Plus, the Arceans have bonuses from the Stellar Forge and I think they might have racial bonuses as well.
Mac2411
In my opinion, if the tourism value is going to be increased then the frequency of the tourism x5 or tourism x10 events need to be lessened or those events toned down (x2 or x3) or eliminated. As it is, these events result in enormous increases in income that pretty much end (in my experience anyway) any economic scarcity for the rest of the game. To some that might be a good thing (I don't mind it as it is now) but to me those events coupled with an increase in the base rate woul
[quote who="OGghostguy" reply="21" id="1534969"]My only other request is that we have an options page where we can toggle specific mega events on/off. I love mega events, but that speed limit event really takes the fun out of the game. I want to turn that one off! Amen to that. I quit a game recently because of that Mega event... [/quote] I agree wholeheartedly. This feature would be especially welcome if more events are added.
[quote who="OGghostguy" reply="21" id="1534969"]My only other request is that we have an options page where we can toggle specific mega events on/off. I love mega events, but that speed limit event really takes the fun out of the game. I want to turn that one off! Amen to that. I quit a game recently because of that Mega event... [/quote] I agree wholeheartedly. This feature would be most welcome, especially if there are going to be even more of these events added.&nb
I like the idea of all of the minor races uniting together and becoming a new major race AI. It seems natural they would do this considering it would be in their mutual self interest to unite or fall one by one as they usually do in every game.
[quote]Some indication of a Release Date. The last ones I know of have already passed.[/quote] Ask and you shall receive: Frogboy stated a new release date of October 1st for 2.0 in the thread announcing Impulse Phase 2.
There is a bonus given with the STellar Forge and sometimes with a planetary event upon colonization that bestows a "ship quality bonus" for any ship built on that planet. Does anyone know off-hand what bonus this actually gives the player?
[quote]I had conquered one minor race, and had the Arceans declare war on me. That was it.[/quote] Like I said, it is my observation that conquering minor races can be a trigger. One may be sufficient (as it was in my most recent game) but two in a relatively short period of time is a more sure-fire trigger. Just my observation over a number of games.
Some indication of a Release Date. The last ones I know of have already passed.
One thing that I've noticed will trigger this event is conquering minor races. My observation has been that conquering two minor races in a relatively short time span is a sure fire trigger.
The results I've experienced as reported in this thread are not from using the Ctrl-N short cut. I don't use that "feature." I recently switched the Drengin for the Korath and the Korath seemed to do better. However, the better results for the Korath were due to conquest by spore ship and not because of colonization. That was clear when all the planets but their home system were toxic worlds. I don't believe the AI for the evil races is functioning correctly in version 1.96.
Unless you have already placed "Battle Stations Mark I" on the base, those defensive modules will not be available and will not show up in the build queue.
I agree. I'm going to go ahead and send in a saved game. I find it odd that no one else has reported this though (unless you are Mistralok).
Since Version 1.96, I routinely colonize planets in sectors right next to the Drengin and Yor home-worlds despite playing the Arcean tech tree with its lack of engine techs. Of the evil races, only the Korx seem to expand on any regular basis. Since version 1.96 the most planets I've seen either the Drengin or Yor actually colonize is three. The good/neutral races, on the other hand, expand like crazy. By the way, I play on immense galaxy, abundant planets, rare suns, rare habitable planets
I just had another incident similar to the one above occur. This time I reconquered a Jagged Knife planet and could no longer build anti-matter power plants on that planet despite the tech being available and not already being in the build queue for that planet. I could build the improvement on other planets, just not that one planet I reconquered. I note that before the Jagged Knife took the planet I had an antimatter plant on it. I have no idea why this is occurring. Has anyone else out t
I've yet to see this happen or be reported. I was playing a custom race using the Arcean tech tree. No AI was in the game that used that tree. Anyway, the planet on which I was building the Stellar Forge was conquered by the AI. I promptly recaptured it but found that the Stellar Forge was no longer being built. No problem I thought. That fact just indicates the AI could not build it because it did not have the requisite tech. However, when I pulled up t
I've noticed a lack of expansion as well. On the other hand, the Torians, Altarians, and Drath Iand the Krynn) see, to expand like gangbusters in my game--especially the Torians. The Drengin and Yor usually just have their home system and maybe one other planet and that's about it. I've noted this at the painful level and above.
I see them in [U]every[/U] game I play. I play immense maps with rare suns and rare habitable planets-not exactly a recipe for numerous worlds. I always play painful difficulty level at a minimum.
I have a 700% bonus tile on my homeworld in my current game and see them in every TA game I play even though I play on rare suns and rare habitable planet settings.
It sounds like this stat refers to a race's trade route's ability to withstand attack and not collapse. A higher value indicates that it will take the destruction of more mini-freighters to cause the route to collapse. Just a guess though.
It will be just like it is now, except in space.
I've been having repeated crashes with v/1.95. Not every 5 minutes but often enough that it's a problem. I've already sent in a saved game file and the Smart Exception files. Hope this one can be fixed. I've not had crashing like this with previous versions of TOA, including most of the Beta versions. Restarting does not help this problem.
Never heard anything back on this. I'm either nuts or they're diligently fixing the problem. I have not noticed it in 1.92a.
I turned in a saved game a couple of days ago. Haven't checked email to see if there's a response yet.