The pirates are subject to the 'getting all the techs' bug. I had them show up in DA, and I actually had a mid-level starbase (all attacks 18, defense same) survive two fleets of small fighters before some frigates came and stomped it. The way they are now, that's just not possible. Anyhow, remembering how many fleets spawned on the largest available map in DA, I'm sure it's possible that pirates on an immense map would totally choke my processor.
Seth Gaines
I started a brief game Monday as the Arceans, didn't get too far, and started up last night as the Torians. While my interface was properly bright green, every alert I got from my scout was in yellow. I have also been stuck with incorrect hulls a lot of the time. After playing the Terrans, my game as the Arceans had Terran hulls. I avoided this in my Torian game by changing appearance to something else and then back to Torian before generating the universe. Is this related to the odd g
I have had the AI place spies on my worlds. Not very many, but a few. I typically start building my spy army once my economy really takes off. Then I hit anyone who declares war on me with 20 at once. It costs them a lot to get rid of, and gives me good intel. After the counter-espionage massacre, I hold a few in reserve to drop on morale buildings before invasions (Love that Information Warfare!).
[quote]All that's needed is that the Drath have met both parties for them to start arranging wars (even if the others haven't met each other).[/quote] I have had people declare war on me without having met the Drath. In fact, knowing only the Krynn and the Korx, I had the ominous string of announcements about people declaring on others, followed by the inevitable declaration on me by the Korx (who had two treaties with me, and nearly all their trade routes going to my planets). I reali
I know this is kind of a problem, but generally by the time my colonies are numerous/developed enough for this to put major hurt on me, I have a pretty big cash reserve and can just ride it out. Is this not what other people are experiencing?
There are already about 20 threads dealing with this. No real word from the developers yet.
I thought of the find/replace option over the holidays, but I see that I was beaten to it. I agree that this is a better idea than my first suggestion. As far as getting tripped up on one or two buildings where I was not upgrading like with like; I'd much rather have to scroll through all my planets and make a few clicks, than scroll through all of them making several clicks on each.
The problem isn't that the Pirates are 'too' hard, it's that they are suffering/benefiting from the same bug as the rest of the minor races. When the pirates showed up in DA, they were way ahead of you in tech, but not so far that you had to research every offensive and defensive tech in the game to beat them. I seem to recall fleet attack values of about 135, which was quite a challenge. Anyhow, you can take advantage of the pirates by building very fast colony ships and transports a
I 'doint' like your stupid answer. This is beta testing, not a modding forum. As far as the second, more substantive response, it looks like the display is incorrect. It needs to clarify what it does. What it's supposed to do, and what it says it does, are two different things. Do you see it providing a 10% bonus [B]in addition[/B] to the terraforming? The Temple is not a logical technical progression from the Entertainment Center (or whatever) that you start with. If a mu
Someone else mentioned this a while ago, and I'd like to bring it back up with a post of its own. I would really like the ability to obsolete buildings from my planetary lists. If I know how to build a 15% econ structure, and I trade for a tech that gives me an 8% structure from another series, I have to spend the entire game looking at the useless building and trying to find the better one. If I keep trading for all the passive bonus techs, I end up with about 20 useless buildings cluttering
There are two problems. First, the Drath Temple does not link from the early entertainment building, nor does it link to the Healing Pools. Why would the Drath have Healing Pools anyway? I understand that the Temple is not a logical technological progression from the earlier building, but it's a huge pain to go around all your planets and make sure that they upgrade it. It also clutters your build list really badly. Second, the Biosphere Modulator seems to only give a 10% industry b
The pirates are intended to be incredibly hard, yes. However, their attack value seems way too high. I think they've jumped to the end, tech-wise. This really does need fixing, and fast. It will totally ruin a game. The fleets should have an attack around 100 or so. I had them show up in a DA game, and they swept the galaxy pretty much clean, although I was able to pick off stragglers with my fleets.
It doesn't look like the Yor have gotten a tweak in the latest mod. They are still incredibly vulnerable to influence flipping.
Maybe I didn't play long enough, but I didn't see the Korx having any race-specific buildings, either. I found them pretty flavorless. Their 'Super Ability' also seems less super the longer I think about it. It's not too far into the game where everyone at least knows Trade.
Here's another. The description for Warp Drive III says something to the effect of 'Advances in field coils have allowed us to [B]developer[/B]...'
This also happens with planets. I forced the Yor to give me a planet, which turned out to be deep in Drengin space. Of course, when war was declared, it was hopeless to defend, and I eventually lost it. I still (after multiple saves/loads) have its sensor range. Just built the Eyes of the Universe, curious to see if it will 'update'.
I just got my fourth one in the same game. This is unusual for me, though.
Zero, but while you could select it, you couldn't make a fleet. Asking for an intelligence report gave details on the mini-freighter.
I sent in a save of this last night. I had been fiddling with a few transports while the turn was processing, and when it finished, Dratha had completed a transport. It jumped to the planet, and the planet was shown (at the bottom, the map displayed properly) as a fleet icon with one of my freighters as the other choice. The freighter was one of the ones generated by the game to run a trade route, and it must have hit Dratha just as the transport was finished. I could not put Dratha in the f
Just a bump to say that it now seems to have gone the other way. The minor race planets in my current game are devoid of ships. Their AI should be modified so that they maintain a minimum of two defenders, and upgrade those as that becomes possible.
In the event where ships damaged by pirates need to land at your planet for repairs, the neutral choice ends 'have to make due'. This should be 'make do'. Also, the event where the religious cult leader is making trouble contains the text 'sewing the seeds of dissent' in the description. This should be 'sowing...'.
Zenicetus - Don't give up yet. My first game was frustratingly awful. I went back, selected the 30% econ ability, and managed to stumble along until one of the 4 races I had met started trying to take my lunch money. At that point, I traded a few low-end techs to the other three, and got myself a nice war going. I'm currently making almost 2,000/turn from war profiteering, and have been able to drop my taxes low enough that my morale is in the high 90s. Sure, if the war ends, I'll be in a h
The only reason it ought to is that it serves the same purpose, is better, and would save you the trouble of having to go through all your worlds manually and do it, to say nothing of the build-list clutter you get from this and similar 'upgrades'. Of course, as a logical technological progression, it doesn't make too much sense. Agreed on the Healing Pools. That whole thing seems weird.
My first game with the Drath was terrible. So was my game with the Korx. They both spiraled into a total economic collapse. I don't see how anyone can do quick buying as an early strategy, especially now that we only start with $3K. I buy one factory on the homeworld sometimes, and I buy a colony ship to get off to a quick start. I do try to run my economy at 100% for as long as I can, and I raise taxes until my approval is about 50%. You have to grab planets early, because while y
[quote] The TA game needs to do a better job of blocking all notices of wars, diplomacy issues etc. that involve races you haven't officially made contact with.[/quote] This does need fixing, especially since you can use these notices as a cheese way to meet the races.