I finally got to use terror stars, and they seem okay to me. You need to escort them, but they can cause more damage when they arrive than anything else in the game ever. If they only have one trick, I can safely ignore them if I don't need or want that trick, too.
Phaedyme
Yes! My game with the Yor only picked up after I built the Mind Control Center for +100% economy, and picked up a +40% morale building (virtual reality?) from another race, which I used to replace all the maintenance centers. The MCs are +20%. I agree with everything you've said here - they need more invasion tactics, and why don't they have mini-robots specifically? I'd love to see the maintenance centers have researchable upgrades. I was really missing that. Also, the Effici
I just had this happen after I stopped attacking. I pulled my fleets back to a waypoint and routed constructors there to build terror stars, and as soon as I started the first terror star, the game started to hang. I don't think there's any other fighting going on. Also, I don't think I'm completing/advancing turns. The tech I'm researching has been at 5 weeks through three reloads, and a fleet with 12 movement has been sitting about 8 away from its its destination without
What consequences did it bring?
Annoyingly slow in that I can't put a warp bubble on my ship to speed it up. I've heard this is possible. I'm fine with terror star default speed.
I see the 4X games are trailing. :( I mean, don't get me wrong - I've played a lot of WoW and Oblivion both, and Supreme Commander is on my list to try at some point, but who doesn't want to rule the world? Or the galaxy?
It is, but I think Brad's decided he wants to implement even more AI improvements, plus tech tree balancing. I've been playing the Yor, and their tree is just full of holes. :( No warp bubbles, very little resource mining, very little for influence starbases. Still playable, but my terror star is annoyingly slow.
I just played over 250 turns, and had it proc three times. TA, gigantic map, four opponents (Korx, Drengin, Korath, Terrans), played the Yor, picked Creativity as one of my options. This was actually a saved game, and I'd already researched Shields 3, Warp 5, and ... I forget how far on the missile tree, because I got a black hole launcher or whatever from the Vegans. I didn't record precisely when it procced, because I'd forgotten I'd picked it in the first place, but after it
Seriously, explaining everything the Altarians and Dread Lords do as being nanotech? While it may sound like the simplest explanation, it's complicated by the relative lack of nanotech-like technological benefits available to Altarians otherwise. Nanotech is not the simplest explanation, it simply appears to be the preferred. I mean, okay, the Altarian tech tree may grant them immense production and repair bonuses, but I wouldn't expect it. :) The Dread Lords, sure, but their tech is al
Taking an extra two months to polish seems like a fine plan. The way you guys handle betas and pre-orders makes this a fairly painless decision on the fan side, I think. :)
[quote]Is TA still on track to be released mid Jan? [/quote] Read [link="https://forums.galciv2.com/?forumid=164&aid=171601#1405829"]this thread.[/link] It might be March, but that's a good thing.
Brad, when you say [quote]Incidentally, be sure to read a lot of the back story on the Altarians which are slipped into the tech descriptions. There's preview info on our fantasy strategy game that's in development in there.[/quote] and I read your Altarian post from yesterday where you say [quote]The evolutionary history of the Altarians is a story on its own. The Altarians name for their own planet is loosely translated as "World". But how they evolved on this world is something of a mystery.
Ha! It sounds like the Terrans are desperately trying to avoid the cuts of Occam's Razor. Rather than the simplest explanation, the one that allows the denial of things in Heaven and Earth that aren't dreamt of in their philosophy.
I've always been curious about what the Altarians do with "dark energy." Most explanations seem to be somewhat vague references to "magic." Not that this is a bad thing, it just holds my attention.
Sorry if I brought any sourness, was just trying to disagree politely.
Maybe I played too much with the first GalCiv, where I couldn't tell whether it did anything, but I don't take the 25% at its word. I mean, it might've been a random (low) chance to get 25% of the tech researched in one turn - at least, that's what appeared to be happening when I played a creative civ in Dread Lords the other day. I mean, separate from the anomalies.
The wiki claims that giving aid when they ask for it while at war helps. I haven't seen this in action, though.
I just noticed this last night while looking at the various tech trees.
Nope, you have to have close relations. Or 7 + total in the report.
Trade the alliance tech to the other race, then the alliance option will become available.
This is a known issue in TA - pirates, Vegans, whatever, appearing with all the techs and then transcending.
I would love to have a diplomatic option to ask that specific units or colonies be disbanded. Like "Disassemble that influence starbase next to my homeworld." I really like banning minors from starbases as well. I'd rather not see tactical combat. I remember how mind-numbing it could get in MoO2. Also, as Brad pointed out, you either allow stuff to make the tactical combat interesting, which makes exploits possible (like time warp facilitator + phasing cloak) or you do what the game alr
Maybe +econ is due for a nerf, like the original planet quality bonus in GalCiv 1. I mean, it is fairly powerful. Of course, unlike PQ bonuses, econ and morale bonuses are scattered throughout the game.
I wonder if it would be sensible to link the Drengin super ability to researched hull sizes, or to another tech tree branch entirely, allowing you to get larger ships as reinforcements. So many other aspects of that strike me as a pain to balance - weapons, defense, number of ships - but just a thought.
If you want to prove that Creative triggers 25% of the time, you'll need to do some testing, I think. My experience using it is far from 25%. Either that or ask one of the Stardock people what it explicitly does. I mean, if you want to base your argument for changing it on the idea that it procs 25% of the time, it really needs to be demonstrated that it procs 25% of the time.