torfbolt

torfbolt

Joined Member # 2480025
17 Posts 74 Replies 1,194 Reputation

That kind of punishment is an example of the US justice system... it's way beyond what is appropriate, and the lawyers involved profit most from it. By the way, it is just causing further harm to the US economy: Since the little that she owns or earns can now be seized, she no longer has any motivation to work, but just to live on welfare, until such time as she decides to emigrate from the USA to a country that doesn't enforce this sentence.

126 Replies 420,193 Views

In the last couple of days, I tried out the planetary governors. I like this new feature a lot, it does make it much less tedious to build up an empire of many planets. Some things about it could still be improved, however: - Easier access: I liked the suggestion of being able to select governors in the building list... it would be a lot less complicated than accessing them in the detail screen. If governors could be assigned to a planet list directly in the governor screen, that woul

0 Replies 3,211 Views

[quote]The research cost calculation is not a bug. Late in development, there were a number of posts complaining that researching late stage techs was too cheap and that it should be more epic. Therefore, we added that if the # of techs researched > N then cost = cost X Z where Z is a factor that slowly increases. It is working as designed, it's just that you guys (and us) don't like it. So we're changing it back to the way it was.[/quote] Actually, I for one DO like

251 Replies 742,555 Views

[quote]I noticed that one as well, but wasn't going to mention it. I didn't want it to go away.[/quote] That kind of thinking is the reason some exploits take a long time until they get fixed. If something is a bug, it should be fixed, especially if it's exploitable like this one. Unfixed exploits screw up the metaverse and (in this case) the racial balance.

51 Replies 36,639 Views

Well, I don't play GalCiv to win, but just for the fun of it (much like playing SimCity), and I never submitted anything to the metaverse either. I just don't want my games to end, and it shouldn't be a problem to play such long games.

3 Replies 3,979 Views

I'll start another thread on the current espionage system here, in the hope that there will be a couple of changes in TotA 2.0. For the developers: Please don't take this the wrong way. Overall, TotA is a terrific game, only the espionage system is (IMHO) still one of its weakest points. I'll try to be constructive in all criticism. That said, now my issues with its current status: 1. You know immediately where a spy is the moment he appears. Sorry, not a good idea in my opinion. Intuitiv

1 Replies 4,408 Views

As the title implies, this one has been around since before Dark Avatar and still not fixed as of TA 1.91. I'll give it another Go to describe it as best I am able. In every long game I have played so far, at a certain point in time (around 22 years was the latest occurrence, I suspect breaking point is 1024 turns) the statistic graphs become bugged. What happens is that from this point on, each time the game is reloaded from a save game, all statistic curves get compressed to half their

3 Replies 3,979 Views

In the scenario you are describing, I might want the perpetrator dead... which doesn't mean that in this situation, I would be the best choice to make that decision. The main problem with death penalty as I see it is that you can never be sure beyond any doubt that the case isn't a setup and the convicted "perp" innocent. I'm sure the US have already killed a number of innocent persons, so death row should be abolished ASAP.

51 Replies 147,088 Views

Right now, I only use TS to dust empty star systems in my space, so the class 0 planets become at least marginally useful. At least for that use, I find Terror Stars quite practical.

15 Replies 19,960 Views

One bug I noticed is that while on the planet screen, you can only buy one building per turn (as intended), if you quick-buy buildings from the civilization manager, that restriction is currently non-functional. Also, you can currently demolish buildings you should not be able to, like the Weather Control Centre and Biosphere Modulator. This has the game-breaking side-effect that planet quality can be increased up to the theoretical maximum of 72 by alternately destroying and rebuilding e

4 Replies 6,545 Views

I must say I was really surprised when I noticed that in the most recent version TotA 1.91 I was able to demolish the biosphere modulator on my planets. Needless to say, since I am a curious person, I tried what happened when I did that, expecting the planet to lose 3 random tiles and 3 PQ. However, no such thing happened. PQ and tiles remained constant, and the modulator became constructable again! So, by alternately trashing and rebuilding my modulator, I could raise planet quality through the

0 Replies 2,424 Views

TotA is a really great expansion and loads of fun to play. That said, I could imagine two changes that would make it more comfortable to play: 1. Some way to direct planetary development on a greater scale. Admittedly, a good solution for that would be rather difficult to implement, but even the option to tell the game "replace all recruiting centers with stock exchanges" would be a big help when running an empire on a largish map. Ideal would be a solution like "Develop all planets tha

274 Replies 735,699 Views

I have this bug as well. In my game, it appeared after I started using rally point for the first time in this game. I suspect it may have something to do single ships that are automatically fleeted at a rally point. In this situation those "fleets" somehow didn't regenerate their movement points and caused a turn button freeze.

25 Replies 15,386 Views

These seem to be bugged in at least two instances, which are possibly linked: First, when an (AI-owned in my case) ascension starbase was destroyed, the minimap symbol of the crystal didn't reappear. And second, after the same event (destruction of an ascension starbase owned by the Torians) those Torians actually ascended faster instead of slower than before.

1 Replies 3,244 Views

Whenever I change a planet's construction from the colony management screen and then return to colony management, the changed project doesn't show. It only shows when I close colony management and then reopen it. This is a new bug, since it worked fine in all ToTA betas I played.

24 Replies 16,389 Views

The art museum analogy is not bad, I guess. With PC games the difference is that the money involved is somewhat more, and there are more things that can potentially "go wrong" with a game, like compatibility issues, system requirements and major issues glossed over in reviews. The proverb "once burned, twice shy" applies to computer gamers as well, so someone who buys a game that won't work with his system and doesn't get a refund is probably going to download the next one. One thing th

304 Replies 879,205 Views

[quote]I really like to keep my taxation at 35% most of the time.[/quote] Low tax rates generally only work in the beginning, when you need high morale for fast population growth. Later, you should aim for 49%, 59% or 69% (whichever you can afford with your morale rating) Also, if nothing else help, cut expenses... you don't need to run your economy at 100% all the time.

6 Replies 3,488 Views

The better the AI, the better the game. GalCiv has enough difficulty settings that everyone will still be able to find one that fits.

23 Replies 7,621 Views

[quote]The best solution would be a mixture of things. Increase base costs of medium-large-huge by perhaps, double. Not a big difference, maybe even keep them the same way. However, add a multiplier for maintainence for larger hulls. Right now, its linear, i believe. Cost directly correlates with upkeep so (2x 250 bc medium-ships) and (1x 500 bc large-ship) have the same total upkeep of lets say, (10%, 50 bc). But with something like this: Tiny - 0.5 Small - 1.0 Medium/

17 Replies 7,884 Views