thehandofzarquon

thehandofzarquon

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

I agree. Those wormholes can really screw up early surveying in the larger maps. You can avoid them by micromanaging the survey ships... but then... you lose the advantage of "knowing" where all anomalies in your survey ship's range (rather than sight)... and micromanaging is a pain in the first place. But I'd rather they first look at other things before "fixing" this.

6 Replies 2,491 Views

CodeCritter mentioned this in another thread: [quote]If the ship is in a fleet, the best FSE module in the fleet becomes the active FSE ship. The movement points for this ship are ignored when calculating the fleet speed. So, the fleet's moves will be based off of the ship with the least moves in the fleet (not counting the active FSE ship) plus the FSE bonus.[/quote] Now, whether this changes how I design my command ships or not, I dunno. But, having to basically put only a singl

16 Replies 8,155 Views

[quote]All races use the same base tech tree arranged differently, with modifications to flavor text/names here and there, along with new techs thrown in.[/quote] (Wanted to expand on this a bit in my post above, but can't edit the post, so I'll post it here...) They are (and play!) certainly very, very different... but the key point here is to remember that they all derive from the same, basic tech tree. Tech Requirements in the XML files, at least in DA, use an internal name

33 Replies 12,425 Views

A couple of notes. All races use the same base tech tree arranged differently, with modifications to flavor text/names here and there, along with new techs thrown in. I-mod productions is a fan-group whose weapon animations were going to be officially added into the DA 1.7 patch first, but later it was decided to put them in TA first. I doubt they have gotten around to adding them yet. Also, last year, DA was also supposed to be released in time for Christmas (and at first Nove

33 Replies 12,425 Views

[quote]- The colors for the Arceans are giving me a headache after an hour or two of play. Perhaps the yellow can be softened?[/quote] Most of the interface colors give me a headache. I usually stick with the soft purple-gray color that the Korx have as my interface for all races. Easy to see, not hard on the eyes.

382 Replies 105,724 Views

[quote]I love the new icons in the tech tree, however i do think a small box at the bottom of the tree explaining what each icon represents would make understanding them easier.[/quote] Or at least have rollover/hover pop-up explanations for them.

382 Replies 105,724 Views

[quote]They need to be fleeted with your attack ships during combat to get the bonuses, so how do you construct them so the AI attacks them last? I've never gone into comabt with non-combat craft, like transports, fleeted with attack craft...do they even take part in the battle? Is it worth putting any weapons or all-defenses on the ships, or will that just draw the AI's attention? Would you want cargo hulls, or as many HP as possible?[/quote] Don't put any weapons on the command ship,

16 Replies 8,155 Views

[quote]with the Arenas seeming to be slightly superior to the standard early game morale buildings. I wonder if they have a downside, like a -influence aspect.[/quote] From what I gather from the XML... they are slightly more expensive to build at the very beginning, but cheaper than comparable buildings and cap at +morale bonuses MUCH less than the top entertainment buildings (+25 for the top arena compared to +40 for the virtual reality center). Also, the Arena (+12 morale)

33 Replies 12,425 Views

[quote]So even though black markets are only 8% instead of 12% (like the arcean) bonus to economy, I was just pulling in gobs of money each turn.[/quote] Wait a tick, the Arceans get a economy booster in the beginning? When I started a game as them, I noticed they had neither an economy booster nor a morale building... just a factory and a lab... am I missing something major here?

33 Replies 12,425 Views

[quote] i just had an idea!!! carriers are now a viable option in TA, theyd be a ship thaT HAS ALL THE SHIP COMPONENTS LIKE sTELLAR DEFENSE AND THE ONES THAT BOOST URE SHIPS!!!!!! [/quote] Yep, just need a fleet range boosting component and carriers will pretty much be in TA. Without one, I'll have to classify them as pretty much mobile military starbases.

62 Replies 115,679 Views

[quote]Also I don't pick Acreans because of the super hi-lighter power they seem to have (bright yellow ...) perhaps a option to change the shades?[/quote] The Appearance tab when setting up your race has an option to change the UI color (I think it's labeled "Interface"). I like the Purple/Grey color the Korx typically have. Not to bright, but bright enough to be easily seen against the blackness of space.

7 Replies 4,508 Views

[quote] I preordered like months ago, and I get an option to purchase it on Stardock Central instead of download the beta? What are you supposed to do to get this beta? [/quote] Check your email, that's where you will get the serial to register TA in Stardock Central. Once that's done, you'll be able to download it from there. Also note that not all preorders are processed yet. It may take some time to get the email.

62 Replies 115,679 Views

[quote]Yeah, I preordered over an hour ago and I still haven't received a confirmation email nor can I download the beta from stardock central .[/quote] Patience, young padawan. There are people who ordered weeks ago and still haven't gotten an email yet.

62 Replies 115,679 Views

[quote]Would of though that stardock would of processed the pre orderes slightly early to get them through and ready for the release of the beta. Oh well.[/quote] Think of the poor servers... can't have everyone trying to access them all at once, ne?

64 Replies 22,617 Views

[quote] Nice work, SDC is showing it...but no email....maybe if i check again...and again...lol. [/quote] Yep, same here... *crosses fingers for it to come soon...

64 Replies 22,617 Views

Ooo... shiny graphics. You people really don't want me to finish my papers, do you?

64 Replies 22,617 Views

If you want to slow colonization, you are probably better off modifying the cost of the Colony Module, rather than the hulls. Otherwise, that increased price of cargo hulls will be around the whole game. Of course, that might be what you are looking for... The data for the Colony Module should be in GC2Types.xml too, I believe. As for the disappearing Turn Button... what version of DA are you running?

13 Replies 8,585 Views

[quote] In the second pic I see a wall of asteroids, perhaps this is a step towards obstacles and choke points. It looks like those asteroids are affecting borders too. See how the Arcean and Drengin border are curved with the wall? Wonder if that's just a coincidence or maybe their are going to be not only physical obstacles but border obstacles as well. [/quote]

21 Replies 35,007 Views

After loading DA, noticed two more differences between the screenshot and the current tech tree: 5. Advanced Computing no longer leads to Miniaturization techs. Can't believe I didn't noticed that one before... 6. Planetary Improvements requires Artificial Gravity instead of Xeno Engineering. Xeno Engineering could no longer exist, or it could just be further down... Might be that orange line coming off of Artificial Gravity, *shrugs That's all the changes I'm seeing.

106 Replies 78,943 Views

[quote]Frogboy, am I missing something in that tech screenshot? It looks like all the techs are the same as before except for two of them. I thought the whole tree was rewritten per race, even if most techs were essentially the same with new names. Did I misinterpret something? Not that it would surprise me if so, but I'd like to know for sure.[/quote] I think the Terran tree was the supposed to be the most similar to the original tech tree, and guessing from the interface color (and th

106 Replies 78,943 Views

[quote] Would it be fine just to stick it on the options screen? [/quote] If it isn't an alarm clock, a more visible location would be better, imho. However... if it is an alarm clock... then just having it on the option screen would be fine with me.

74 Replies 103,983 Views

Hmm... a tech editor, eh? Awesome, I hate working with plain text files, always gives me a headache. Just out of curiosity, but are things like the Atlas/Fortitude modules or Terror Stars by any chance going to be in Beta 1? In any case, I can't wait for Thursday to try out TA.

37 Replies 28,982 Views

[quote]1. please add a thousands separator to the influence numbers on the United Planets screen and on the United Planets tab in the foreign relations manager.[/quote] Agreed, and also, can you make it so that on the trade screen, when ever you add influence, it will automatically choose the maximum/minimum number of IP the AI will accept for the trade, like it does with BC already? Also, I've said this before, but what about adding a little green "Earth-like" icon to all the

74 Replies 103,983 Views

[quote]What modders could do (and we may have some special techs that do this) is have Improvements that have to be upgraded from pre-existing Imps that they can't use. For example, lets say your the Terrans, and you've landed on a Yor planet filled with 'Electrolyte Gardens'. Since these are basicially how the robotic civilians 'eat', humans have no use for the improvements. However, you could (and we may) have Technologies that allow Bioforms to convert these energy gardens into speci

74 Replies 103,983 Views