[quote]it could be that the event triggered around the minor race, though that would be surpremely stupid.[/quote] Odd though it is, I think that's exactly what happened.
DonAtreides
[quote]... it seems like this event only occurs in the space of a weak empire, similar to the precursor artifact event that slowly boosts their ability bonuses. hard to confirm this, however. [/quote] I can say that at the time, it affected the area around a minor planet which was in my territory and I was the strongest empire at the time. The event actually said "the area around planet X" where X was the homeworld for a minor race (I forget which one).
I like the generic idea, but it's WAY too much. Maybe 5-10 planets scattered across the galaxy, but not 50+!
Here's the screenshot as promised. note that they're all class 9 planets. [img]http://farm3.static.flickr.com/2237/2159014559_6aba69ba4d_o.jpg[/img]
As you improve a planet, the class-number increases correct? Is there a way to tell how much you'd be able to improve a low-class planet (say, 1-4) *before* you send a colony pod there? I don't want to waste a colony on a 4 tile planet unless I can improve it to say 8 tiles or better.
[quote]but they should, I think you should be able to put more than one trade module on a freighter, each one will increase the value of the trade route set up by that freighter.[/quote] Totally agree. That would make trade worth caring about. Same for space miners - if you could add multiple mining modules to increase the speed at which they set up mining on asteroids.
[quote]Or at least produce a large negative hit on racial relations upon having one.[/quote] I like it, but it shouldn't affect your allies - just non-allies. For example, if Canada build a TerrorStar, I wouldn't be too worried. If North Korea did, I'd be a little more worried.
I'll have to post a screenshot - it was *insane* (and not in a good way). :)
I was about mid-game when a new minor race (the Vegans) entered the galaxy and won a tech victory in about 10 turns. How not fun is that? If I had been going for a tech victory (luckily I wasn't) that would have totally sucked. Additionally, they had technology way beyond what they should have - Blackhole weapons, etc. It was to my advantage because I traded them for it then invaded their planet - but they shouldn't have had it in the first place. Maybe "Turn off Major Events"
I was playing GalCiv2:TA and there was a major event that caused all previously class 0 planets to be come class 9 planets (!). It resulted in about 30 new planets all grouped in one area. As it turns out, it happened to be my area, but nevertheless, it totally killed the fun of the game. It was just so unbalancing that I had to start over even though I was nearing the end-game. Whatever that event is needs to be seriously nerfed - it's way to unbalancing to add any enjoyment to the gam
Creative does seem awfully powerful, but I haven't played with it enough to make a fair judgment.
I really like the idea of mobile starbases - be it TerrorStar or other. I wish that the Military Starbase could move with the appropriate modules - even if it was crazy slow (like 1 move per turn). Make it require a lot of techs and be very expensive. Maybe it takes 5 constructors to build the engines or maybe it can increase it's speed by 1 for every 10 constructors or something (with a limit of say, 3 moves per turn). Also, have it so it can't attack with its weapons - only defend. An
I pre-ordered and have been playing the betas as they come out. I won't give it my official "thumbs-up" yet, but it's quite promising.
Graphics phooey! One of the best games ever came out on the commodore 64. Anyone remember M.U.L.E.? http://en.wikipedia.org/wiki/M.u.l.e [img]http://upload.wikimedia.org/wikipedia/en/3/38/M.U.L.E..png[/img]
I don't know about everyone else, but I think the scanning technologies to be the least useful (except for the ability to investigate anomalies). It would be nice if scanning gave you a significantly larger view than it does or some other (better) benefit. One idea for starbases: Have adding Perimeter Scanners add range to their area of effect instead of just their visibility. It seems a waste of a constructor to improve the perimeter scanners. Alternatively (or additionally) instead of
I think this would be a huge benefit for beginners and nice for veterans: If you could make a mini-icon in the bottom right (or left) of the icon that represents a planetary improvement. For example a farm could have a little "food" icon inside the farm icon so players won't have to know what the improvement looks like to know what it is - because as you upgrade an improvement, the look changes. How many factories do I have? A quick glance would tell you regardless of the technology lev
This time I made it past the Senate vote and when the new technology researched screen came up it crashed again. Strange.
Try #3. Vote for Senate popped up - crash.
Just re-loaded and the event changed to the Dread Lords arrival. Another crash just after that message.
I don't know if it's directly related, but I just got the event: (paraphrased) Unhappy citizens break off to form Independent Civilization (something like that) and the game crashed immediately afterward. I've archived the save game and debug.err file locally if you guys need them.
Sorry, I guess this should be in the TA bug reports area. I'll replicate there if an admin wants to delete this thread.
Same is true for the Drengins and trading for the "Area of Agony"
Just FYI: As Terrans I'm trying to trade with the Arceans for the "WarRoom" technology. Whenever I click to add it to the "table" (so to speak) the game crashes. I'm running 0.83b.000 on an AMD x64, XPC Shuttle case with an nVidia Geforce 7800 video card. No other problems trading so far that I've encountered.
No, in that case any military/social spending would simply be refunded to your treasury. Oh... I didn't realize that. Hmm... I wonder how much it costs per factory? Is the maintenance cost refunded or is that something different?
Here's a question: Let's say you have a planet with 2x factories, 2x labs, some other stuff and a starport. If the planet is not building any social projects, that effort is shifted automatically to military production (starport). Is the opposite true? Meaning, if you're not building any ships at your starport, does your social improvements get built faster? Also, let's say your not building ships or social improvements; will your labs automatically get a boo