Thank you for getting this out this week.
Phaedyme
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.
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.
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?