Thanks, I did not know that. Quite of a bummer, though. Paul G.
Paul Davitt
Just bailed out of a game in TA where I was playing a custom race based on Darth tech (I do love the War Profit) and my money just stopped. Out of 9 oppenents, I was down to two, the Kryx and Terrans. I was at war with the Kryx and the money was just rolling in and then the Terrans declared war and it just stopped. Went to domestic and there was no listing for War profit as income. I have the save game and debug.err if it's needed. Paul G.
Sorry, I don't have a save but I've seen the same problem, and not just with that tech. I once got all the Invasion Techs from a minor race and my soldier skills were still in the basement. I'm afraid to trade for any tech that gives and increase instead of a new item. The extreme col tech is just an easy one to spot. I have the latest update as of the date of this post downloaded. I'll try my next game to set this situation up and get the files to this link. Paul G.
I've been playing the beta a couple of times and have some suggestions. Not sure if they fall under tweaks or major. 1. Would be nice to move selected colony projects from New to Old. Thus, if I get a tech from that I don't plan on ever building, such as CE Center or Recruiting Center, or a manufacturing tech from a different tech line (Slave Pit vs Manufacturing Vortex) and I don't plan on using them, I'd like to be able to move them to old so when I conquer planets I have a smaller
You folks have too much time on your hands and too much imiganition. Me, it's going to be Col 1, then Col 2 and then so on. Con 1, Small War, Med War, Large War, and Huge War. Every new improvment, the number just increases. Got enough to keep track of to make specific names for each ship and then remember what the heck that one was and how old. Paul G.
How about stop telling me when Race A loses a space mine or planet to Race B? I just don't care and clicking on the pop-up is distracting. If it's my gain or loss, then I'd want to know but otherwise, I can go to Foreign Stats to see who has more Influence. And correct the spelling on Psionic Missile. The tech is Psionic and the description is Pysionic. Of course, I probably just mispelled some of my post but the names should match. Paul G.
Not sure what your defination of "nearby" is. If within the the same square, probably in all cases. I think I see what you're driving at. And I guess it makes sense. It's just that this didn't happen before so the beta so I was thinking bug where it is most likely design. Thanks, Paul G.
Just started a new game with the beta version I downloaded from the link and I'm having trouble with my fleets not keeping thier orders. I launched my Defender ships and fleeted them (4 ships) and get them for Guard. Next turn, the orders are gone. Tried Sentry as well. This has happend at least 5 turns so far. Each new turn, I have to tell the fleets that are left to G again. Any thoughts?
Hmm, thanks dreamrider. I've never really checked out the cost. Guess I've got champange taste on a beer budget. Paul G.
I'm researching Phasors and it say future techs are Phasors II and Psionic Beam. After researching Phasors and Phasors II, no Psionic Beam. What gives? Is this just a Evil tech like Psionic missile? I'm kinda bummed out about the beam reasearch tree. In the gun tree, there is the Nano Ripper pretty quick and at +5 attack, a prety good buy. There doesn't seem to be any thing like that in the beam or missile tree. If so, it seems like a waste of time to try those two techs when you get quic
How about a readme file with the changes? Please.
I've had the Peacekeepers and didn't have the problems everyone else has. They only attacked combat ships just as the description said. Tough luck for the minor races inside my empire. And they weren't that great about tracking down enemy ships. Seemed the enemy had to get within a certain range before they were attacked. I was lucky and none of my combat ships were outside. However, since the PKers are so powerful, I had to go for the Influenece victory. As for the Jagged Knife mega, I'v
Thanks for the info. You're right, it should automatically flush the old settings when starting a new game. Seems so obvious, and yet; it doesn't. Paul G.
What file(s) do I need to delete to reset the Race changes and ships I made from the last games? Hate to see another ruler with my name. One Paul G. is enough. Thanks, Paul G.
Two things for me. Reset the custom race names and homeworlds of the stock races. I always change the home planet name and sometimes the race name to make it easier for me to remember. However, I've played games where now I have two "New Jersey" systems and two races called "US". (Hey, I'm just not that smart.) Also, an in-game clock or turn timer. Too many times I've looked up and it's past midnight. I really get sucked into one more tech, one more ship, and so on. Would be nice to
Well, duh. How the heck did I do that? Thanks, Paul G.
I'm confused. I've only being playing DA a week or so but what happened with this new version? Started a new game and no space mining ship. Of course, no more asteriods either. All the planets are habiatable. No heavy gravity and so on. Those techs have disapperaed from the tree as well. Also, to quote from the release text "Fusion, Anti-Matter and Quantum Power Plants are far less powerful (but still pretty powerful". Don't see them. Ditto the Research coordinator. What the heck am I