thehandofzarquon

thehandofzarquon

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

[quote]+ Improvements Tweaked: A value here, a new bonus there...several improvements are now 'more better' based on player feedback[/quote] Any chance on a detailed list of these changes?

62 Replies 116,589 Views

What about the Altarians? Are they not in the game? Well, the rest of the text refers to 12 races, so I'm guessing they just forgot to list them, aye? Heck, it took me the longest time to remember what the race not listed was when I first noticed there were only 11 races on the beta schedule... The last week only has 2 races listed, so I'm guessing they either don't have them for the beta or it will be on that wee

78 Replies 66,252 Views

I do have a few questions though. What about all the minor races that inhabit the galaxy? Will they have a generic "minor tech tree". Good question. Would be nifty if each minor race had a unique tech or two you could only get from them... And what about custom races? Will we be able to select which tree to use, similar to the way you choose ship templates at the beginning of the game? <br

69 Replies 96,696 Views

Anyone seen the Wikipedia page on ToTA? Apparently, the humans meet an Arnor who tells them that they have to find the 'crystals' that make the Dread Lords so powerful and destroy these crystals in a supernova - hence where the Terror Stars come into play. If this is correct, I think we're going to have a campaign mission/arc where you're going to have to escort a Terror Star through Dread Lord defenses to destroy X planet(which has the crystals on it) in the supernova

69 Replies 96,696 Views

Xeno Propaganda works mostly to keep the influence of alien cultures from permeating native worlds... While not effective at increasing morale, Xeno Propaganda does have improve the influence of a planet which often needs that influence to ward of alien culture. to me, this sounds more like it should be boosting loyalty, not influence. I sort of agree, although it could easily boost both in smaller

69 Replies 96,696 Views

+ NEW: Added standby mode for auto improve asteroids Yes! Thank you, oh so very much! Glad it worked out for the survey ships enough to be added to the miners.

35 Replies 54,315 Views

There are custom race files under My Documents/My Games/GC2DarkAvatar. Deleting them should reset the races to their standard abilities, although make sure not to delete any truly custom races you may have made. Also, in the same folder, there is a ships folder. Deleting the two files that correspond to the ship design you want to remove should get rid of it.

2 Replies 3,750 Views

I am wondering if the problem is really sneak attack or if the problem is the inability for the AI to successfully defend its planets when war breaks because its orbiting ships are sitting ducks waiting to be shot and its inability to launch fleet to intercept incoming fleet? This is mostly true, but even if the AI would launch orbiting ships in fleets to attack instead of having them sit in orbit waiting to be shot down one-by-one... it wouldn't solve

178 Replies 184,055 Views

the Arena takes the place of 'Entertainment Networks' used by some of the Neutral and Good races. Hmm... does this mean that Alignment is going to be more heavily integrated into the tech trees as opposed to being a small extension of it?

19 Replies 37,874 Views

A little minor bug that just came up in my 1.7 beta 1 game: The UP Event that forces Civs to give away a number of their techs passed in my game and I received both Psionic Beam and Sub-space Rebounder (I was neutral, fyi) amongst the many techs I received from the event. Psionic Beam ended up showing up underneath the Disruptors group on the tech tree and Subspace Rebounder was no where to be found on the tree (it was probably buried under another group). Again, just a minor bug

44 Replies 62,137 Views

Peace Treaties Personally I think there should be a minimum number of turns that you can't go to war with someone after you sign a peace treaty. If you DO declare war before this time period is up I think your diplomacy rating should be pretty badly beaten. Agreed, this would be nice. Resource Treaties Imagine if you could LOAN developed resources to other races? That would REALLY a

76 Replies 87,400 Views

Will the right-of-passage effects just be for ships with weapons? Will a freighter take forever to get across the galaxy? And if my survey ship gets zapped through a wormhole will it ever be able to make it back, at 1 pc/turn it'll be practially out of the game since it'll never get to another anomoly. Hmm... maybe there could be two rites of passages: one for military and one for non-military ships... The non-

76 Replies 87,400 Views

Will Minor Races ever be able to do some amount of colonization? They do occasionally, actually. However, I would like them to stop building useless influence starbases...

76 Replies 87,400 Views

If you don't have a right of passage treaty, ships will only move 1 move per turn through someone else's sphere of influence. Wait a sec, what about the Yor's super ability, Super Isolationists? It slows down ships to 3 parsecs per turn. I'm not entirely sure on this (I asked about it above)... but I have a feeling that your speed will remain unaffected if you are at war with the Civ in question, with or wit

76 Replies 87,400 Views

If you don't have a right of passage treaty, ships will only move 1 move per turn through someone else's sphere of influence. I'm hazarding a guess that this movement reduction doesn't apply if you are at war with the civ in question? Otherwise, Super Isolationist ain't looking too good... Also, is this going to be a permanent thing like the current Research/Economic treaties are? You wil

76 Replies 87,400 Views

That reminds me... Space Miners have an automate button on the little window at the bottom of the main interface in place of the Construct button... this button is grey-ed out for Survey Ships. Why not place an automate button there? That alone would save many keystrokes and the like for resetting the Survey Ships back to surveying...

71 Replies 91,581 Views

DivineWrath: Isn't the option you're looking for the 'sentry' command (wakes up on hostiles AND friendlies)...or are you requesting that the guard option stays in constant effect until the player turns it off...not just when the first unfriendly ship is sighted? Yes, I want a guard command that stays in constant effect until I turn it off. Sentry is the opposite of what I want. </di

71 Replies 91,581 Views

as long as it applied also to all the good/neutral/evil buildings but the buildings aren't good/neutral/evil. they're drengin/terran/etc. i read nothing to indicate the unique buildings and techs would be related to the game ethics at all. I was talking about the current alignment based buildings, ie: Temple of Evil, Mind Control Centers and the like. As for wh

83 Replies 122,134 Views

About the Slave Pit in specific if im not mistaken I read somewhere that youll have to take a alignment choice once taking over the planet. Etc free the slaves would be a Good choice but would be very costly, while just keeping the pits as they are would be a Evil choice. Makes sense and sorta solves issues with Good aligned races taking over Evil planets that have hefty bonuses due to their previous owners alignment.

83 Replies 122,134 Views

I want to know how capturing other races' tech will be handled (ie getting a slave pit that exist on a planet that had been captured). I imagine it will be no different than it is currently... you can already capture a planet with alignment-based planet improvements on them of an alignment not of your own. Some techs may be unstealable or untradable, but I imagine you can still always capture planets with improvements from them without a hitch.

83 Replies 122,134 Views

Wow, when I read that you were adding in race-specific tech trees, I thought it would just be an extra branch or two on the normal tech tree.... but it looks like each race's entire tech tree is going to be very different from every other race's. And it also looks like many of these new techs are also going to be truly unique things, not just XML numbers... which is quite excellent, I must say. That said, there are some questions I have: 1. How are the government techs g

83 Replies 122,134 Views

A little late in the game, I suppose but here are my wishes for 1.6: 1. Earth-like planets that are habitable by all should be marked with a green icon. This would completely distinguish habitable planets from non-habitable at an easy glance. Especially useful with those extremely low-quality planets in the zoomed out view. 2. Collapse the tech tree further into categories, for instance, from what I remember, the Industry techs were separate techs, as were the Economy. They all

437 Replies 241,927 Views

I'm pretty sure I had this last night and the text was complete. Something about the material, after subject to heat, can be (or is turned into) good building material. Do you have the latest beta? (2b?)

3 Replies 2,074 Views

I also noticed, that I could place spies on planets under the rule of "super spy" race. I think you should not be able to do that. They no longer get that automatically, they just start out with the Counter Espionage tech.

5 Replies 3,206 Views