thehandofzarquon

thehandofzarquon

Joined Member # 2592028
12 Posts 335 Replies 3,760 Reputation

The order in which they are defined/declared... problem is, all techs in TechTree.xml are read first, so they end up showing up before any other techs. This causes some really weird looking tech tree displays sometimes. Try placing a dummy entry in the TechTree.xml file below where Xeno Industrial Theory is. That should fix the problem.

5 Replies 5,501 Views

First, I gotta say that I absolutely love the way an Immense Abundant Habitable/Frequent Special Worlds map feels. It just... feels "right". Kinda like the first time I played an Immense map during the TA beta. :) The two new game setup options were a very, very pleasant suprise for me. Second, passive spying is a great addition and it really completes that particular subsystem. Now if only the Espionage ability itself actually did something useful (*nudge, nudge, wink, wink*) :p and

90 Replies 254,405 Views

Indeed, it would be nice if Espionage was changed to reduce the cost of spies (or something similar). It would also nice to see Courage and Loyalty get a boost to "useful, but not entirely important" too, though. :) Courage could directly act as a Soldiering bonus when defending against attacks, and Loyalty... well.. I dunno, I guess it could just get a boost in its power...

171 Replies 552,028 Views

Creativity and Luck both got big boosts in usefulness in the expansions (TA and DA, respectively), but the cost of them was not adjusted accordingly. Creativity is random in its usefulness, however. Some games it will save your butt or fling you way up the tech tree, other games, you might only get it to trigger when you have a few weeks left on a tech anyway. Luck, on the other hand, is a very, very dependable ability. Which is odd, given the way Luck works in any other game... I've

23 Replies 20,976 Views

Here's a general overview that should help (If I'm wrong about these rules, please tell me): Normal Buildings only give Planetary Bonuses. The Cathedral of Valor is the sole exception, but I believe it isn't even properly working anyway :) Trade Goods are ALWAYS Galactic-Wide bonuses. Always. Most Galactic Achievements are Galactic-Wide. Many Galactic Achievements are worded oddly or unclear about what type of bonus it i

5 Replies 4,327 Views

Oh... and one more for good measure: 9. Lessen the effect each, individual point of War Profiteering has. Something to the extent of 1/5th or even less as much as it currently does, but raise the current techs/improvements that grant War Profiteering to the equivelent new score. So (using the 1/5th number), the Mercenary Academy would give +10% War Profiteering instead of 2% it currently does, but would bring in the same level of cash that 2% of War Profiteering currently does

242 Replies 394,292 Views

[quote who="phoenixpaw" reply="19" id="1847585"]I know what I would LOVE to see in the game, and it wouldn't require a lot of coding either. * Better distinction between planetary and civilisation bonus. I'm probably just stupid, but sometimes I can't figure out if a wonder helps my entire civ, or just that planet.[/quote] Definetly. Planetary Influence/Loyalty is defined by "PrestigeBonus" and "ResistanceBonus" tags respectively in the XML files. Why not use those names? An

242 Replies 394,292 Views

The Terror Star is a nifty toy as it is currently. Something you use for fun, not because it's the best (or even just plain good) strategy. The problem with them is they have a helluva lot of restrictions on them. You need to research 6 (including Advanced Starbase Construction and its kin) extremely expensive techs before you can even build one, and the beginning 5 don't even do anything with the last (for most races, at least). Then, you gotta build the thing with six constructors...

57 Replies 177,264 Views

[quote]There are some odd number exchanges when populating a troop ship. 3 billion people taken from a planet only turn into 3 thousand troops on a ship.[/quote] It's 3000 legions of troops, not 3000 troops.

11 Replies 5,924 Views

[quote]To give us better control of what techs they have access to. We were talking about gimping the minor race tech tree and maybe making the Dread Lords techs more powerful so that if you take over a Dread Lords world, you have the chance to steal a really awesome tech.[/quote] Sounds like good ideas to me. :) Would the awesome Dread Lords techs be unique? As for the Minor Races... it would be kinda nice if the Dark Yor got a gimped version of the Yor tech tree. :) <br/

37 Replies 69,826 Views

[quote]This is a common problem with any civ that recieved new industry techs. The problem is, these modules are linked with techs that provide other things, such as a research capital. How about you liberate some of the modules you get from the default industry techs? You could create a bunch of new techs for them so we can have the option to research them without having to get the factories that goes with them.[/quote] Another option might be to place some in the Space Mining tech

11 Replies 21,413 Views

They did at one point load from the mod folders, but after a certain beta (3 or 4, I think) they stopped working and you had to place them into the main data folder. Since custom races are enabled now, it might be possible that they allow loading of custom tech trees properly from the mod folder...

8 Replies 3,850 Views

This could potentially be fixed by making all these Racial-starting 'Galactic-Achievements' be Super Projects. Of course, there is a side-effect there that it becomes potentially possible to build and own more than one of these buildings if you lose the planet they are built on and later recapture it... I'm not sure if it is possible, but that could be avoided by making them Destructible Super Projects. Then, when you lose the planet, the buildings get destroyed, like other race-unique

7 Replies 3,601 Views

Ah, finally got a chance to put up the rest of my comments: [quote]Right of Passage Treaty. I don't see these, and haven't heard anything on them in quite some time. Were they abandoned?[/quote] I think it was abandoned, not sure though. I'd love to see more treaties between races... Open Tourism (works like a Economic treaty, but gives a percentage of Tourism income), Open Trade (increases the amount of money that race gets from trade routes to your planets), Open Espionage

5 Replies 4,774 Views

Just some quick comments before I head out for class: [quote]A super project that gives +2% to soldiering? Shouldn't that be +20%.[/quote] If you are talking about the Cathedral of Valor, I'm pretty sure it isn't a super project... in fact, you can build as many of the cursed things as you want. [quote](Korx +2% war profiteering project. It is too small to matter in my games, but perhaps 2% is all that was intended?)[/quote] I believe the ability gives a percenta

5 Replies 4,774 Views

[quote]The Xinathium Hull Plating does not seem to be as useful now that there are HP modules. Perhaps some other improvement can be substituted. I would not mind seeing a military production or loyalty-boosting trade good.[/quote] Eh? Not useful? Hardly the case, imo. That extra +15% is all the more useful with the higher-base amounts of HP floating around thanks to the new HP-boosting modules. [quote](7) Ability to detach a single ship from a fleet (to avoid disband/reform sy

382 Replies 105,289 Views

[quote]Every asteroid is at 5 and then the miner will move to a field 20 turns away rather than upgrade the one they are already on to 10.[/quote] This behavior seems, at least in my experience, to happen with the player's automated miners as well. Kinda defeats the purpose of the automation, no?

6 Replies 3,962 Views

Tech Victory in TA is being changed to represent the true understanding of the universe and all its dimensions, right up to being able to develop weaponry and other technology that directly affects time and space. Ascension Victory takes up the old Tech Victory flavor mantle, but the requirements are the capturing and holding of certain, special Galactic Resources (you know... all those nifty artifacts left behind by the Precursors?), sort of similar to your first idea (building special

4 Replies 4,184 Views

[quote]They haven't pushed out a build yet to my knowledge that was world-ending buggy. [/quote] Well... there was that one crash if you didn't invade a planet before the AI did when the new invasion screen was released... but even that had a reasonable work around (load a game, invade a planet, cancel it, load your real game). But, yeah, definitely better than most, if not all (at least today, anyway) first [i]retail[/i] versions of other games. :)

63 Replies 47,927 Views

[quote]As for this turn-based "4X fantasy strategy game", that sounds very interesting. Can anyone name another game that something like this would be like? I just never have heard of a turn-based "4X fantasy strategy game" before??[/quote] The Heroes of Might and Magic series is sort of a 4X-Lite Fantasy strategy game. HOMM3 is my personal favorite. HOMM5, last I heard, has a horrible "cheating" AI, but is otherwise good. HOMM4 is so different from the others, but I still like it.

63 Replies 47,927 Views

There are a couple of things I'd really like to be changed about the United Planets: 1. The week (or more) before the voting, it would be announced what is going to be voted on. 2. All races that have made contact with another race are part of the UP, not just the ones the player has met. 3. The UP meets a bit more often, something like twice or four times a year... maybe. Of course, seeing something akin to Alpha Centauri's Diplomacy features would be awesome

20 Replies 5,137 Views

[quote]Actually, I don't know if it would be best discussed here, but are there any differences in the invasion tactics as the game is right now? Meaning, are there any UNIQUE invasion tactics in TA? That would be a good way to differentiate (sp) the races. The Yor could have some kind of robotic airstrike tactic, while the Iconians use some obscure precursor tech-weapon or something[/quote] No, there aren't (yet) any unique Invasion Tactics. Races don't have access to all the invasion

37 Replies 12,318 Views

[quote]3? I thought it was only upped to 2?[/quote] The base speed of all hulls is 2pc, but every default design (and probably most User-made ones too :) ) also has at least a HyperDrive (another +1pc) for a total of 3pc base speed.

5 Replies 3,512 Views

[quote]What worried me is that on the Altarian tech tree the 'Majesty' techs, as well as the Precursor history techs are all marked as unique, but when I played the Drath they showed up as regular techs.[/quote] A tech is considered unique if your Tech Tree is the only one that has it in [i]that game[/i], regardless if it shows up in other race's techs that aren't present in that game.

37 Replies 12,318 Views