many spaceship models and too many possible costumizations. Spaceships are ultimatelly easy to build which allows the creation of tons of them. In late games sooner or later the game looses its interest because there are ju
The ability to research new technologies was and always will be a central aspect of any space strategy game. Much of the fun in this type of games comes from witnessing the evolution of a society in the long run on all its different aspects: entertainment, culture, life quality, biology, production, governments, communications, materials, propulsion engines, weapons, new types of ships, etc. New technologies unlock new possibilities, new opportunities and new toys to play with. [...]
The ability to research new technologies was and always will be a central aspect of any space strategy game. Much of the fun in this type of games comes from witnessing the evolution of a society in the long run on all its different aspects: entertainment, culture, life quality, biology, production, governments, communications, materials, propulsion engines, weapons, new types of ships, etc. New technologies unlock new possibilities, new opportunities and new toys to play with. [...]
ToA v1.99 Impressions (and some ideas for the future) Espionage I found the Espionage Tab to be very good in 1.99: effective, focused. We can place spyes on planets, see where they are and also place them as infiltrators (w
ToA v1.99 Impressions (and some ideas for the future) Espionage [e digicons]4*[/e] I found the Espionage Tab to be very good in 1.99: effective, focused. We can place spyes on planets, see where they are and also place them as infiltrators (without doing damage to the races) to raise spy level. Would be a 5 star
Games : MOO3 (unfinished); XCOM Apocalypse (maybe a private opinion); Movies : StarWas Episode I Phatom Manace (by far the biggest disapointment); Matrix 3 (They just went tooo far); StarTrek 9 - Insurrection (Boy!! - bad episode disguised as a movie); Next Karate Kid (unnecessary);
I've been playing TA 1.96 for a while now and well .. I got used to this "new feature". My playstyle is normally Huge galaxies, lots of stars, with lots of races (8-9). With this settings evil races do well since each race only grabs a set of 4-10 planets tops which makes the game extremelly playable and enjoyable (engaging). So in this sense I'm doing ok with TA 1.96 in which concerns evil races by now. But I have to confess that sometimes I put Yor or Korath a bit smarter just
[quote quoting="post"] -There needs to be a button on the planetary inventory screen & planet surface screen that either centers the space camera on that planet OR a minimap, otherwise its like planet X somewhere amongst mabye 50 planets has finished building what do you want to build, WELL THAT DEPENDS ON WHERE IT IS more often than not. [/quote] I agree with you, that "center planet" feature would be nice to have as an option. But consider naming your plan
[quote]OK, this is what is happening: The AI personality used by the Drengin, Korath and Yor is not colonizing planets in space where the influence ratio is high enough to cause a defection. [/quote] This explanation sounded plausible so I decided to take a few tests. Map size: Huge Players: 5 (3 Evil) Unfortunately the tests did not seem to stood up to that (see image below - map on bottom right). Inspite Korath and Drengin had scores of space to expand (because Te
[quote]I've only played on Medium and smaller maps, with everything abundant except for number of planets, which is set to common. [/quote] Try it with Huge maps and above. Assign Yor, Drengin, Korath, Terrans and Torians and start hitting that "end turn" button. Let us know how it went. By the way please check that you have 1.96 (last version). This seems to be a 1.96 issue. As I purchased ToA on-line and didn't archived a previous version now I'm stuck with 1.96, which is the
In a previous thread I reported to have "fixed" this issue. Not really. It seems not to happen in all games but definitely there is a bug in 1.96. In my recent game I found the Yor and Korath as my neighbours. They were not expanding so I took a peek. No lie, the Yor had a total of 9 Colony Ships stationed in their worlds with plenty of good planets to grab nearby, planets those that were for sure previously scouted by them. I did not used ctrl+n. Veeery frustrating :( Is it possib
I think I fixed the issue. I deleted the entire TA profile folder (the one TA creates for temporary player preferences) at: \My Documents\My Games\GC2TwilightArnor I launched TA, which creates a new set of fresh folders in the same location. After that all seems ok. Yor / Drengin and Korath are expanding normally. Let me know if this worked for you. Is this or not using the +n. I suspect the ctrl+n issue is still not completely resolved.
I play on crippling/masochistic, common habitable planets, huge/gigantic maps. If your maps are small or normal maybe this problem goes unnoticed because there are not much planets to grab. Please confirm also if you have TA [1.96.027] [meandean] explains it well when he first started the thread. I totally confirm his words through some tests I did, as I presented above.
Its "official", some races don't expand in TA [1.96.027]. Stardock guys wake up, this is killing the game :SNIFF!: , at least for me. Can any one with a previous TA version see if this is a last-patch issue? Results of Empirical Testing (pressing end-of-turn) ---------------------------- Rank of Expansion (from top to low) 1. Torians & Humans (Rabbit expansion) 2. Thalans / Drath / Krynn / Alterian (Fast expansion) 3. Iconians / Arcean / Korx (Normal expansion)
The same here. Drengin, Yor, Korath have only 1/3 of the planets comparing to the good guys. Torians are the master spreaders (in all the games I played). Terrans also spread alot, Thalans as well. Arceans don't due to speed limitations. What's happening I guess is that evil races emphasize military and don't construct colony ships, or simply don't colonize. I guess this could be a "feature" of TA, evil races concentrate more in conquering planets with goodies than expanding and constr
No matter how many times I try it seams almost impossibe, or at least crazy to win a huge map with the Yor, Drengin and Korath guys in it at "Tough" difficulty level. The problem is that after some time everybody just takes a beat up from these guys. I had a game where I was close to the Altarians, Arceans, Iconians and Terrans. All the good guys. The problem is that they all tend to neglect their fleets (except probably the Terrans) and sooner or later they will be destroyed by the ev