DrGuppie

DrGuppie

Joined Member # 2418511
4 Posts 120 Replies 316 Reputation

[quote who="overdriveEX" reply="12" id="1889879"]Uninstalled TA, restarted impulse, and the only version of TA available is still 1.96.027. Show pre-release versions is on. Any ideas?[/quote] Did you kill off the background impulse.exe (which is there if you've got the "Fast start" option turned on). Don't know if that will help or not, but it can't hurt :)

171 Replies 552,014 Views

[quote who="BoogieBac" reply="4" id="1889854"]So has nobody been able to download it? And, I hate to ask this, but can someone with a fast connection uninstall and reinstall to see if the Beta comes through? (Boogiebac stomps off to scold the download.)[/quote] I don't mind trying it out, but do I need to uninstall [i]everything[/i] GalCiv or just ToA?

171 Replies 552,014 Views

Same here, tried server USA 1 and 2 in Impulse and nothing (with the show pre-releases checked). Tried closing out the background Impulse.exe as well (thought maybe something could be stuck in a cache).

171 Replies 552,014 Views

[quote]This is a long known discrepancy. The Peacekeepers do not work as they are described in the text description, but they are (from what I understand) working as intended.[/quote] I wish they'd either just remove the Peacekeepers event or fix the behavior to match the text, otherwise it's just Pirates with a different name.

11 Replies 4,912 Views

I know, it's basically the Pirates event with different text. I think it'd be an interesting event if they only destroyed ships in space that are armed. Or maybe go after any warships of races that are at war. After all, they are (in theory) to keep the peace, not destroy interstellar space travel (by the text anyway). "Sorry, those trade goods are absolutely EVIL WAR MATERIALS!" ;)

6 Replies 2,166 Views

[quote] I was playing a game with 0.95[b].002 where I was the Korx. I was at war with the Terrans and the Drath when the super pirates special event appeared. The pirates started destroying everything in sight. Wanting to keep my trade routes running, I quickly researched and then paid to build the Freighter Command, which was supposed to recreate my freighters if they were destroyed. This didn't seem to do anything, and all of my trade routes

5 Replies 2,022 Views

[quote] I think Freighters should have maintenance, but Mini-Freighters (operating on established trade routes) should not have maintenance. That means the longer you keep freighters hanging around, the longer your break-even time will be once they begin trading. Similarly, unarmed Constructors, Surveyors and Miners should have a negligible, very slight maintenance(capped at 10bc). Warships(ships with weapons, def

37 Replies 12,719 Views

I know one of the stated goals for TA was to "make everything bigger", but the sad reality is that the initial techs are useless given how fast research goes. I mean, I don't even bother using any of the first level weapon techs and by the time the second level techs are on a few ships it's almost time to wait for 4th tier weapons because they aren't far away. In other words, I rarely have a game where 1st and 3rd tier weapons are of any use/value because they are obsoleted too quickly.

14 Replies 3,922 Views

[quote] I'd consider that a bug in the UP resolution, though. Considering that minor races don't have influence, I don't see how so. Minor races aren't part of the UP. If that were true, their ships wouldn't be towed out of your influence zone. I'm assuming they have some sort of second-class membership (or possibly designated as

21 Replies 6,080 Views

[quote] Reading this thread it sounds like way too much focus is on 'surviving' the economy by having to rush for high-end economy buildings. While they help a lot and are a valid tactic, the point of the game is that I'm not railroaded into a single method of playing the game. For the same reason I don't like the Thalans, being forced to do certain things a certain way just makes it feel like a clunky, boring RTS game with build orders. [/quote]<

110 Replies 33,958 Views

[quote] it appears that an econ starbase with trade modules and trade is worth it. BUT, you don't get your phatom +1 bc every week, only in weeks when the freighter is in the influence of said starbase. Typically, unless the planets are close, a trade module will provide its bonus only about 20 weeks out of every year... if even that much. [/quote] Ok, let's simply this a bit though. Let's leave the starbase out for

110 Replies 33,958 Views

Heh, man Wyndstar a flurry of posts eh? :) I'm going to test out that military starbase and orbiting ships 'cause I could have sworn that they got those bonuses, too. Not that I keep ships in orbit for defense anyway, generally speaking. Since I can't fleet them in orbit without building a structure, I prefer to just attack incoming ships before they get that far :)

110 Replies 33,958 Views

[quote] it appears that an econ starbase with trade modules and trade is worth it. Worth it eventually. +10% to your freighter income of 6 only while that freighter is in the influence of the starbase (6+.6 = 6.6, truncated to 6). Even if it was rounded up to 7 (which it wasn't the last time I tested) you are gaining at most 1 bc per turn your freighter is in the influence of the starbase. But the constructor to BUILD the m

110 Replies 33,958 Views

[quote] One thing I haven't looked into was, do freighters cost ship maintenance? I'm just wondering if the mini-freighters are pouring more money down the drain then what they can bring in. Yes, at least in DA freighters cost more than they brought in for the first 1-3 years depending on the map setting. [/quote] No, the mini freighters do not have maintenance costs - the initial freighter [i]does[/i], but once it establishes the route it does not. I just

110 Replies 33,958 Views

[quote] When does starbase maint. kick in? All of mine say 0 in the info, but I don't know if the info window is broken or it only starts to apply after so many starbases or modules or... Anyway, you're neglecting that even if the starbase has maintenance it is only deducted once. As long as you build a starbase where there are multiple trade routes converging, it would have to have some massive maintenance to not be worth it. Not cer

110 Replies 33,958 Views

[quote] new game I'm playing as the thalans and doing quite well on the economy. I get 93 a turn for some of the trade routes. A key is having economic starbases with trade bonuses on them. Kevin Now, how much are the freighters costing in ship maintenance, how much are those starbases costing in maintenance? Deduct that from your 93bc a turn and see how much/or IF you are pocketing any money. [/quote]

110 Replies 33,958 Views

[quote] It's not 'crippling'. My first game as the Thalans, I didn't notice the +8 ag on the Hyperion Matrix, and built it on a 300% research tile on my homeworld. By the time the population maxxed itself (double sized colony ships coming from there helped slow that process down) , I had ~ 40 planets...Despite the 37% morale on my homeworld, the overall morale was 97%.....Granted I had 10 of the morale buildings on Thala, the morale starting building, harmony crystals,....<br

12 Replies 5,678 Views

[quote]You should build that one wonder with the +8 population on a secondary world with a high Planet Quality. If you build it on the main, you will have a serious morale issue even with starting bonuses that you can add. That +8 will totally mess you up on the main.[/quote] Yeah, which is really kind of a silly required work-around. I think it deserves some gameplay tweaks for it to make more sense, either make the morale penalty less for the Thalans (which would make sense anyway, th

12 Replies 5,678 Views

Yeah, I wish they hadn't made that change in this beta. I felt it was a good, thoughtful use of technology, ships and fleets. Honestly, I don't get why a warp bubble can improve the movement rate of tons of ships but not a TS. *sigh* It isn't like you can go screaming around the galaxy using Warp Bubbles and a TS so I'd really like to see them change it back. By no means a game breaker, but it'd be nice from my perspective. :)

10 Replies 5,681 Views

Hey bigpopa, I'd be very suspicious of the power supply, 350 Watts isn't all that much these days, especially with higher powered graphics cards. I'd seriously consider replacing it with at least a 450W PSU (depending on what kind of graphics card and number of hard drives you've got).

18 Replies 8,184 Views

I'm taking SD's comment that they still have balancing to do with the Altarians and Thalans to heart :) I didn't have a terrible time with them (I won an Alliance victory with the Terrans), but I think that had more to do with a fortunate Class 19 or something that was next to my homeworld. I basically had to fill it with Econ buildings and run taxes at 49% to stay afloat. My homeworld was perpetually at 40% approval because of a 24 billion population limit. Those Morale buildings just

45 Replies 16,810 Views

I don't know if it's too powerful - since there's no guarantee that it'll trigger - but it definitely is a potent ability to take. Knocking it down a notch probably wouldn't be a bad idea for the same points as now.

46 Replies 14,412 Views

[quote] Since the post - that game in particular has reached a sticking point. Even attempting to attack the Yor in the same condition causes the game to freeze. [/quote] You're probably running into another currently known bug. The good news (if it is the same bug) is that the game isn't hung (you can still save, load, etc.) but that it won't let you advance to the next turn. You can work around this one until it's fixed by doing a Quick Save and then loading it.

5 Replies 3,107 Views