[quote] 1) DA supports a tag for picking the special environment types in CustomPlanets.xml: . Just add that tag to the planet definition, and give it a value from the following list: HabitableByAll HeavyGravity Aquatic Toxic Barren Radioactive That will make the planet the type you specified. But I believe that homeworlds themselves will ignore any planettype tags (you can set it on other planets in the home sy
LordZarth
[quote] Annoyingly slow in that I can't put a warp bubble on my ship to speed it up. I've heard this is possible. I'm fine with terror star default speed. [/quote] Warp bubbles are [I]only[/I] for Terrans, so it isn't fair to mention that the Yor don't have it.
Wait... hold on... 'e's right. [quote] The release date is, really, quite irrelevant. Technically, from my perspective, the game is already out, I've shelled out the money, I'm playing it, I'm loving it... but there's an active development team adding new features and making it even more awesome. Absolutely no complaints from me. Question: with this base speed increase, does that apply to Terror Stars? [/quote] I me
[quote] I'm seriously considering moving the date back quite a bit actually in order to concentrate on this more. The rest of the team would still move onto the fantasy strategy game but the fleshing out of the civilizations and the AI is the part I do on the game and I wouldn't be doing on the new game for awhile. With Sins of a Solar Empire coming out in February, it would mean moving the date back to March, however if we decided to do that. <br/
[quote]Yeah, 30 billion is basically impossible to keep happy. About 20 is the most I ever shoot for, and that's with some bonus tiles/resources. [/quote] Exactly. I once played a Torian Super Breeder game in TA, and by late-game, my entire HW was morale buildings, except one or two wonders. And Torian morale stuff is good.
Muwhahaha. You've been duped. The Mind Control Center adds an awesome econ bonus, but makes it nearly impossible for planets to revolt.
[quote] I don't know what planet you're coming from, it may just be radically different galaxy settings, but Stellar Cartography means the ultimate difference between Victory and Defeat in a great many situations. For instance, immense galaxy, rare stars, uncommon planets: send a colony ship on a 25-week journey to an empty star. Even WITH the tech, you can stumble on class 0 systems. After I read this post last nig
[quote] So since Stellar Cartography is pretty much the most worthless research I've seen, and it's a given research to everyone now, can we replace it with something a little more useful somehow? [/quote] Unh. Uh-huh. Nooo.... I don't know what planet you're coming from, it may just be radically different galaxy settings, but Stellar Cartography means the ultimate difference between Victory and Defeat in a great many si
In in-game terms, Miniaturization is making ship components smaller. However, it is implemented in the game by making hull size bigger, attaining the same effect.
LOL! You are missing something, which I shall proceed to relate: TA is still in beta. It's not officially out... the beta is not completed. Cheers! Lol... I made an even stupider mistake yesterday... didn't spot like 3 techs on the tree and asked on forum...
[quote] So what is up with the relative balance of the new races as the game now stands? Before we get started, everyone should bear in mind that this is a single player game and that game settings can be tweaked to give every race a challenging game. I already read one rant where a fellow was flaming that his race was "ruined." With the new expansion still in beta, the author of one thread was already threatening to throw in the towel...sheesh! The de
[quote] No Sensors, though. Wah. I think... Lol. Your eyesight must be terrible. A visit to the opticians may be a good idea, just make sure someone helps you to cross the road. [/quote] Lol. Found out that I accidentally deleted a path of techs in XML :) Can't believe that I didn't see Xeno Industrial Theory, though!
[quote] But lets say you have 5 Terror Stars, and your Nemesis has 3. Because the Terror Stars move so fast you lose 14 stars to your enemy losing, say, 20. Sure you took out your enemy, but you are so weak now that you can't even afford maintaining the Terror Stars that you have. I just think Terror Stars should be ridiculously destructive, expensive, and hard to defend against. Even a smaller empire with a single Terror Star might give you pause, even if you hav
[quote] The only answer I can field is the second one (and I refuse to answer the third due to wording...and I'm an American). The productivity slider is showing how hard the people are working in general. The Military/Social/Research sliders just say where they are working. [/quote] In other words, the productivity slider is how much money you are spending, and the others where it goes. If you have 100% productivity, and change
Thanks Nabatam! No Sensors, though. Wah. I think...
Anyone?
Hi, I don't [I]think[/I] that this is a bug, but is it? Or does anyone have advice? Or help? I posted here because there's no TotA forum: DO THE TORIANS HAVE NO MANUFACTURING BUILDINGS BUT THEIR CENTRAL MINE?Because that's a one-per-planet! Please advise! -Zarth
[quote] Wow ... this expansion pack is a dream come true. I had a blast with the custom races in Dark Avatar, I am going to have even MORE fun making new techs and tech trees. One question about terror stars .... namely ... I don't get them. You need space superiority to use them (since they are so fragile), and if you have space superiority, why not just invade? Its probably cheaper, and you get new territory as well .... <br
On my grandparent's Vista, I press 'Quit' and it's gone in under 10 seconds. At my sucky home computer,it can take between several minutes... or I have to power off. I think it's a question of speed
[quote] I still do NOT understand why each race onlY gets 1 research treaty and 1 economic treaty to trade with.... it should be unlimited or it should be a limit of 10 - to mirror the 10% given each time you share this 'treaty'. I hope this changed in TA.... it's SO silly to me that I can only use my research treaty once and my economic treaty once - kinda stupid actually. [/quote] No. It makes it a valuable commodity. Whereas technology
1. Each Civ (including you) has 1 econ treaty, and 1 research. They can give that treaty to someone, and they receive 10% of econ or research (though I don't think the the giver loses it). Anyway, either what happened to you was a bug, you misread the 'Treaties' screen, or you didn't bring econ treaty on his side (remember, you don't need to bring it on both sides--he can give you his treaty without you giving him one. So it's not exactly a treaty) 2. Alliances show as an option on the
[quote]If you want to see some more flash of the Dread Lords, let them live for a bit. I disregarded them when they showed up in my last match since I've smished them in the past without a peep from them. To my horror, then built up a PQ 41 planet filled with Industrial Sectors and 1 Stardock. Orbiting around that planet was a ship with 2000+ mass drivers rating. They were pumping out a cruiser every...6 or so rounds that had 100-200 mass drivers rating. At which point, they declared wa
My 2 cents. That would be cool. But not at all fitting with Galciv2. Guys, in 2007, one country has many, many different religions. In fact, religion is usually second to law. So, why would a country in [I]2227[/I] have only one? Pardon me, not a country, not even a planet, but a GALACTIC CIVILIZATION! Nice idea, but perhaps not for this game. (Krynn=exception)
[quote] There are only three major forces in the economy: supply, demand, and government regulation. Almost any effect you can see is a direct result of one or more of these forces. You left out the fourth, most powerful force: Greed. Greed pays the bribes to public officials who unfairly manipulate government regulations in favor of their corporate sugar daddies to damage the competition that would otherwise make a fair market m
[quote] Its horrible gas people like managers like make them bad so its total nightmare [/quote] I hate this. People say, "Oh, it's this guy who owns oil, or this manager, who sets the high prices. *!*! him!" No. Nobody sets prices. The market sets prices, and the market sets correct prices. It can't help itself! When government sets prices, thing only get worse.