DisneyDestroyer

DisneyDestroyer

Joined Member # 2860415
22 Posts 100 Replies 3,480 Reputation

Xeno Influence is the final Thalan-unique Good tech. It includes the Xeno Influence starbase module. Which requires the Insurrection Coordinator module. Which requires the Cultural Insurrection tech. Which is under the Xeno Entertainment tech line. Which the Thalan don't have. So the Thalan can't actually install the Xeno Influence module. One other idea. The Singularity Armor is a great Thalan starbase module, and makes me think - would it be possible to h

3 Replies 3,158 Views

Hello, I have a request for around when TA is released. It would be really helpful to have a single post discussing all of the races, just a few sentences for each to touch on their comparative strengths and weaknesses. For example: A - No major weaknesses. Strong diplomacy, weak on everything else. B - strong soldiers, above-average diplomacy C - small population, powerful initial technologies but difficult to research new ones X - powerful starbases & mining<

1 Replies 3,414 Views

I like the idea of making the Hyperion Matrix, in a weaker state, available on all planets. Another idea: I think the bugs shouldn't have the penalty (or reduced penalty) for increased population on the world. That would also make it more feasible to have multiple reduced-hyperion-matrix buildings, especially with the upgrades. Toss a cookie to the bug half, willya??? Also, I think the Thalan should have reduced building costs and a negative starting economic rating. Shrink

42 Replies 128,860 Views

I think Creativity should give a %age of the currently researched tech. That way, it will scale as you go farther in the game (as opposed to OG creativity which got less useful as you had more research capability), but doesn't automatically give you a huge tech for free. Maybe it gives 20% when it kicks in, and only once per researched tech. So you still need to spend 80% of the RP to get the tech. <a href="https://www.stardock.com/products/sdcentral/" title="Posted via Stardock Cent

21 Replies 7,993 Views

Personally, I like MOO3's idea of dealing with this - each race has its own preferred planetary type. So some races prefer a planet with stronger gravity, some races prefer a more radiated or toxic world, etc. Additional terraforming technologies move a planet more toward the type of planet most preferred by the dominant race, making it more usable for them and less usable for other races. Then they have races automatically migrating based on planet type - so if you conquered

10 Replies 2,934 Views

I'm looking for a civilization which specializes in research - weak fighters, weak weapons, weak defenses, but more powerful & cheaper research capabilities. Maybe a civ where each population unit gives a slight bit to research for free, regardless of any research bonuses? Heck, there isn't even a research-centric super ability. Where's the ability to start out with 1-2 random techs free, increase the "creative" rate, etc? C'mon man, where's the NERDS???

1 Replies 3,392 Views

I usually go for a couple of research & econ techs, then go for neutrality, NLC, and terraforming (which is automatically built on all planets - thank you neutral). Then I aim for the 5x power tech, go strong in 1 weapon arm, and build a couple ships on a single planet with the 5x. All of a sudden, my military standing goes from last place to near 1st, so the other civs leave me alone to work on other improvements (such as diplomacy, federation, influence, colonization, etc). Frequently, I ca

43 Replies 25,610 Views

I'm running the latest non-Alpha version of DA, so I should have the updates. But that makes sense about new components having extra hardpoints, because I have seen that sometimes there seem to be a few components added to a drive (if I try to remove the drive it won't let me without removing the other components first). Thanks!!!

3 Replies 2,280 Views
Reply to Research mod in Modding

You could also look into the way that the "Hive" super ability gets significantly decreased factory cost/build time, and create a custom super ability to get the same for your research facilities.

10 Replies 3,887 Views

Hello, I'm trying to learn a bit more about the mechanics of this game (especially how the AI reacts to new/changing Tech Tree). To this end, I have written a custom tech tree related to defenses and weapons. However, I'm having a problem that they seem to be taking up more room than the game is telling me. All of my new defenses and weapons are based on the Good/Evil weapon proportions, in terms of size, cost, and power. For example: I created Custom Armor I-IV. Custom

3 Replies 2,280 Views
Reply to Delete in Research

Back to the OT... Yes, completely worth it. I'm in a large game with the AI right now, we've both maximized our respective attack and defense trees (beam and PD for him, missle and shield for me). My small ships are better equiped than the AI's huge ships, because I have max miniturization and the Yor have none.

34 Replies 32,519 Views

It would be more useful to have a pop-up for the Improvements and Starbase Modules, to read the stats and any other prerequisites (for example, if you look at the Blackhole Eruptor technology you'll see the starbase module "Matter Detonators" and the tooltip would indicate that they give starbases Missle Attack +7 and require Battlestations to be built). <img src="http://images.stardock.com/sd/SDC

5 Replies 9,041 Views
Reply to Repair bug in Bug Reports

Just checked the manual. It says that they automatically recover hit points over time, and twice the rate while orbiting (no mention of stationary vs moving). There's also a note in the Military Starbase section that these have a system which can double the repair rate of ships in the area of effect.

6 Replies 5,368 Views

I'd really like the ability to see a ship's movement range on the main map. When I click on a ship (or fleet), I'd like to know exactly how far it will go in 1 turn. It's hard to measure by the eye, because it's different lengths depending on how much I'm zoomed in or out. Along the same lines, it would be nice to have an option to see starship range-of-effect on the minimap. <img src="http://i

400 Replies 126,552 Views
Reply to Repair bug in Bug Reports

Interesting. I didn't even know that you could up the repair rate by sending them to planets, I've just seen them repair themselves in space (I think). Where do you find the info on the repair rate (such as 3 in your example above)?

6 Replies 5,368 Views

Hello, is there any way to upgrade ships while docked? I can't seem to figure it out, the only upgrade method I've found is to select a single ship when it's next to a planet with a starbase, select upgrade, and pay the entire tab upfront. That's a mite expensive when it's a HUGE ship, and PITA when it's about 100 corvettes that I received from my Super Dominator ability, and I want to give them a decent engine. Thanks!

0 Replies 1,734 Views

Yeah, new ships from scratch in the shipyard. That's why I'm wondering if there are any additional requirements to make the ship - a specific level of life support or sensors, for example? Almost all of the default ships seems to have these installed except the Phoenix...

13 Replies 6,124 Views

That's what I'm trying, the problem is that I can't make any ships will larger than "Medium" Hull Size, even though I have researched the entire Hull tree. Am I missing something?

13 Replies 6,124 Views

Hello, first time posting on this board. I haven't found this information anywhere - documents, posts on the boards, etc. Is there any place that discusses all the ship sizes, and which techs are required for each? For example, if I want to build a "Ranger" class ship then I need these five techs: The closest I've found is the description of a given tech, where it indicates which ships can be build and mentions other techs that are also required for that ship. But I've found

13 Replies 6,124 Views