Add the ability for techs to have 2 prerequisite techs, at least in a custom (MOD) tech tree. I wouldn't think the code to check is too difficult, although the code to display might be involved. For example, I would like to modify the Thalan tech tree to add multiple levels of adaption, in addition to the standard tech requirements.
DisneyDestroyer
Quick request for "customizing the things that today’s users want to customize" - I really, really, really hate when windows steal the focus. I click on a Word document, go to Opera, and suddenly Word pops back up on top of by webpage. What the heck??? k thx bai
Granted. Your mother instantly dies, and is no longer alive to remind you to eat healty foods. In tribute to your maw-maw, you eat more healthy. But now you'll simply stay alive longer, living in misery from a life without mommy. I wish my wish would turn out exactly as I intend.
Yeah, I'm finding these problems when I start new games.
Slight modification. I did manage to get it to do something different one time - it showed a custom race with no techs available, and no ability to select any race's techs. I don't recall how I did it. Thanks!
OK, here's what I've done for a mod in TA: Create a custom race techtree in the normal TA directory, simply copied the minor techtree Create a new mod folder "custom race" with the following updates: updated custom race techtree updated planet improvements & starbase modules for new techs updated raceconfig so the custom race points to the custom race techtree OK, no problem. I have a custom r
[quote who="Loupdinour" reply="11" id="2024079"] Yes. Even YOUR ships if you have any in the system. The Terror Star survives the blast though. [/quote] This is the part that always confused me. This huge thing can withstand driving into a sun and a subsequent explosion which is big enough to destroy surrounding planets...But it can be taken out by a tiny ship with a single laser. HUH???
I think it's the latter. Thanks!
I know I've seen this solution before, but I can't recall what it was. I had an old custom race in mod folder X. I want to develop a new custom race in mod folder Y. I have correctly pointed the game to mod folder Y, but it's still trying to use the settings from my custom race. I know there's a way to delete the perpetual settings, which will reset game settings in addition to the custom race. But I don't know how/where, and I can't find the post. <
Dowloaded it, love it. A few things: 1) It lost my background image (running on XP). I did report this to Stardock. I was actually able to get another version back running, but the original one fails. 2) It would be nice to be able to hide/minimize some fences while leaving others up and showing. 3) It would be nice to have a "default" fence, so anything new on the desktop goes into that fence - newly installed apps, anything I download & save t
I think there's something screwed up with the AI. I'm also having these three evil AIs do essentially nothing. I've run through multiple immense galaxies with abundant everything, the Drengin rarely take more than 5 worlds. I don't use Ctrl-N. The reason I think there's something screwed up with the AI in general is the Torians. They are super-aggressive. I've been in a game where they have declared war on half the galaxy by the end of the second year
Hello, if I only have 50% researched for hazardous worlds (radioactive, barren, etc) does this modify the research value, or only the social/military manufacturing values? Thanks!
I've played a few games with "frequent" extreme planets, and the AI never seems to research the extreme technologies. I started at normal difficulty/intelligence, and I've increased a few levels, still with no results. In my current game, I'm three years into a large universe on "tough" difficulty. I own around 90% of the planets because I'm the only one who researched any of the extreme techs. As a result, I'm #1 in all categories despite significant und
You're forgetting the biggest advantage of Super Dominator: money!!! You can scrap each one of those little ships for a few hundred dollars, enough to quick-buy useful ships closer to the front. My biggest problem with the SAs is that they're unbalanced. Some are incredibly weak: They give HIVE to the Thalan, but they don't have conventional factories in TA! It should give an efficiency bonus (10% deduction in per-unit cost). SuperSpy gives one s
First off, I'm VERY VERY excited to see espionage getting some attention. Quick question/suggestion: How about making the Spying ability increase spy competency? For example, if you have +10 spying, each spy has a 10% greater chance of "discovering" some info. That seems pretty doable within the framework of the current system (I would think). Also, just to confirm... Have you properly scaled the new espionage changes for the
1) More nuanced approach to max population. Make it vary with the PQ. 2) Different options for spys: affect a planetary improvement (current) PLUS steal research, affect a ship, improve relations with yourself, hurt relations with a friendly race, etc. 3) Negatives in race selection (up to a max) which give more customization points somewhere else 4) Make starbases more meaningful. Easier to upgrade, easier to defend. Permit ships to "dock" and participate in starbase defense, inc
Thalans have a large empire, but it's HOLLOW for the early part of the game. Next time, attack them early. You'll find that they no military, low soldiering capability, and low population (because of no farming techs). If you want to verify this, try an empire like this: Small or Medium Size You, Thalan, Drengin Then simply do nothing. The Drengin are much more likely to encounter the Thalan than you (since the Thalan expand faste
I don't know about the Thalan, I think they're pretty even. Consider that the Good techs only apply to the ship/world they're built on, while all neutral and most evil automatically apply everywhere. Also FYI, one of the few default alignment behaviors that the Thalan still get is the auto-terraform. As opposed to the default techs (Good defensive techs, NLC, and Evil attack techs). Thalan ethics techs: Good: Hyperion Defense (ship module: +25% defensive boost
The Thalan have a tech, "Ultimate Creativity," that increasees Creativity by 20%. It's at the end of their Neutral line. It can't be traded or stolen, so there's no way to get it unless you start out with the Thalan tech tree.
@Razor: No, someone WAS familiar with the game. They've been playing it for months. So they were able to compare with months of prior history and discover that the game was behaving differently. @Seth: No reason not to provide a simple answer. Answer: In previous versions of the game (before the Twilight expansion pack), research costs stayed the same throughout the game. The problem was that people could easily attain so much research per turn that they would ge
How very generous of you to volunteer to add them.
The downside to making a 90 speed engine, as has been pointed out to me, is the possibility for abuse. That actually makes a ship with 90 turn points. It could move 10 units, attack six ships orbiting a planet, move 4 units, attack five ships orbiting a planet, etc. You can subdivide that 90 speed, whereas a true warp engine would need some sort of "move a maximum of 90, but only 1 move" limitation.
I've played a bunch of games where I do absolutely nothing, sitting in a corner, and let a half-dozen AI races fight each other. There's only ONE thing that gets the Thalan - early agreessive tendencies by the Drengin or Korath. They have a large area, but it's completely (or virtually) undefended!
I like that idea - the number of ships stays roughly the same, but the size & power of the ships grows. Same increase to your military might, but in a more useful package. Maybe for v2.0!!!
I agree. Another big problem is the lack of logistics. I'm getting 100 ships, but can only have them in groups of, like, 5??? Ridiculous. If I could have 20 at a time, it would at least be FUN to send them in a huge swarm. For fun, I added a tech to give me something like +100 logistics as a Super Dominator, so I had a suitably large swarm. I managed to take down a group of pirates, with about 3 ships left! But with so few at a time, they're pretty pointless. I us