[quote]plus his total lack of anything resembling a sense of humor,[/quote] Why Mumble, you're being too modest.
Publius of NV
[quote]SmartException doesn't work properly on Vista[/quote] I was just about to install it on my new (Vista) laptop. Thanks for saving me a little bit of time and effort.
It also depends on the magnitude of the event. An evil choice that gets you 1000 bc will move you more towards evil than one that gets you 10 bc.
What race are you playing as? The different races start out with different ethical alignments. So you might have started out as evil and then moved yourself to neutral.
One other thing ... in TA, if you make a fleet of constructors and fly the fleet onto a starbase, sometimes it will pop up the window to prompt you for what module to add, but then not do it. I've taken to disbanding my fleets right next to the starbase and then flying one constructor onto the starbase. That works better, and if you have a stack of constructors next to a starbase and fly one onto the starbase, it will continue prompting you and move the whole rest of the stack for you.
As an example, for your economic starbase, you'll be able to add modules that help defend the starbase, and assist planets within its sphere of influence or give additional value to trade routes that pass near it. There are also mining starbases, with which you are able to add modules to "mine" a resource. The resources increase your influence, economy, morale, weapons, or research, and are very valuable if used well.
Starbase modules add functionality to the starbase. Many modules are common to all types of starbases, others are only available depending on the type of starbase. To add a new module, build a constructor and fly it onto the starbase.
Coincidentally, without reading this thread, I also made my very first custom race, chose super breeder and the Altarian tech tree, and I'm seeing the same results you are. 'Gonna have to raise the difficulty level.
[quote]but that is a fair trade-off since trade has been nerfed.[/quote] 1.95 or 1.96 un-nerfed trade. At least it fixed it so that trade routes now earn more the farther away they are, the way it originally worked.
[quote]+ FIXED: Bug that kept the trade route revenue and distance traveled from calculating correctly[/quote] Ummm. Wait a second now. What was the expression? Oh, yeah, something like Woot, Woot! :CONGRAT:
Many thanks for the detailed explanation, Mumblefratz.
[quote]Obviously wealth is the only factor contributing to corruption.[/quote] I assume you meant to have a NOT in that sentence? Because otherwise it's not at all "obvious". [quote]A nation that's excessively wealthy ... is certainly more likely to have corrupt leaders skimming from the top than a nation without such a gold mine.[/quote] Prove it. You might wish to start with the Corruption Index published by Transparency International. See [link="http://
[quote]I can almost see the reason for the 20k treasury penalty..as a society gets wealthier, it becomes more corrupt.[/quote] So, Switzerland is more corrupt than Zimbabwe? Singapore is more corrupt than North Korea?
Another problem is that IconPackager shows as installed, IconPackager4 as installed and having an update. If I try to update IconPackager4, it tells me my registration is not valid.
I installed Impluse in order to install the ToA update. I have a number of other TotalGaming.net games, and a considerable number of Object Desktop apps installed. Many of these showed up in Impulse as having minor updates. I was able to use Impulse to install the update for most of them, but a number of them (both games and OD apps) get an error message that tells me that Impulse was unable to archive the application, and the update fails. Another problem is that Impulse
I'm available to be a beta tester :HOT:
I believe I've seen others post that once your population gets above 18B, your approval drops steeply. That's been my experience also. If you can, grab approval resources (the yellow ones) and build them up, in addition to morale buildings and approval techs.
Thanks, Kryo. I just purchased Depths of Peril for 2 tokens through the TGN website, and it showed up as available for download on Impulse almost immediately.
After seeing Brad's post on GC2 TA updates, stating that 1.95 would only be available through Impulse, I downloaded and installed it. I also have a number of tokens still unused on TGN. After going through the "Store", selecting a game, and going to "My Cart", I don't see any way of paying for a game using tokens under Impulse. Is purchase using tokens supported on Impulse? If not, are tokens being phased out? Will I (as I was once before) be forced to use up my remainin
Wonderful feature! :CONGRAT:
"TOS Violation" - a reference to events in the Star Trek universe that is inconsistent with events in The Original Series. ;) More likely, Terms of Service.
For what it's worth, it's been that way since the original GC2: Dread Lords. I think the rationale is that the save file would be too large, and the save time too long, if all of the influence data was stored. So it's recalculated on the next turn.
[quote]It's early june...where the patch?[/quote] I think it's scheduled for Thursday or Friday. (Sigh, I'm going to be out of town for a week and won't be able to jump on it right away (:( )
The manual hasn't been updated from GC2 Dark Avatar. In the meantime there's some good information in the strategies forum, look for the "TA 101" sticky thread.
[quote]I am unable to reproduce this problem, LightVader. Can you tell me how it is happening. Give me some steps to reproduce it and I'll get it fixed ASAP.[/quote] It happens consistently for me when I colonize a planet, buy a spaceport, and then start building some other improvement. On the start of the next turn, the planet reports that the spaceport is complete and the planet is now building nothing (even though in reality it is now building that other improvement).