I'll give this a try once the new patch is up. I don't think I've played any race more than the Yor in beta so far, so this should be interesting.
Phaedyme
Er, pointing out that there's no way to do what you asked if you could do [i]is[/i] useful input.
[quote]BTW: My quick personal solution for the +25% issue with anomalies would simply be a percentage of your research budget for that turn. [/quote] 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.
My point was just, simply, that the races won't be selectable as opponents until TA has custom races enabled. It may also be that the format for the race files has changed enough that the DA files don't work properly. To answer his question, all you can really do is either wait for a patch to add the functionality, or for one of the devs to reveal any hidden functionality.
In my current game, I got the ultra warp or whatever event. All ships have a +50% speed boost... I've got speed 24 ships with two hyper-warp engines.
Yes, and AI players continue adding life support modules after the unlimited range event. Also, they don't rush for the planet explosion, and so on.
No, they still give 25%. The nerf was long ago.
You should just send the save with instructions on how to make the bug happen, then.
Stock exchange nerf?
Well, yeah, that's why it's only one of the possible options I listed. Whenever I've reloaded after a mega event, the same mega event didn't happen again, so that's the second thing I suggested. The third is just go with it - which is what I usually do.
Turn off mega events. Restore from the most recent save - the speed limit event probably won't happen again. Play it through anyway.
Yes, and the tech blurb is paraphrasing someone else: [quote]Space is big. You just won't believe how vastly, hugely, mind- bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space.[/quote] -- Douglas Adams, may he rest in peace.
Custom races aren't enabled in TA.
I don't like this idea: [quote]Or if they adjusted all the space and costs on a ship so that if you put no engines on a ship it was considered to have only non-hyperdrive engines and so be unable to travel beyond the area surrounding it’s home world, but would be cheaper to make and have more room for weapons and defences. Actually I think that would be better.[/quote] But I do like the idea of having monitor/defender-type hulls. I admit that I am generally satisfied with what'
[quote]Another bug is Gaia vortex does the same thing that paradise planets does, that is it changes the planet quality number but doesn't add any tiles to the planet. [/quote] I tested this a bit further - I found that planets I received after I got the bonus had the correct number of tiles, but planets I had at the time I got the bonus didn't receive the bonus tiles.
If you change none of your sliders and buy nothing, it'd take you over 200 turns to run out of money completely. You have a lot of time build economic buildings, morale buildings, grow your population, colonize new worlds, etc, and solidify your economy so you're making a positive income. Never mind the chance for 500 and 1000 BC anomalies. Now, I agree that it's demoralizing for the treasury number to turn yellow, but since the treasury is the fuel that runs your everything, just turni
You're not losing. You're not even on the edge of bankruptcy. Yes, agreed, that TA's current maintenance is a pain. It severely limits fleet sizes.
Actually, the economy is very easy to manage below normal difficulty. As long as I have tech trading on, even the most awkward races (Yor, Iconian) will have booming economies. Game difficulty [i]does[/i] make a big difference to your economy because the AI simply gives you more breathing room.
Yes, it would. I really hope such a feature makes it into 2.0. The current setup is manageable - at least, it was for me with Altarians when I picked up the entire Healing Pools path of techs and left Media Centers and Dratha Temples behind forever. With regards to Altarians, I wish they'd just have one path to specialize in, because without tech trading they're screwed.
SDK = Software Development Kit. You can download it from Microsoft, probably on [link="http://www.microsoft.com/downloads/results.aspx?pocId=2&freetext=&DisplayLang=en"]this page.[/link]
Yeah, you're starting off losing 7 BC in the second game there - as compared to starting a DA game with no economics bonuses with a 16 BC income. Sure, it's not as good, but you're not on the precipice of bankruptcy there. It seems like economic performance over time makes more of a difference than your starting income. What difficulty do you play at?
Buildings have an upgrade path, I think, rather than an automatic "buildings of X type autoupgrade to superior buildings of the same type." So Healing Pools will upgrade to Wellness Falls, but Dratha Temples will not upgrade to Healing Pools. Similarly, Improved Factories won't upgrade to Thalan-style factories or Drengin slave pits or vice versa. I do recall seeing research buildings auto upgrade into Neutrality Learning Centers, though.
I think it's intended that this doesn't happen, but I do wish it would, or that we had more ways to manage planetary improvements: Like a governor that lets us upgrade all buildings of a certain type to another building of a certain type, for example. There's other suggestions in other threads here on this same topic. Also, Dratha temples and media centers don't upgrade to healing pools.
[quote]So this is once in the whole game right? This isn't something you have to do every turn? So basically for now, beeline to transport tech and invade once in the game first before an AI invades you just to bring up the screen then cancel and save transport for later or go ahead and invade. Only prob is you better be a warmonger to one civ early on. So much for peace. Oh well the galaxy is a dangerous place. [/quote] There's always at least one minor civ in the early game t
[quote] Oddly enough I have been invaded several times and it never crashes on me. I am playing with a heavily modified game however. Additionally I have a mod for invasions also enabled. Yours probably didn't crash because of this work-around: As long as you invade a planet before any AI players do, it shouldn't crash. If you don't want to invade, just invading to bring up the screen and then cancelling should