thehandofzarquon

thehandofzarquon

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

[quote]Also, when you right-click a tech and get the popup tech details screen if a tech is a racial tech it should say so perhaps on the first line. "Torian Unique Tech" or something like that.[/quote] Yep, even putting the Civ's symbol in the background would be good (or both for a pretty effect!) [quote]For example if the racial tech allows the building of improvements but I could not build them it should be explained or shown with an icon like a red X imposed over the impro

11 Replies 6,402 Views

[quote] Courage can be useful for some races (Iconians especially) [/quote] Just out curiosity.. how so? What does Courage do, exactly?

19 Replies 5,136 Views

[quote]I've noticed that these races will NEVER trade these techs no matter how much you offer them-perhaps it's because they actually don't have them. Now, that's unlikely, but I guess it's possible.[/quote] Believe me, it is quite possible to get them to trade those techs.[quote]I just hope someone looks into this one because it makes it difficult to playtest the Beta when you have the Korath wiping everyone out early in the game.[/quote] Yep, playing as the Iconians I was un

13 Replies 4,012 Views

[quote] About Super Spy: My thought is that Super Spy should start you at a baseline of Low espionage level with every race you encounter instead of its current effects. Just the number of spies that would save you would be worth it.[/quote] That plus a free agent and starting with Counter Espionage tech (and whatever the little bonus to max espionage spending is...) could be pretty nice... Another side note: Speaking of espionage spending, how does Espionage ability [i]act

31 Replies 12,592 Views

Are you playing in the tactical/zoomed-out view? Because I wondered about this too, but It apparently takes 10 weeks for the Mobilization of the Terror Star to be completed once it is built. This isn't shown in the tactical view.

58 Replies 17,036 Views

[quote]If certain iconian techs cant be traded, can they be stolen by planetary conquest?[/quote] It is possible, since they are seperate attributes, but generally, a tech that has been set to not be tradeable is also set to not be stealable. I can't think of any off the top of my head. On that note... the trade-ability of Iconian techs seems... odd to me. The "Advanced Weapons" are tradeable, even though that is something very specific to the Iconians (and why do they g

4 Replies 15,856 Views

I got it to fire (you have to build all 5 modules, then assign the terror star a target, best to build the thing in your own territory and protect it with a good fleet because you can't even put any defense or attack modules on it!), but the game crashed after the animation played. Seems to turn the planets in the system into asteroid fields, but the models of them are all screwed up, that could be the cause *shrugs.

10 Replies 6,401 Views

It will be possible to design your own Tech Tree in TA, and it is certainly possible to create Ship Styles, modding was one of the primary reasons they were added, or at least it was kept in mind when they were. Don't hold your breath for being able to make/modify Super Abilities. Currently, you might be able to modify Super Adaptable, Annihilator, Isolationist, and Trader, since these all give Techs that are certainly able to be modified, but you won't be able to remove Super Is

3 Replies 2,655 Views

Super Spy meant a free agent and immunity to spies early in the DA beta, it was changed to basically what it is now when the Counter Espionage tech was added (it was also given some increase in the max you can spend on espionage per week, or something like that, later, I think...). Maybe they should just change it back to being that... certainly couldn't be more powerful/useful than Super Breeder or Annihilator, at least IMNSHO. With the Counter Espionage Center added, it would basical

31 Replies 12,592 Views

[quote] I've been playing the Yor a lot so I'm not sure if this is a typo or not. Do navigation centers give fleet-wide speed bonuses now?[/quote] Well... the term "fleet" could be used here as referring to all the Ships the Arceans have in their military... *shrugs

7 Replies 10,348 Views

[quote]In fact, I'm going to be giving them several techs that unlock cheaper versions of those 2 hull sizes.[/quote] There is supposed to be an alt cost attribute (look at the Survey Module)... of course, you have to provide a Galactic Achievement or Trade Good that the player has to build to trigger the alt cost. (See here for more details. Not exactly what you want, but it is better than having to rem

25 Replies 21,062 Views

[quote]True, but maybe that's also intentional, since it's already one of the most powerful Super Abilities in the game. Building the full range of influence upgrades gives the Yor a huge strategic advantage in ship speed. I'm not sure the AI knows how to take full advantage of Super Isolationist fleet movement, but the player sure can.[/quote] Eh, I'd rank it as one of the lower ones, actually... in terms of the player. For the AI? Sure, it really helps counter the weakness the AI has,

31 Replies 12,592 Views

[quote]Isn't the counterbalance that they're very hard to flip with influence? They can't use that as a way to gain planets, but they also won't lose many planets that way either. If they don't have to sink much money into countering influence pressure, they can spend it on other things. It does steer them along a certain strategic path, but it would make sense that not every race would be able to get an influence win. An evil/scary race like the Korath could get an influence win just b

31 Replies 12,592 Views

I agree that some techs shouldn't be tradeable. None of the techs you get in the beginning should, nor should any tech that heavily depends on the race's physiology, like the Dregnin/Korath's research techs and probably a good portion of the Yor's tech tree... As for Overwrites, I said before that each race should get their own version of a tech when they trade for it. Makes it easier to balance races on their own merits.

25 Replies 11,129 Views

I'd like to see more Trade Goods, especially ones that are unique to races. I'd like to see the Galactic Guide Book be a trade good, if nothing else. Some randomization in what tiles will be able to be Teraform-able on planets. Some have more tiles, some have less. Or at least more consistent final-PQ numbers for lower class planets. Right now, fully teraformed class 4 worlds end up with more tiles than fully teraformed Class 5, 6,

382 Replies 105,715 Views

[quote] Temple of Memories definately needs some kind of boost, as it is currently just a vastly weaker Healing Pool. I like the suggestion that each temple provide a civ-wide boost to Morale of a few percent, but making them 25% or so would work, too - at least then they don't become obsolete when Healing Pools are researched, which is especially annoying because Temples don't auto-upgrade to Healing Pools. [/quote] I'd kinda like it to become a

4 Replies 2,412 Views

[quote]This idea would work even better if those tiles you get by terraforming would also have a chance to be speccial bonus tiles ...[/quote] If nothing else comes out of this thread, that would be an awesome idea, imho. Of course, being able to survey planets before actually colonizing them is an awesome idea too. I really don't think it would change the game that much, though.

13 Replies 9,229 Views

[quote] And here I was hoping that you guys would make the changes needed for the Yor to have no morale period. What I mean is, they wouldn't be affected by yellow resources and such. Oh well, I'll check it out later. Whitout morale one could raise taxes to maximun. That would be... unbalanced. And if they had no taxes there would have to be a whole new idea

22 Replies 19,570 Views

[quote] And lastly, the Torian's start-of-game Galactic Achievement, the water transport one, really should probably be a Super Project; there's not much point in it being a Galactic Achievement if only the Torians can build it anyway (not to mention can build it so early no one else has a chance even if they could build it). Wouldn't it have to be a galactic achievement? Otherwise everyone who traded for the tech could bui

11 Replies 7,170 Views

Just a small note, it was stated that it is planned in the 2.0 patch to be able to assign agents to a Civ instead of planetary improvements. Such agents can't be nullified (or retrieved, for that matter), but only gather information.

13 Replies 8,715 Views

[quote] Also, Stellar defense modules desperately need a sizemod... they're currently a no brainer on medium or larger ships, since they only take five space and give you, at worst, a 20% bonus to attack.[/quote] I think that was probably intended, honestly.

4 Replies 2,257 Views

[quote]Concerning invasions the yor maybe don't have advanced tech modules but they have a whole line of specialized techs for improving their soldiering that are unique to the yor (killer drones or something like that) it kind of compensates in a way. Anyway didn't have any problems for invading, your soldiers have a tedancy to be quite expendable with all those low moral worlds to empty [/quote] Except they also don't have any of the more powerful invasion tactics either (Core Deton

27 Replies 12,317 Views

[quote]1) Special component limitations on some of the new pieces of equipment limit the extent to which carriers can be made using things like the tulon weapon focus and xalax defense component. Those two components can't be on the same ship at the same time, which severely limits the effectiveness of carrier type ships. Even if they have the space to mount more components, they are unable to. The same goes for the two types of stellar defense modules. The Terrans have access to stellar defense

4 Replies 2,257 Views

The Collectives were also supposed to produce based on the Population on the planet, I believe. And perhaps their unique research center, too. I do remember reading something about "splitting population between research and production" in relation to the Yor. But, I don't ever actually remember reading that the didn't [i]need[/i] morale... just that they didn't have any morale improvements/tech. Big difference there. In GalCiv 2 maintaining a high Morale means having a greater Population Growth.

27 Replies 12,317 Views

[quote] Korath: Slaveling Imagination Labs don't upgrade to Xeno Labs.[/quote] I actually think the Korath are supposed to get the same Research Structures the Drengin get, so I wouldn't expect this to be true anytime soon. At least not without them changing how the upgrade target of structures is declared is changed

24 Replies 12,944 Views