While playing Twilight of the Arnor (v1.96 build) I've come to get annoyed by the Auto Launch bug. I can get ships to either not auto launch at all, or all ships get auto launched, without destination . There seems to be no middle ground of colonies with rally point launch ship to set for rally point
phoenixpaw
To bad your neigbours have "- lots" in humor then Loup.
Well put jadehorde, but since the Drengin is the most powerful civ there is, Thalans would risk getting enslaved by Drengin for such a claim about Drengin alone. The Terrans, while a major force, are not as powerful. Especially not in the beginning of ToA (I haven't played the campaign, and feel no urge to either). Who would you rather start a fight with? The guys you think you might be able to beat on your own, or the one you need massive support to defeat? It is, in my
[quote who="Zyxpsilon" reply="23" id="1848346"]* Better distinction between planetary and civilisation bonus. I solved that issue simply by editing the screens.str file and putting it along with the new 'descriptive lines' in the wanted mod folder. *** -snip for breviety- *** ...as a result, any 'real' bonuses given by buildings remain with the 'bonus' tags and empire-wide values get to have 'Skill' as a trailer instead.[/quote]<
I've run a few games, and I prefer to have a very ... boring aproach to shipnaming. Upgraded colony ships gets the name "Col [N]" (where N is my design version +1), Freighters become "Freigt [N]" (with the same logic as colony ships). Ships designed for warfare gets a design name of "W2m1", for the first design of a small hull, and "W3m4" for the fourth design of a medium hull. (Fairly logical eh?) Wouldn't deleting the content of the "ship" and "shiptemplate" subfolde
96. You'll only upgrade your car if it means putting in one more weapon or defensive system, or the enginge change increase speed by minimum 1 pc a month.
Also ... I read somewhere that one defense help against all attack types at (square root of protection) level. That is to say, if you have a ship with shields 4, it already (by default) protects with a value of 2 against missiles and massdrivers. And if you've got shields 9, it protects with a value of 3 against missiles and massdrivers. I read it in a thread about a combat sim I think.
I know what I would LOVE to see in the game, and it wouldn't require a lot of coding either. * Better distinction between planetary and civilisation bonus. I'm probably just stupid, but sometimes I can't figure out if a wonder helps my entire civ, or just that planet.
Starting the computer under failsafe mode and deleting the directory of the game and run EasyCleaner allowed a new install at least. As for using the editor or otherwise mod the game ... won't touch that with a 10" pole. (And yes, the " marking is intentional. I know ' is used for foot ... Just imagine though, how many parsec on the map is an inch on your monitor? ;) )
The first Tyranid Hive fleet was destroyed. The second Tyranid Hive fleet have been slowed down to a near standstill. The third Tyranid Hive fleet took people by surprise, and have to my knowledge only been slowed down. If I read my sources right, it could be argued that a fourth Hive fleet have just been spotted. The Tyranids come from the great void outside the galaxy, where no Milkyway sentient have travelled, and into that void the Tyranids will venture once they have co
Yay, or something. I use the tech-editor to include a "neutral weapon training" tech, and the game won't load. It won't uninstall either, or reinstall.
In the description of Neutrality (from Xeno Ethics and under Ethical Alignment in Civilisation Manager) states that I will get "Additional weapons and defences" ... I have yet to see any such, though I have not yet played with every race under ToA. Will we see something official in the 2.0 version? In the meantime, I'll try to mod something researchable for neutral aligned. Probably a weapon training tech, or something.
Is there a mod that changes the savefile location? I know the stuff that goes into the "my documents" folder isn't much, but being a bit too old (having learned to use computers as adult back in the time of DOS 6.0, before Windows) it still annoys me that different parts of the installation winds up at different locations. There is also a question of how the savefile and option settings location will work if I install the game on a server of my private lan, and try to run it fr