thehandofzarquon

thehandofzarquon

Joined Member # 2592028
0 Posts 2 Replies 3,760 Reputation

They did at one point load from the mod folders, but after a certain beta (3 or 4, I think) they stopped working and you had to place them into the main data folder. Since custom races are enabled now, it might be possible that they allow loading of custom tech trees properly from the mod folder...

8 Replies 3,895 Views

This could potentially be fixed by making all these Racial-starting 'Galactic-Achievements' be Super Projects. Of course, there is a side-effect there that it becomes potentially possible to build and own more than one of these buildings if you lose the planet they are built on and later recapture it... I'm not sure if it is possible, but that could be avoided by making them Destructible Super Projects. Then, when you lose the planet, the buildings get destroyed, like other race-unique

7 Replies 3,643 Views

Ah, finally got a chance to put up the rest of my comments: [quote]Right of Passage Treaty. I don't see these, and haven't heard anything on them in quite some time. Were they abandoned?[/quote] I think it was abandoned, not sure though. I'd love to see more treaties between races... Open Tourism (works like a Economic treaty, but gives a percentage of Tourism income), Open Trade (increases the amount of money that race gets from trade routes to your planets), Open Espionage

5 Replies 4,820 Views

Just some quick comments before I head out for class: [quote]A super project that gives +2% to soldiering? Shouldn't that be +20%.[/quote] If you are talking about the Cathedral of Valor, I'm pretty sure it isn't a super project... in fact, you can build as many of the cursed things as you want. [quote](Korx +2% war profiteering project. It is too small to matter in my games, but perhaps 2% is all that was intended?)[/quote] I believe the ability gives a percenta

5 Replies 4,820 Views

[quote]The Xinathium Hull Plating does not seem to be as useful now that there are HP modules. Perhaps some other improvement can be substituted. I would not mind seeing a military production or loyalty-boosting trade good.[/quote] Eh? Not useful? Hardly the case, imo. That extra +15% is all the more useful with the higher-base amounts of HP floating around thanks to the new HP-boosting modules. [quote](7) Ability to detach a single ship from a fleet (to avoid disband/reform sy

382 Replies 106,196 Views

[quote]Every asteroid is at 5 and then the miner will move to a field 20 turns away rather than upgrade the one they are already on to 10.[/quote] This behavior seems, at least in my experience, to happen with the player's automated miners as well. Kinda defeats the purpose of the automation, no?

6 Replies 4,002 Views

Tech Victory in TA is being changed to represent the true understanding of the universe and all its dimensions, right up to being able to develop weaponry and other technology that directly affects time and space. Ascension Victory takes up the old Tech Victory flavor mantle, but the requirements are the capturing and holding of certain, special Galactic Resources (you know... all those nifty artifacts left behind by the Precursors?), sort of similar to your first idea (building special

4 Replies 4,274 Views

[quote]They haven't pushed out a build yet to my knowledge that was world-ending buggy. [/quote] Well... there was that one crash if you didn't invade a planet before the AI did when the new invasion screen was released... but even that had a reasonable work around (load a game, invade a planet, cancel it, load your real game). But, yeah, definitely better than most, if not all (at least today, anyway) first [i]retail[/i] versions of other games. :)

63 Replies 48,195 Views

[quote]As for this turn-based "4X fantasy strategy game", that sounds very interesting. Can anyone name another game that something like this would be like? I just never have heard of a turn-based "4X fantasy strategy game" before??[/quote] The Heroes of Might and Magic series is sort of a 4X-Lite Fantasy strategy game. HOMM3 is my personal favorite. HOMM5, last I heard, has a horrible "cheating" AI, but is otherwise good. HOMM4 is so different from the others, but I still like it.

63 Replies 48,195 Views

There are a couple of things I'd really like to be changed about the United Planets: 1. The week (or more) before the voting, it would be announced what is going to be voted on. 2. All races that have made contact with another race are part of the UP, not just the ones the player has met. 3. The UP meets a bit more often, something like twice or four times a year... maybe. Of course, seeing something akin to Alpha Centauri's Diplomacy features would be awesome

20 Replies 5,173 Views

[quote]Actually, I don't know if it would be best discussed here, but are there any differences in the invasion tactics as the game is right now? Meaning, are there any UNIQUE invasion tactics in TA? That would be a good way to differentiate (sp) the races. The Yor could have some kind of robotic airstrike tactic, while the Iconians use some obscure precursor tech-weapon or something[/quote] No, there aren't (yet) any unique Invasion Tactics. Races don't have access to all the invasion

37 Replies 12,408 Views

[quote]What worried me is that on the Altarian tech tree the 'Majesty' techs, as well as the Precursor history techs are all marked as unique, but when I played the Drath they showed up as regular techs.[/quote] A tech is considered unique if your Tech Tree is the only one that has it in [i]that game[/i], regardless if it shows up in other race's techs that aren't present in that game.

37 Replies 12,408 Views

[quote]Because, of course, two races that developed on the same world and were subsequently separated for tens of thousands of years should be as similar as two races which were really the same race until the Dread Lords started messing with them last week?[/quote] Maybe not, but the Drath and the Altarians do share a common feature: their ability to manipulate dark energy. Same as the Korath/Drengin share the feature of Slavery. [quote]Because the Drath tech tree doesn't reall

37 Replies 12,408 Views

[quote]Yes but the technology trees currently seem to be identical, I understand they should be similar, but not the same. I may be wrong, tell the truth I'd love to be corrected.[/quote] This isn't really a correction, but look at the differences between the Drengin and Korath. They basically have the same tree, with a few additions on the Korath side... That's the difference you should probably expect with Altarian/Drath when all is said and done.

37 Replies 12,408 Views

[quote]The building that the Alterians/Drath (Biosphere Modulator?) get that adds about 3 tiles to the planet works perfectly fine, so I was taken back when the Gaia Vortex didn't work[/quote] The Gaia Vortex gives a bonus to the Planet Quality ability (+10% is about 1 tile'ish), which hasn't ever worked for planets you already colonized. However, it also seems to be intended to give 10 tiles to the planet it is built on... but it uses "PlanetQualityBonus" (something that is on

75 Replies 62,569 Views

[quote]I think the best solution (short of rewriting trading or providing a dozen pre-game options) is a combination of methods we've all discussed: * All techs that don't make sense in widespread usage (Pain Amplification) are marked untradeable. * All techs that are highly useful to everybody (weather control) get a much lower "willingness to trade" value. * However, if it's on your tree, you can trade it no matter what. (Korath + Drengin, Altarian + Drath, general techs). * If

121 Replies 29,169 Views

[quote]I would actually support the Fortification tree starting AFTER Starbase Conquest Strategy (or the appropriate EOL tech for starbase modules[/quote] I support dropping the Fortification techs entirely and move the modules to the Weapon/Defense techs.

42 Replies 128,897 Views

[quote]Heck, I think they need a nerf. Since they are minors, I think they should be forced to research a separate tech branch for building constructors (something the majors can't trade or grant them). I'd like to see them unable to gobble up resources until at least mid-game.[/quote] Making all the base modules/hulls require at least HyperDrive could slow them down in this regard. Maybe even move the Constructor module into the new Interstellar Construction tech. At least, that's what

31 Replies 10,970 Views

Here are my ideas: 1. When you trade for or steal Techs, you receive YOUR version of the tech, not the race you received it from. 2. Most, if not all, Techs are flagged as Trade-able. However, these techs can only be traded or stolen if both races involved have the tech in their Tech Tree. However, at the same time, Techs can exist in other race's tech trees without that race being able to research it. (Spore Weapons, at least in DA, is an example of this. There is a R

11 Replies 5,800 Views

The mining modules gained from those techs could (and should, imho) be moved into the Space Mining techs. It's a logical leap and I find those modules to be more important than the Production-boosting modules. Overall, I generally don't bother with the Production modules unless I have a big cluster of planets (3 or more, preferably with planets which are ideal for Tech or Manufacturing capitals) which could all benefit from them. As for whether it's intentional... well... the tradition

6 Replies 4,357 Views

[quote]3. Espionage: All though this has been improved under DA, there is still plenty of scope for improved game play options as in Alpha Centauri. Some of these options would only appear if you have "researched" further up a spy-espionage tree. Thus, when you place your spy on an enemy planet, you would have a choice of options, dependant on your "spy tech level". Options could include: Sabotage - Military / Social / Research / Economic (with an option to destroy, delay, disrupt, assas

12 Replies 3,508 Views

[quote]The ability reduces cost of industrial buildings thus allowing you to build them quicker, or outright buy them for less. I'm not sure by how much the cost is dropped, but its definately not *any* factory being built in one week (unless you have *insane* social production).[/quote] The ability used to let you build factories in one week in the very early DA betas. Of course, it also gave infinite Range then too. :)

19 Replies 16,110 Views