There are a lot of things I would love to see, but one thing that I will go ahead and talk about it that bugs me about the current game is the liner branches of the tech trees. For some it can't be helped really, I admit that. But for branches like the weapons there can be a lot more done to make them interesting and a genuine choice in game playing style. Take the beam weapon line for example. Start with lasers like before and have a half a dozen laser techs, leading up to some ve
Jarod Silverstar
To throw my two cents in as well... 1: I agree the espionage system needs a change. Maybe break it into two parts, a 'gathering info about another race' and everything else, i.e. tech stealing, production stoppages... and maybe with the second part and a few new features, insurection provoking, sabatoge, and maybe others. Have two sliders, one to gather info, and the second to make spys for all the rest of the stuff. 2: Would love to see a revamped/improved starship/fleet
Frogboy, Are you working on just the AI of the races, or doing any work on the tech trees? I have been building a spreadsheet of the various racial tech trees and came across one thing that is standing out for me. Compared to the other races, the Thalans actually have a reason for and effective difference in chosing an alignment. Even above the standard alignment specific techs that were present in DL and DA, the Thalans have another 4 or 5 techs for each potential alignment. The A
Well, As long as it is apparently an intential change and not a bug, that was my biggest concern here. However, it would be nice to get some type of official word on this. Jarod Silverstar
I am sure other people have noticed but the Torian Central Mines and Harvesters continue to be indestructible. Meaning if you are another race and capture a Torian planet you cannot remove or even upgrade those improvements. I know I asked once a while back, but never saw an answer and searching the forums has not turned up anything useful... Are these improvements supposed to be like that? If so, what improvements with other races is similar? I can't say I have come
Perhaps a good middle ground on the 'culture flip versus racial enemies' would be to not just lock it out, but make it so it is twice (or more) as hard to flip. Of course, one would probably also need to figure out the direction of hatred. Of course, the Thalians hate the Humans, but should the Humans really feel the same way back? I think the Humans would be more likely to hate the Dregin. It would add some interesting dynamics to the game. Too bad TA alread
I thought that I remembered reading someplace that ships that did not have any weapons on them would not be charged with maintence. However, in my current game, right from the beginning I am being charged maintence on all my ships. The flagship, miner and colony ship and all the ships I built after that. Am I crazy or something? Jarod
In the last couple of games I have played, I have come across one item that might need addressing. The Torians have a racial tech/improvement called the Central Mine. When I conquer one of there planets the Central Mine then is not one the improvements that I can't use and is not destroyed. However, I also can not ever do anything with it. I cannot upgrade, decomission or anything else on it. I have noticed this while playing the Yor and the Drath. Is this expected be
Could we get Galatic (Mega) Events recorded in the game log? I am refering to the things like unknown energy doubling birth rate, pirate events and that like. Playing a game I had a number of breakaway systems but the only note of it was the entry where I made contact with a new empire. Seems silly that a major game event like that would not be logged. This is espically needed if the in-game AAR uses that event log to write the report. Jarod Silverstar
Not sure if this would be a tweak or a major change but: - Allow techs to have more than one pre-req. This probably would not change much with the normal game, but for those people that like to mod would probably get a lot of use out of it. The idea I had put forward on this before was something like this: Start with normal stardrive. Impluse drive requires the normal drive & Fusion Power. Warp drive requires Impluse drive and Anti-matter Power. Jarod
Okay, I am having issues now myself. Tried to update DA through StarDock Central and got an error message about could not verify the serial number. So I went to re-enter my serial and it won't accept it. At the startup screen I hit Update Serial and re-entered it. But that screen throws an error that says the Serial Number must a 35 digit number entered like: 12345-ABCDE-... But I have my CD, the serial number is 28 characters, and I did the send me my serial numbers in email
Greetings all. I have a question for some of the programmers/developers out there. But a little background first. I am currently a computer tech that is looking to expand my abilities and skills by getting into some programming. I have been trying to get into some classes but those only do so much. I don't really have an opportunity to do much at work, since most of the work going on is through other groups and often way above my skills and ability at this point. And I am not very g
Jarod - You'll need to wait for the demo version. We've got one planned but it won't be out for a month or two after the game ships. This is more or less what I would expect from a demo. And that is fine with me. As time goes on, I am finding that many of the games I am looking at are disappointing to me one way or another. I am almost getting to the point of where I would not even think about buying a game unless it a demo I can check
Yarlen, You did state that people could be part of the beta by pre-ordering the game. Are you planning to have any type of open beta or demo version of the game? My reason for asking, is I have never been that big a fan if R-T Sim games but I would be interested in trying this one out still. But as a family man, I absolutly cannot afford to drop $45 on a game that I am going to be not playing in a week. In other words, if you would have a way of someone to at
There are several ideas that I like here: Space Monster of some type. Galaxy jumble, where stars/systems would get randomly moved around the map. Some type of galaxy-wide communications blackout. Effects would include; loss of all established trade routes, reset of influence and tourism, all diplomatic treaties lost. In fact, all communication with other races lost. You will have to 'rediscover' them. As for ships, all contact lost with anything not in orbit. All other ship
I will just pipe up to add that the points made here are ones I agree with. Further adjustments to the tech tree are something I would like to see, both in the areas of relative costs of some techs, and the ability to set multiple pre-reqs for techs. I hope that StarDock at least adds this to the game for those of us that would like to mod it, even if it not part of the 'normal' setup. I also have long thought that ship range was too great in the early game, so I am
Loving the game and really enjoying the features of the custom races and opponents. Still tweaking around to come up with interesting ones. But I was also looking through some of the other modding possibilities and have a couple questions. The biggest one is for Technology, you can only have one pre-req tech, correct? I was hoping to adjust the tech tree a little and make it a little more branching, but that doesn't seem to be much of an option. For example, I wanted to make th
While each style has its own templates and core ships, all the new styles are still based on six internal hull/module styles. That answers my question. Thanks
I pulled down Kryo's newest version of the Hull Mod and started poking around. I noticed that when it came to the core hulls there were still only the same ones as from Dread Lords, I.E. Humans, Altarian, Dregren, Yor, Torian... But in Dark Avatar, there are ship styles setup for each of the races. Do they all still use the older Core Hulls? Or does all the new racial hull style include new core hulls? Or is there going to be another KSHM coming soon that might include all the
It is recommended that you delete your ..My Documents\My Games\GC2DarkAvatar folder. Please, at least tell people to make a backup copy first. Otherwise, they will loose any custom ships designs and other game info, like custom races and custom race images that are stored here. That being said, I look forward to trying this version.
Kryo, I have been playing with this a little bit. The system does seem to work okay when you create a new ship. But so far I have not been able to get any of my previous designs to work correctly. It seems that some of the identifier info behind the scenes has changed just enough to not let things work properly. I am still doing some experiments myself, but wanted to let you know about this so you can put this in the back of your head for when you get around to updating the mo
I had wondered about the luck factor, that could be part of it. However, I took luck as one of my racial bonuses on the custom race I am playing so I should not be hurting that badly. DivineWrath , Your explaination is all well and good, but I thought armor was to defend against mass drivers, right? So when I am using missiles against their armor, I understood the defensive value was the square root of the value, thus 4 instead of 16 on those ships. Can you explain how a
What about the Luck from Surveying the "1 bc...it must be your lucky day" anomalies? What's going on there? As far as I know, nothing more than you receiving 1bc to your treasury. No luck bonus or anything like that.
Got a pirate event going on in my current game of DA, but getting some weird results on combat. Let me lay it out. My fleet: 3 Cruisers @ 27 HP each. Weapons: 15 points in Missile tech. Defense: 8 points in Armor. Pirate Fleet: 3 Cruisers @ 28 HP each. Weapons: 7 points in Mass Drivers Defense: 16 points in Armor. Off hand, what do you think the result should be? A pretty certain victory for me, right? Problem is I was doing almost no damage t
I know DA is still in beta and all that, but what is the chance that Kyro's Hull Mod will be imported to DA. I am at a toss-up, I have several ships that I have built and like from the Hull mod, but Dark Avatar is clearly going to be the perferred version of the game. So is there going to be any way of having my cake and eating it to?