* Trade for morale or economic buildings from other races * Mod the Yor tech tree Someone's working on modding the tech tree. The thread is probably in the modding subforum.
Phaedyme
Check out the Efficiency line of improvements. It's a one-per-planet improvement that does boost economy. They are lacking in some economic ability, though. You really should go evil and build a mind control center somewhere wealthy.
That reminds me. I need to see if I can reproduce the "game gets stuck when you start building a terror star before you've researched all the terror star techs" bug that I hit a few weeks ago.
Yes, true. Most often, I find friendly races surrender to their (my) enemies, and the unfriendly races surrender to my enemies to spite me.
Groovy!
Was that in DL or DA?
I tried playing the Thalans on an immense map, in the hopes that it'd give me more time to build up before doing anything. What I found, though, was that I had absolutely nothing to do but build colony ships and spend dozens of turns researching the techs that would let me research the techs to build planetary improvements . . . and I was looking at 30 turns at 100% spending, 100% tech just for the tech that unlocks the research, economic, and industrial improvements. Then, I'd have to spend doz
I played on Huge with rare/rare/rare stars/planets/habitable, five opponents (Drengin, Arcean, Yor, Torean, Altarian for that classic feel) and had the most fun I've ever had in the game. Part of it was that I had incredible luck with bonus tiles - one planet had two 700% research tiles, and another planet had one 300% and one 700% manufacturing tile. The first planet effectively catapulted me into a permanent research lead. The other thing I did was accidentally leave it on 8 minor rac
If you make it relative to the tech being researched, make it +100% for that turn, then. Effectively doubling that turn's research, subtracting a week from the time required to finish. Irrelevant isn't good. The 1 bc for a worthless anomaly is fine because there's a chance to be worthless. Don't also make anomalies that are supposed to do something worthless.
Thank you for getting this out this week.
Next patch went up today.
General, is your name a Homestar Runner reference, or just a coincidence? :) Zyx, yeah. Minors are a resource to be exploited, not a nuisance to be tolerated. I remember starting up a huge map with rare planets, rare habitable, rare systems, and 8 minors. They were a major reason I was able to expand past the four worlds I colonized at the start.
[quote] BTW: My quick personal solution for the +25% issue with anomalies would simply be a percentage of your research budget for that turn. That would make them kind of worthless, wouldn't it? I mean, instead of 1 turn's worth of research, you get 1.25 turns' worth. That depends it is all relative. If you get one of those puppies and you are a heavy researcher type it will pay off in spades. If not i
[quote]In my opinion it's one of the most powerful special abilities in the entire game. It gives you a lot of control picking the enemy's fleets apart in your territory. If you enhance the chokepoints with military starbases and the warp modules you can decrease the enemy speed to 1, making them basically sitting ducks. Has saved me a couple of times... feels a little like stargate, trapping the replicators in a time capsule while you upgrade everything <IMG id=ImageResize_Image_1 src="http://i
[quote]- - So, is there anyway someone could post a little savegame that has the proper settings to do the workaround? Here`s your chance to promote your favorite race? [/quote] [link="http://home.comcast.net/~kalimagdalene/Invasion_NonCrash.zip"]Savegame here.[/link] Tiny map, transport right next to a colonized world. Have fun.
It sounds like you'll be able to finish the Krynn off, though. I mean, the Yor might be rattling sabers at you which would complicate things, but you have that proxy war and build up in mind already. But seriously, [i]kill those bastard Krynn[/i]. They'll just build up and punch you in the face again if you don't.
By the current game rules, a default movement of zero equals a movement of 1, as everyone has an inherent +10% movement speed as of TA beta 4. The Arceans would have genuinely speed 0 ships, though.
It's worth every penny, in beta. When your planets don't crash the universe to defend themselves from invasion, at least. :)
I recall from another thread that this is caused by corrupted animations, and I also seem to recall someone saying that the animations would be replaced?
It sounds like it just might work. You just have to hold them off long enough to get your Krynn-killing fleet. What are the other races' diplomatic relations with the Krynn? And no threadjacking there, you're describing the kind of stuff I was talking about at the start of this thread. :)
And they can take out up to five planets, plus ships, plus any nearby starbases, with one shot. They're pretty powerful as long as they have an escort. Even with the speed limit, they're sometimes useful in preference to simply invading.
Given that warp bubbles are not available to all races, I'd rather no one have the tech to speed them up.
If I'd just read your [i]name[/i] before responding, I could've saved myself some embarrassment. :)
It does take a turn. When they first come into Yor space, they have their full movement. After a turn, they move at the slower speed.
Sorry, I was working on about four hours of sleep when I wrote that. I got the impression that you felt that the devs and/or QA or whomever would get the savegames load them, see nothing wrong, and move on, rather than investigate thoroughly, hence my response. Not been a great week for my sleep cycle.