[quote]I'm saying have the option to control battles in real time, like in the total war series, let's say you have 12 battles in the same turn, you could take control of however many you want, or none, this could include planetary battles.[/quote] As far as I recall there are games that have a system that allows a player to fight a certain amount of battles but possibly not all if there are too much. So you would have to choose which battles get your full attention and in which you have to
lyssailcor
[quote]That said - Another Suggestion - found ships *besides* Precursor/Lucky Rangers? Humongous battleships would, one might think, be the least likely thing you would find."You have found an ancient scout ship - in working condition! While Unarmed the vessel has extraordinary range and sensors . . .""This ancient Starbase appears to have been a research center at one time - our scientists believe they could spend years unraveling the log entries - We already have an improved skin lotion!""My g
[quote]ALL ships and ALL SB's have instant (meaning you don't need to take up space with them) INCREDIBLE sensors on them. You can see for great distances wherever a ship is, and this counts freighters in trade routes too![/quote] Erm ... my ToA experience with this is that the cost for the survey module drops to zero, so that you can equip after that every ship for free with a survey module. But since existing ships usually don't have such a module on them they cannot see farther than befo
I posted some ideas in another thread: [link="https://forums.galciv2.com/317246/page/1/#1791373"]Link[/link]
In my first TA game the Thalans were eventually allied with everybody else (including me). They didn't win though, and the Victory screen showed something like 40% or so (can't remember exactly) in the diplomacy section for them.
I submitted just two games to the metaverse yet, but for me it shows the race I last played. But with just two submissions you probably can't generalize my experience, it could also be the most played race or the race you scored most points with.
I just ran into that one also. So it doesn't seem to be an individual problem ...
I also have to agree that the current espionage system is not my favorite. But instead of ranting here some improvement ideas: - Separate espionage from counter espionage. Give civs a separate espionage and counter espionage ability. Espionage will work basically like it does now, but counter espionage will be performed by allocationg funds to that activity. The amount of money spent and the difference between your counter espionage and the enemy espionage ability determines a
Make a custom race called "Ancient Thalan" and adjust it so that it plays as much as the former Thalans as possible? Not exactly the same, I know, but as close as it gets.
And another one: - Correct those annoying rounding errors (at least I assume it's rounding errors) in the economy screen in the list for what you spend your money. It's very confusing at the beginning of the game where every BC counts when you you play with the spending sliders and your shown expenses jump up and down considerably and won't add up at all to the total shown at the bottom of the list. It even happens that you set your overall spending slider 1% up and your revenue goes do
[quote]Just pick Blind Exploration when you're starting a game.[/quote] Ah, thanks, somehow I missed that. But I assume that won't prevent those GNN messages about "Yet Unknown Race X made a technological breakthrough"? And it won't prevent unknown races from showing in the influence bar?
[quote]When viewing the diplomacy screen to trading technologies, I'd like to right-click a technology in the list to see what advantages it gives me. It's too much of a hassle to back out, check the technology tree, and then re-enter the diplomacy screen.[/quote] But that *is* possible with TA ?! What you describe very much sounds like you are still playing DL/DA?
Oops, that's correct. Or make another option "use leftover space for ..." and there choose one of the eight areas.
Hi all, when I played my first two TA games, I noticed the following things which could be improved IMHO (some may be already posted elsewhere (constant dripping ... ;); and if some of the following things are already possible don't hesitate to tell my ignorant self ;)): - make it possible to launch a colonizer / transport with 1 pop by one click ("launch empty" button or something like that) - make it possible to switch through all spotted enemy ships (on larger maps I lose tra
... so that "feature" should be fixed ;) It's a bit annoying to see your own self-constructed ships be inferior to the auto-designed ones ... Also I vote for the enhancement of the focus feature. I suggest you make it so that each focus area (the three kinds of weapons and defences, range, speed; for sensors I have no good idea) can be adjusted to 0-100% of the available space. Example: ship has 50 units of space. You have set your focus to 50% beam weapons, 20% beam defence, 20% sp
An ingame planetary improvement editor to change the appearance of your improvements just like you design ships.
If all your own planets are in your starting system and you blow up its star, then you will have lost because you just wiped out yourself. Colonize one planet outside your home system before using the Terror Star on it.
Make PQ 0 planets more useful: - Introduce a planetary exploration module. Ships equipped with such a module can explore planets for things hidden beneath the surface and such - Things that can be discovered this way include: - - A cache of small artifacts that con be sold for money - - Some other artifact that helps research (current research if that is more easily, put preferably research in certain area dependent on the kind of artifact (weapon, space suit, antigrav belt,
Hi, I also have the problem with a game that crashes immediately on load. It was a 1.8c game, I then updated to 1.8e and after that to 1.8f, but to no avail. I sent an a debug.err and the save game to [email protected] a week ago, but no answer so far. I would like to know whether the game is recoverable or not if that is possible. Thanks, lyssailcor
This idea would work even better if those tiles you get by terraforming would also have a chance to be speccial bonus tiles ...
I don't consider "the flip" to really be an exploit ... I mean tearing down and rebuilding everything is definitely not the most efficient use of money and if you have that kind of revenue in the first place you're doing something special anyhow. Quite honestly the "all research/production" approach isn't an exploit either, it's just the result of the economic model the game is built on. That's why I put "exploit" in quotes <img src="http://image
To go back to Frogboy's question what should be changed about the morale buildings: let their influence increase over time (until a certain cap is reached that is way higher then the bonus a morale building gives now). I don't know whether that would be possible in a simple patch if the mechanics for such behaviour isn't there atm but I would like to see effects like that that need some advance planning. In fact, such a mechanism could also be implemented with money and influence buildings a
Give a message whenever a scout set on auto discovers something, especially resources, but also habitable planets, anomalies, inhabited planets, enemy ships etc.