Sole Soul

Sole Soul

Joined Member # 2990073
36 Posts 3,008 Replies 1,124 Reputation

Colonization techs only affect production-not research, tax income, etc. In theory, that would be simple, but I've looked around quite a bit in the game's data files and I've never seen it-I'm fairly positive it's hardcoded. TA 2.x does introduce sliders for the frequency of extreme planets, but that's hardly the same thing as directly editing the quantity of each type...

8 Replies 7,713 Views

[quote who="Tharios" reply="4" id="2876303"]Ok, since my other thread isn't getting ANY views, I'll just ask the question here. I can't seem to change the default Mod folder for TotA. What am I missing? [/quote] I know there was an issue with some version of TA where the place you click wasn't visible, but you could actually click it. I'm not completely sure; I'd have to check at home and the current version may not have that issue. You are up to date

6 Replies 7,523 Views

I'm going to have to defer to LTJim on this one-I did run the numbers quite some years ago, and while I seem to remember the numbers being a tad lower (my theoretical limit for the landmasses of our planet was around 350-450 [b]trillion[/b]), it's still relatively in the same ballpark. I can only assume I was hypothesizing shorter residences. As far as the argument of minimum living space goes, there's a couple videos of some people in Hong Kong, if memory serves, who manage to

29 Replies 29,216 Views

Sounds like you're playing TA. That's to be expected for the Terran tree-and none of those, save the innovation complex, are high level, and it's a one-off. I thought I remembered at least basic farms being available, but that may have just been DL/DA. Actually, research lab may be one higher than you ought to have naturally, but if xeno research is one of your starting techs that would explain it. It's been some time since I've played TA, so I'm not 100% positive, t

2 Replies 2,159 Views

In my last testing, which was for DA 1.8ish, it was possible to specify multiple prerequisite technologies for other technologies or ship components. I believe the same thing holds true for improvements, but I can't remember testing it. In that testing, it did properly require both (all) prerequisite technologies to unlock, however it did not alter display in the tech tree window and I seem to remember it not telling you in one or more places that you needed the additional techn

6 Replies 7,523 Views

The basic rush buy cost is trunc(cost^1.1)*6-I don't recall ever looking for the formulas for the other 3 rush buy options, but I believe the wiki has all 4, or rough approximations thereof. I'm not sure that two ships can be produced per planet per turn, even with rush buying-I can't recall ever having tried it. Actually, it was my understanding that at some point the game was patched so the AI no longer took an "extra turn", so to speak, but I can't remember when that was.</

12 Replies 57,556 Views

Anomalies do respawn, but their rate doesn't always appear to be the same. If you have sufficient survey ships running around, particularly if combined with a low anomaly setting, as SirPleb suggests may be the proximate cause, it's certainly possible you'd see large time periods without any anomalies. Failing that, it may prove helpful to delete all files in your My Games\GC2 folders, to reset the game to its initial state. Generally this clears up problems that the cause

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The MCC has been fixed to its intended purpose in Twilight, yes. Which means the econ bonus, which was never intended, is broken, but only in Twilight.

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It's not quite a mystery-if it is the case (apologies, I haven't had the opportunity to check, even) that bonus production/research isn't shown on the planet proper, there is a place it is shown, albeit not per planet-on the domestic policy screen, under expenses, where bonus production/research is lumped together. I take it that means you're playing-hmm-Painful? I try :)

6 Replies 6,037 Views

Size mod works like this: Let's take a hypothetical component with 10 size and 20 sizemod and place it on a hypothetical size 50 hull. 10+50*0.2=10+10=20 size. On a tiny hull (16): 10+16*0.2=10+3.2=13. I believe the Propaganda Center is actually a normal improvement, albeit at 1 per planet, but I haven't looked at it in a very long time. Aside from that, and aside from the MCC doing something else in TA (that is, its original intended purpose, which is -also- har

16 Replies 7,383 Views

You also need to look at Civilization Manager - Stats & Graphs and look at your racial bonuses. Social does break down roughly the same as military, yes; the production bonuses from SBs will give it a bonus equal to military, as will the production bonus of the planet itself. Research is also getting a bonus from that SB, though, plus any racial bonuses shown in Stats & Graphs. I assume that isn't broken down for you, either, though... 41-20-7-7=7 spendin

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@TOV: Then we have two entities within the game that are using a different bonus and naming it the same thing. My apologies. @theturtlesage: -Maximum tiles per planet is 72. While class may be able to go above this, that's all the space you'll get. -Maximum population per planet is 100 billion. -I suspect the same thing holds true for technology victory as does for UT/alliances/etc. -I don't know that you can add new levels of terraforming, but I would

16 Replies 7,383 Views

Using DL AIs is unnecessary for a ZYW, of this caliber or any other. It can make things interesting, but that's about it. Negative balance is only worthwhile due to vast quantities of planets-it won't do you any good, score-wise, in the "classical" all-rare galaxy that most of us would associate with a ZYW-provided you can even get to that flip point, which is questionable to begin with. As Forrest Gump would say, "That's all I have to say about that."

205 Replies 852,442 Views

Spending counts your maintenance, so when you're "spending" 39bc, you're really only spending 19bc, and when you're spending 41bc, you're really only spending 21bc. When you have a racial bonus, you only pay half of the bonus. When you focus, 25% of the base (funded) value is transferred, except between social and military, it's 50%. Something is odd about your numbers-are you not building a ship on the planet in question? What about planetary improvements?&nbs

6 Replies 6,037 Views

Something like that, yes. You could rename the Alliances tech, or alter its cost, but you'd have to use it. I'm fairly positive if you have a tree without UT you cannot speak to aliens, period. It's possible you might be able to speak to Team members (set before game start) without it, but I'd doubt even Ally. Cabinet and Crime don't do anything; they were never finished. Extreme Colonization only has three supported values: 0%, 50%, and 100%. You c

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You know, there [b]is[/b] a point where ships-even single ships-even single ships built by the AI-can take out any starbase, no matter how many attack/defense modules it has on it. Granted, techs cost more in TA, due to more than one reason, but if you haven't yet reached that point, then, speaking purely personally, I don't see why you're complaining yet. Particularly since, given the title of the thread, I assume you're actually fighting the Dread Lords, who reach that point

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[quote who="jecjackal" reply="6" id="2842070"]Ok I did try building a mil starbase and found the ship asst modules. However, I can only get +1 def assist. Didn't you say you could get +9 def? I couldn't find them in the tech tree. [/quote] If I remember correctly, the extra (not specific to a weapon or defense tech) military assist modules, which come from the starbase mobilization/projection/etc tree, are placed [b]after[/b] the starbase fortification trees-which means you must

8 Replies 7,955 Views

Actually, hit points is /4, not /10, and it's per ship, not totaled. But you're right-we were told it was /10. Then there's depreciation per ship... Did you want an exact formula? Each ship: trunc (attack * (racial attack bonus + 1) / 100) * 1.25 if in orbit (round this part up) + attack from SBs + trunc (defense * (racial defense bonus + 1) / 100) + defense from SBs + trunc (hp/4) *5 if in orbit of an SCC Ship depreciation: 100/(

8 Replies 7,955 Views

[quote who="SirPleb" reply="10" id="2841723"] Quoting Mumblefratz, reply 9 Very Fast Technology Rate Mumblefratz, is an accelerated technology rate possible/allowed in a Metaverse game? Assuming your settings are for such a game of course [/quote] Of course. Why wouldn't it be? It's a setting allowed in Galaxy Creation.

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[quote who="jecjackal" reply="2" id="2841500"]That was it. The UP outlawed them (It must have started that way because I never saw the bill for voting). [/quote] It doesn't start that way; you must have simply clicked through it. We've all done it-even me, once or thrice.

3 Replies 5,484 Views