I'm really enjoying this AAR. I love learning how other folks go about enjoying the game. Thanks qrtxian.
Glideslope
It seems that for anomalies to re-spawn, you must set your likelihood of random events to something besides none. Although not definitive, with this set to none, I made it to the end of 2233 without re-spawnage and have been using this setting for quite some time now. As Sole Soul alluded to, the rate may be relative to your likelihood of random events setting.
Like SirPleb, I always set my anomalies to abundant. I need to stock up for the long haul. Your suggestion was a good one. I deleted My Games\GC2TwilightArnor folder, started a new game, and found anomalies to be respawning. So I went back to my usual settings, and 100+ turns after running out, no more anomalies. I'm playing the base TOA 2.03 with no mods. Like I said earlier, my anomalies did respawn at one point. I'll have to make some time to r
Thanks SirPleb. I often control my survey ships so as to avoid wormholes and find the juicier planets to colonize, but do automate them later in the game. Even when the entire map is visible and my surveyors have access to all of it, my anomalies are all gone, never to return. I've tried avoiding cntrl-n to get a playable map, instead going through the main menu. I don't think there's a time limit since my anomalies never seem to re-spawn. Maybe there's a b
Hi GalCiv II fans, I've been playing this game, specifically TOA 2.03, for a few years now. I do recall that my anomalies did re-spawn at some point, but that has not been the case for many games now. I think the feature was first implemented in DA. Is there a setting somewhere to turn this feature on? Maybe TOA 2.03 doesn't offer this? My games are often long and expansive. I'd really like my survey ships to be useful throughout.
Wonderful story AdmiralMaximus! You have a very nice writing style. Thanks for sharing.
I think I've read most of your AARs mambaman and this one's of the same high quality as the rest. Thanks for sharing!
In my experience, because of the YOR super-ability, all of my ships have only 3 movement points while in their sphere of influence (purple) regardless of the normal speed of the ship.
Is the new TA manual available somewhere to us folks that are not quite ready for Impulse?
I would like my economy without the spam please. "Spam, spam,spam,spam,spam, spam" Brings back the days when comedy was funny.
[quote]Well, I've heard it argued that C++'s OOP isn't "real" OOP, but I hated that teacher anyway. [/quote] [e digicons]|-)[/e] [quote]We do use inheritence, polymorphism, templates, etc.[/quote] Nice. But do you overload your operators? [e digicons]:omg:[/e] [quote]well in the uk we have better genral weather than plymoth michigan[/quote] I find the Rochester, NY type
[quote]Glideslope, the Thalans have spammable econ structures, it's the Yor that don't. The Thalans just lack the econ buildings until a bit into their tree.[/quote] Thanks Loupdinour, I did mean the Yor. My multiple personalities are conflicting again. [quote]And I should note that I scoff the implied scoff in this jargon use of "spam" and refer folks to the authoritative Spam Statement.[/quote] LOL
I think GW Swicord got most of them. - starting funds reduced almost 50% (you now start with 3000 bc) - tourism income increased (I think) - trade income increased (with the most recent ToA) - increased maintainance costs for both ships and planetary improvements (race dependent) Add to these: - increased base colony maintenance - race dependent considerations such as the Thalan's lack of spam
Effective C++ is something every C++ developer should have read at least once. Another good book for those with a solid grasp of C++ is Design Patterns, which will stir your creative juices. Do you folks at Stardock do real OOP? Also, does anyone know how Plymouth, MI compares to Rochester, NY in the climatology area?
I would like to be able to determine a planet's position from its colony management screen. After a colony has its first 2 factories, I decide whether it will focus on military, research, or economy. As things are now, after my 2nd factory is completed, I have to close a planet's colony management screen, open the civilization management screen, find the planet whose destiny I'm about to decide, click on it in the civilization management screen, close the civilization management screen
[quote]Is this really a good strategy? I ask in all seriousness because I am always afraid that I am hurting my economy if my tax rate is so low that I get -200 or so BC early in the game just to do this.[/quote] I guess it depends on your definition of "early game." Every game I play, I will start by adjusting my tax rate every turn to just maintain 100% approval on my home world until it's population approaches the maximum. With such a small population, even a tax rate of 10
Bravo Coelocanth. Compson's World/Catherine Li/Cohen/Kolodny I'm not familiar with Alkad Mzu.
One more. - Morn Hyland
- Polgara - Compson's World - Andelain
Linden Avery reminds me of The Chronicles of Thomas Covenant, the Unbeliever by Stephen R. Donaldson. I think she was a character in the latter books of the series.
My difficulty level while getting soundly defeated by the Drengin was crippling, but this was my 1st experience playing as the Thalans. On my next try, I wanted to get a feel for their techs, especially those after aligning with good. I chose tough for this experiment. While educational, I'm completely dominating in every regard. I would be stunned if anyone could achieve victory with the the TA Thalans, playing at masochistic or above, in more than a medium size map. <br
I did wait a little before building the Hyperion Matrix and my 3rd planet had a 300% research bonus. They're common enough to do this in most games. The enormous research effort needed to get even the 1st level buildings is what makes it fun for me. I would just like to see a few more mp/rp when you get all the way to the end of those branches. I concentrate on getting to Xeno Economics, start building market centers on all planets with more than 2B people, then go for Impuls
I just played my first game as the Thalans. I'm a big Altarian Resistance fan and a diehard turtler for the most part. And while I got my butt kicked by the Drengin, the Thalans, with their unique tech tree, are so close to being great fun. I really like the concept. I'm not sure what would make them just right, but my first thought would be to give their level 3 buildings 2 or 3 more mp or rp, along with the reduction in maintenance cost. Even if it takes longer
This is a fantastic AAR mambaman! You've got me completely hooked on the different stories and the credits in italics at the end of some of them are a nice touch. Thanks.
- your heart beats a little faster when you see a new post from one of the stardock crew. - you're drawn to anything that resembles one of the 700% bonus tiles. - Wherever there exists a solid round circle encircled by a thin white disc, there is cause for celebration.