68) Minor enhancement request: Have the tech tree display of a technology display the icons for the races that are known to possess it. For bonus points, provide an easy way to initiate trading from this screen. Motivation: When I'm tech trading, it's important for me to know who else has the tech. Also, it's far more informative to see the other race's techs wiithin the tree than it is to see them in the espionage report as a text list.
Elestan
[quote who="Tolmekian" reply="91" id="2892018"]Drengin attacked Thalan and both ships blew up. Poof.[/quote] Has this ever happened to a player battle? The wiki says "if in last round of combat surviving ship(s) destroy each other, the strongest ship still survives (the strongest seems to be the ship with highest attack)."
I believe that all Trade Goods effects are global, and once built, can only be acquired by barter, or by conquering the original planet the good was built on. When bartered, the receiving race gets the benefit immediately (they don't need to build anything), and I don't think anything can take it away from them. Which gives rise to an interesting followup question: If you build a Trade Good, and the planet it was built on is abandoned or conquered, do you retain the bonus,
[quote who="qrtxian" reply="2" id="2887077"]But why did the planet stay Drengin? Both of us were completely wiped out - does a tie go in favor of the defenders?[/quote] Evidently, yes. Which is not unreasonable, considering that conceptually you're not actually slaughtering the entire planet's population, but just killing the soldiers.
I'm not sure what the point of doing this would be. If you want to cheat, you can just use the cheat codes .
[quote who="BeastCruiser" reply="6" id="2883633"]I would have thought of one constructor to install the base, and another to install the most influential module.[/quote] You can't jump straight to the high-power modules; the lower power ones have to be installed first before it will let you put the higher level ones on.
It's global to all races.
[quote who="BeastCruiser" reply="3" id="2882702"]How will I know if they do a thing if it's not displayed, and if they do, how much? For example, what do the military resources do once you develop them? Do they add to military production, or what? (The in-gane hint isn't helpful either. An angular throne is not the thing I want to build, a decent warship is.)[/quote] You can go to the planet screen and hover the cursor over the number; some of them will display a points breakdown.&nbs
The "no benefits from starbases" message specifically means the planet is getting no production bonus from economic starbases. Resource mining starbases don't have a radius; their bonuses are empire-wide (which makes them quite powerful). An influence mining starbase is not the same as an influence starbase. The former is constructed on a resource, and gives a global bonus. The latter is constructed in empty space, and gives a bonus in a radius; they're mainly used n
[quote who="MarvinKosh" reply="123" id="2881201"]I agree that a bugfix-only mod is a good idea. But the other mod should be the full works, otherwise your average player has to sit and merge XML files by eye. [/quote] I wasn't sure if the mod system allowed chaining mods/having multiple mods active. If it doesn't, then I agree; best to have the second be the whole thing.
[quote who="Tolmekian" reply="121" id="2880796"]Anyway, I'm on the verge of releasing my work as a mod. I figure all the fixes with and without the colonizing minors. Now I just need to figure out how to package up a mod.[/quote] I think that the ideal thing would be to have two mods: One to fix things that are clearly bugs like misspellings and miscategorizations, and another to fix gameplay adjustments like AI priorities. The reason I say this is that Stardoc
Wow, just found this thread; lots of good info here! It seems to me that at least some of the issues discussed here clearly qualify as bugs, such as places where techs were obviously miscategorized, or where there were missing or mis-spelled values in the xml files. I think it'd be very handy to get a full list of such issues (as opposed to things like research priority tweaks, which are a bit more subjective). Would one of you be willing to write up such a list and post
[quote who="qrtxian" reply="47" id="2878997"]The whole problem with making tactical combat "optional" is, again, the issue of balance. In almost every game where this is possible you will do better by playing out a battle in tactical combat then by letting the AI auto-manage it. There isn't always a huge difference, but playing out any battle not overwhelmingly stacked in your favor is usually the correct choice, which means that it's not really so "optional" after all.[/quote] I thin
64) The Mind Control Center does not work as it should. It appears to make flipping a planet nigh-impossible, instead of nigh-certain. Edit: qrtxian correctly indicates that this is an old bug report, not valid for TA.
62) Occasionally (no solid reproduction sequence), some ships seem to drop out of the active ship list, such that the Turn button goes green even though these ships haven't been given any orders. 63) Occasionally, the planetary improvement list becomes inert, and ceases to react to items on it being clicked. This state persists until the game is exited and reloaded. Circumstantial evidence indicates that this might be caused by trying to put things in a planet's build queu
Send transports to invade. Build Influence starbases to assimilate. Build and place spies to sabotage. Build a Terror Star and blow up the sun.
This is Bug #4 on my thread.
60) When a saved game is first loaded, spheres of influence are not correctly calculated; they are much smaller than they should be, and stay that way until (I think) something triggers them to update. 61) Not a bug, but it seems very odd to me that mutual destruction is not permitted. If two ships with huge guns and low hit points both fire on each other, why shouldn't they both die?
Some things to keep in mind: You don't have many people at the start of the game. Taxes provide money based on how many people you have. Population growth rates are based in part on morale. Taxes reduce morale. In other words, in the early game, a high tax rate is a bad idea; it doesn't give you much money, and it keeps your population from growing. I usually try to keep my taxes low enough so that my smaller colonies stay at
[quote who="SirPleb" reply="7" id="2866931"]What is the reason to keep people happy? [/quote] The elections were what I had in mind. While I do recognize the cynical realism of pandering to the electorate right before the vote, taking advantage of it does seem cheesy to me; or at least, out of "character" if I'm not playing Evil. But yes, if it doesn't bother you to play a slick politician, you can target an approval of 25% or so. Just don't lose track of the electio
[quote]Is there a mod or something that does away with these arbitrary limits?[/quote] I'm pretty sure the answer is no. For one thing, changing a basic mechanic like this would require the AIs to be rewritten.
FWIW, you're far from alone in this sentiment. It's possible to be somewhat more efficient by using the "Focus" feature, which allows you to convert a quarter of a planet's research output to production or vice-versa. Click on the little button next to the relevant number on the planet screen, or on the number in the civilization manager. This is the basis for the "all labs" or "all factories" strategies that you can find if you read around. Essentially, either keep
[quote]How do you guys get 1000 research alone? 100% production spending?[/quote] Yes. If you develop your economy properly, you should usually be able to stay at 100% production spending through the entire game, and if I'm going heavy research, I try to keep 100% research as much as I can too. Having a x7 research world and so few planets makes this harder, because it lets you spend a huge amount of money on research every turn. So, you need to bolster your resea
How many planets do you have compared to the AI players? Four planets is a pretty small empire unless you're on a very tiny galaxy. 200-500 research is also not much; your research capital should generate 1000+ on its own (nearly every space on it should be a research building). Are you using economic starbases to boost your research production? Do you have mining bases on all of the purple (research) resources you can find? Are you going 100% research allocati
[quote who="Sethai" reply="43" id="2861843"]good points. regardless of whether or not we'd want such mechanics in battles, it is my experience that stardock so far tend to prefer incredibly simplified (almost suffocatingly simple) battle mechanics (elemental is another great example of this).[/quote] My feeling is that the extremely simple battle mechanics are a consequence of not having the time/resources to implement a decent tactical AI along with all of the strategic elements.&nbs