[quote]Maybe those modules should be moved to the Space Mining techs[/quote] Yeah that could be a good idea ethier that or just reintroduce them into the new factory branches eg the Yor could get 1 mining enhancement per collective tech. Or they could just give each race a seperate mining module tech branch entirely.
MacsenLP
Sounds like the Krynn will be the super cultural race. The AI definitely will need updating in my previous experience of the game to counter cultural starbases and use them more offensivly. I havn't built a cultural starbase in the game for a very long time becuse you could flip a whole empire with them planet by planet without the AI batting an eyelid even at masochistic or higher levels. Hope this is no longer the case or if it is it will be rectified, think i'll s
Just wondering when or if they are going to be reintroduced. Mining resources in Gal Civ is very important and the races which now lack these techs becuse of changes to there industry tech branch are currently at a big disadvantage. Terran, Torian and Arceans have the standard factory branch so there fine The rest Yor, Drengin, Korath and Iconians need to have the mining modules techs reintroduced into there trees somewhere. Personally id
[quote]Yes, we're still planning to do an update on Thursday.[/quote] :D
The Race poll putting the Drengin in last should be a clear sign to Stardock that they need to improve the Drengin. It's a shame that the iconic Gal Civ Race is curently so awful. Poor industry/research dreadful special ability and the Korath who have many better things going for them means that there's very litte point in playing the Drengin.
Nice mini-update for all the terror star fans. Just wondering is the next update still planned for 6th dec as was mentioned on an earlier hompage entry? I'm looking forward to seeing what the Drath and Korx will be like.
TRADE BUG: All my freighters return to home port on reload. Anyone else had this ?Think the AI suffers from it too there trade amount seems to be lowered as well.
Would be very nice if research beakers required to get each tech was added in the info + size of wepaons not just cost and damage.
Did you build all 5 modules?
Great post heavens I hadn't noticed that. It's a truely great addition that Gal Civ2 has needed since the beginning. Showing the tech cost and how many more research points needed to obtain that tech would be the cherry on top.
Yep, havn't tested building them yet though.
heads up
Lots of nice changes. Although the torian harvestor has been slightly improved it still seems totaly worthless to me. A lot of races no longer have full access to all the mining techs will these be reintroduced at some point? Looking forward to seeing what the iconians will be like. Any info would be gratefully received. BUG: Weather control zenith somtimes adds more PQ than it should. As I understand it it should add 3 tiles no matter what size of the planets they
Comparing MOO3 to Gal Civ2 is the equivalent of comparing a turd to caviar.
What exactly is the heightmap update anyway? I've noticed it no idea what it does...
[quote]I don't know about him, but I find that certain good tech can provide you with +35% defense bonus (+5% for 3 techs, +20% from a special good structure), and a +5% hitpoints. This useful if you are skilled at making ships with strong defenses.[/quote] Compare that to 100% eco bonus and mil prod bonus or free tiles, morale boost and neutral learning centres. Good bonuses are terrible in comparrison. The only reason to go good currently is for rolepay purposes or perhaps i
It's a lot harder to be good than evil and always has been in Gal Civ2. Theres really no point in being good pre and post ethics choice. The small benefits of being good are near worthless compared to neutral or evil. Hopefully TA will change this, it's one of my biggest annoyances in Gal Civ2 that the ethics (esp post ethics tech choice) are no where near balanced.
[quote]We plan to do updates every Thursday until release.[/quote] Ooh quality . Thanks for reply. An update once a week is gonna be great.
Is there going to be a beta1b or will the next update be beta2 on 8th Nov?
[quote]Drengin get negatives. Their "factories" have a -influence effect.[/quote] I meant global negatives as well eg -10 military production. If there were to be any they would prob have to be quite rare and the tech would have to be worthwhile obtaining even though there was a negative bonus. It would be a reflection that not all technological advancements are without a penalty to society(s) in some circumstances.
I'm not sure if race specific techs should be able to be traded or perhaps even conquest stolen. If they can be it might be quite easy to abuse eg a race could get super factories/labs not normally open to them or huge global bonuses. "uber" racing would be a rather cheesy way to win imo. I'm def in favour of the racial tech tree bonuses though(negatives could be considered also). It's a great way to create differences between the races which adds longevity to the game.
The Drengin planetary improvements are quite weak though. There industry and research buildings in particular. Also they dont have a culture starbase brach or power plant branch. Whether there balanced compared to the base tech tree is questionable, there def the coolest race from the 3 so far imo. There slow colonisation start could poss make them a weak race though the global bonuses will help them get back into the game. Hope the super sucky corvettes will be changed eventually
Is beta 2 still on for Nov 8th? Think I might play my first TA game when beta2's out, i'm looking forward to it.
[quote]I never did get around to commenting on it back in DA betas, but I wanted more categories. For example, one for trade good, one for galatic wonders, one for 1 per planet structures (starports, power planets, etc), and maybe one for the player to customize.[/quote] I'd like to see something similar to this eg structures that can be built multiple times on a planet seperated from wonders trade goods specials etc. The reason for this is many of the wonders/specials I find a
Any chance of Stardock updating Galactopedia to work with TotA? Or putting the guy who made it on the payroll? With all the changes and new improvements not to mention future patches which will further update the stats of so many different things Galactopedia would be incredilbly useful. It's a shame that a type of Galactopedia hasn't been incorporated directly into Gal Civ2, would be great if it could. (Im unaware of all the TotA updates hopefully this is one of them). It