I can definitely play around it, I just never noticed before. It's more about being annoyed I didn't take advantage in the past. :)
DisneyDestroyer
1) Select a cell, select a factory, click buy - 900BC 2) Select a cell, select a factory, click build (so it shows in the build window), select the factory in the build window, click buy - 300BC ???
A couple other thoughts: If you've moved the RaceConfig file into the mods directory (as opposed to simply modifying the RaceConfig file in its default location), make sure Mods are enabled and you've selected the correct race. Any changes along these lines will only show up with a NEW GAME, it won't modify the statistics of races in an existing game.
Regarding moral alignment - research Xeno Ethics and you can officially pick an alignment. Until you research this, you can modify your ethical leaning by your choices on the moral questions. You'll notice that if you get a bunch of these before researching XE, it will affect the price to select each ethical orientation.
[quote] That is riciculous, of course there is a best, there is always a best! [quote] No, that's the ridiculous statement. There are too many play styles and focuses. Best economy vs best military vs best influence vs best technology vs puppet master vs turtle will all have different combinations of "best" starting stats. That variety is multiplied again by the technological variety introduced in TA. Maybe race has a technology that gives a 100% economic boost,
[quote] As soon as it looks like the one is breaking loose and will overpower the other race, I'll go to the winning race, buy all their ships and transports and then sell them to the loosing race. I then sit back and watch the hilarity that ensues. [/quote] That's freakin hilarious!!!
There are a few ways to win without designing your own ships. Tech win, Diplomacy, and Influence are all possible victories. If you're hoping for a military victory, you could head directly for Spore Ships and hope to take out your neighbor's planets before they develop a military of their own. You could also play a really low difficulty level, so that the AI's lack of intelligence and money can be overcome with the default ships. But the default ships are pre
Just to clarify about the custom race issue - you're technically creating a second version of that race, with the same name but different options (picture, etc). If you don't use that race, and you indicate to randomly select races, the computer might use that race instead of the default (from my experience, they seem more likely to use your custom race).
I'll add my $0.02: As a mini-experiment, I changed the display name of "Cybernetic History" in the yor_techtree.xml file. I saved it in three locations, the game didn't display the changed name in any case. I saved it in \Mods\Default\Data directory. I saved it in \Mods\Default\Data\Techs directory. I created a new \Mods\Default\Data\Techs\TechTrees directory and saved it there. My game has mods enabled, and is set to \Mods\Default for the mod. Using
Maybe it wasn't related to the declaration of war, but a separate prompt from the Altarians. If B is in an alliance with me and X, and I get into a fight with X, I might turn to B and say "Pick a side. Either remail allied with X and I'll drop my alliance with you, or declare war on X to prove your alliance with me." That's the two choices you were given. Not to drop one alliance or the other, but to drop or go to war.
1) I had a tiny map, and there were only 4 crystals not 5. 2) I can't build additional starbase modules on the crystals, such as weapons or defenses, nor can I group them with regular ships. On any reasonable level of difficulty, this makes the ascencion win practically impossible, since they can be destroyed by a single ship with only 1 attack and no defense as long as it can get to the crystal and make a preemptive strike. Thanks!
OK, I can't figure out how to make a custom TechTree under the mods directory. If I place my file in the standard TechTree directory, my custom character can select that techtree. No matter where I place the file in the mods directory, it doesn't show up. I've put it under data, under tech, even creating a new TechTree folder and putting it there - nothing. I have enabled the use of mods, and selected the correct mod directory. NEbody?
One more question. Should we expect any more substantive changes to the civilizations (new techs/planetary improvements/ship modules/starship modules/attributes)? Or are the rest of the civ changes going to be AI and graphics? In other words, should we bother making suggestions/recommendations/comments on balance? :)
"After that, it will re-design them once a game year (about 48 turns)" Aren't turns 1 week? How is it 48 turns instead of 52? =-=-= Looking forward to playing custom races!
+5% HP or +5 HP? Unless your starting HP is exactly 100, there is a difference (potentially large). Zyxpsilon - I'm not 100% sure I have any idea what you're talking about. Do you have a problem with the fact that alignment-specific techs are not displayed until you have selected an alignment? It may have been different with DL, since I started with DA, but DA & TA operate the same way - you don't see the alignment tech until you pick the alignment.
Does it show a connecting line from both of the prerequisite techs, or only one?
Can I create a new tech that requires multiple techs? I don't simply mean 1 requisite tech + alignment. For example, let's say I want to have the "Wormhole" tech for the Thalan (since the game engine doesn't enable this, I would make an engine system with +25 to speed). I want it to come at the end of the engine techline after Hyperwarp III, but I also want to require their Technology Adaption III (to reflect their increased ability to implement their own technologies in the current univers
Along with, or as part of, the idea for the background stories on the races... I'd love to see a good analysis on the "expected" behavior and playstyles, built-in racial pros & cons, etc.
I was under the impression that it does affect some random events. On DA games where I select Lucky, I'm the only one to find a Ranger ship (unless there's another Lucky empire). I thought it also decreased the likelihood of special events having a bad effect (fewer worlds taken by the Jagged Knife, Pirates less likely to target you, etc), as well as likelihood of successful spying. NO???
It's even before that. When you first meet a civilization, if you have UT you get a message along the lines of "It's nice to meet you. Your planet looks like a good place to store my son-in-law's sixteen sportscars." When you first meet a civ but don't have UT (even when they do), you get a message along the lines of "beep beep whirl tweet [you need Universal Translator]." So it's not translating their salutation, either.
Ok, real world examples: 1) I'm playing a custom race, which gets UT as a starting tech, and I meet the Thalan (who don't have UT as a starting tech). They haven't researched UT yet. I'm able to talk with them. 2) I'm playing the Thalan, and I haven't researched UT yet. I meet the Terrans, who do have UT. I'm not able to talk with them. Based on #1, it would seem that the races can communicate when either one of them has UT (it's not required by both sides). But w
I'm not sure what's the best "logical" solution to this problem. Should they continue attacking you, ie the captain is on a personal vendetta? Should they automatically join your empire, since you took over their empire? Should they join another empire in the hope of fighting you (would this be considered a surrender, and how would it be governed by surrender settings)? Should they simply disappear? Should they temporarily disappear, then reappear as part of Jaggen Knife
[quote]REALLY Big Laser. [/quote] I like this. The name tells you what it is. Like the VLA (Very large Array). :CONGRAT:
[quote]I love statistics and charts in 4x games. [/quote] Must be a fan of MOO3. It plays like Excel.
The Thalan get 7 starbase modules: Xeno Influence (mentioned above, gives 100% bonus for Influence starbases) Plus 6 under Hyperion Starbases: Utopia - 50% bonus for Influence starbases Resource Collector - 12% production bonus for Economic starbases Trade Outpost - 20% trade bonus for Economic starbases Subspace Shields - 3x3 defense to Thalan ships in the area (Military starbases) Phase Lanes - speed assist +1 to Thalan ships (Military starbases) Singu