Ok i guess i will get the ball rolling
1 bug and 1 annoyance so far >
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(image removed as issue rectified)
Cant Remove
Thanks for the update
Without some sort of 'saving' options, i doubt i'll ever bother using these. Chicken_or the_Egg.
I'd need *another* tab, too; Research Governor!
Imagine listing all the techs and being able to develop patterns for strategic pathways; focus on defense, diplomacy, science, speed, etc.
Governor definitely needs to be saved between games - probably should be keyed to the tech tree so you can use it for Atarian, etcetera.
Would *like* it to simply be selectable from the colony menu, the same way you can tackle the starport queues.
That said - I *swear* something is off about the economy - I absolutely can *not* stay afloat economically. No matter how I tweak taxes and production I'm barely able to keep approval high enough to expand my population. I've slowed down expansion, I've used starbases, I've focused on the economic techs, at best after a couple years I am barely keeping myself in the black, the one game I did I got hit by a recession and was at - 1500 *one* turn later.
The only good thing about it is that going by the rate of the AI expansion, it's not actually faring much better.
Is anyone else having this issue, or am I just losing my mind?
Jonnan
The economy is a bit different than in DA. Lots of the buildings cost more maintenance, so you need to place less money-sucking buildings (or demolish some of the ones you already have). Use the asteroids where possible to avoid building so many factories. Ensure theat your colonies have the best population, by building transports (a coloniser with an extra colony module, or a proper troop transport) to move excess population where it's needed. Research better economy buildings and cost-efficient labs/factories.
If you have created a decent military, extortion works too.
@Jonann: I definitely think there was a change in the formula; as before with the Krynn with an 80% morale bonus, I could set my taxes to 59% (or even higher) and maintain 100% morale, now it drops once I get into the 50s; but as for actual maintenance costs and true income levels- i haven't seen anything there as of yet.
my only "gripe" so far, is the planetary gov'r; i just haven't been able to use it effectively as of yet and that is kinda sucking. I think the potential is there, but it needs to be a little easier UI, and definitely needs to change to a "First In, First Out" format-; I would love a Save Build List too but alas that may not be possible.
I've been playing an Immense Giga map and everything seems to be going alright; I have it on Max CPU (and Maso difficulty). Terrans (esp, in every game i've played the Terrans have been the ones to beat), Iconians (surprise!), and Thalans rocked out from the gate- Altarians dragged this time, which kind suprised me. Arceans, Korx, Drengin, Yor, and Korath have had very limited and slow growth. I've been noticing since I got TA that the "evil" races have had a hard time getting anywhere; and I'm not sure why- i've played as all three and have had the capacity to compete just fine; but they- esp the Korath, just end up turtling. As for the Arceans, it may be just a speed issue, but I'm not really sure as they are one race I haven't played yet.
I've played and won games under Twilight - this isn't just differences in maintenance - Take a class 20+ planet, put a colony, a star port, four traditional factories, a farm, a recruiting center, and spam the rest with economic building - total 'profit' at 8-12 billion people? between 10 and 20 bc (12 was the number I remembered). I can't get any speciaized worlds going at all, and like I said, when I hit a recession I went down so fast it was simply unplayable.
Before I hit recession I was on year 4 or five - My homeworlds population would not go above about 13 to 14 billion, because the morale would go into 'losing population' territory' - by the time my taxes are high enough for me to break even financially, the morale is below the break even point and I am *losing* population.
I considered the possibility that it might be my working with an unfamiliar tech tree (I wanted the Psilons to try out the Altarian tree), but like I said, it seems to be hitting the AI's as well - I was below average on economy (70-80), but other than the Krynn (We got hit by the agent event - the Krynn recovered first, go fig - {G}) , nobody else seemed to be just jumping out like gangbusters either.
If I'm not doing something ridiculously stupid (And given the AI's, I honestly don't think I am), then I'm not sure if it's the tax base, economics, or morale, but *something* has gone very off kilter.
Edit: If no one else is experiencing this, I suppose I should ask - Is it possible I have a bad install?
hmmm...while I do think my morale bonuses do seem lower (i really should be testing with facts and figures- ive just been more concerned with the raw ability to play the game so far) i'm not having the econ issues you seem to be experiencing, nor does the majority of the AI in my game.
ok: Tested at Tough Difficulty across the board
Dread Lords- Altarians- Class 12
Morale 30, Econ 10
Income 29, Spending 6, Maintenance 1
Approval Rating at 59% Tax Rate: 53
Dark Avatar- Terrans- Class 10
Income 22, Spending 6, Maintenance 1
Approval Rating at 59% Tax Rate: 60
Twilight of the Arnor- Iconians- Class 14
Income 24, Spending 5, Maintenance 0
Approval Rating at 59% Tax Rate: 58
Observations: Dark Avatar obviously has the best morale since Earth doesn't even get the 10% high PQ bonus and yet still manages to have the highest approval rate even at a higher tax rate. But DA also has the lowest starting income and of all the versions. This means DA is especially powerful for the Krynn and Torians, as both races can manage exceptional population growth (due to high morale) that is harder to acheive in the other two versions.
But in any case, this really shows that, at least at the start, Twilight isn't that much different from the other two versions. The big thing in TA that's been said over and over by Brad and players is that it takes a MANAGED start, not the rush that was so common in DL and DA.
In several minutes of testing (I'll do it more thoroughly later, but GCII is angering me at the moment, with regards to something else), I'm not noticing a morale difference from DA to TA.
I am, however, noticing a civ capital difference-from 40% in DA to 25% in TA. I could have sworn TA was at 40% as well, and I'll be uninstalling the beta and installing 1.96 in a minute here to check. There's also the fact that TA colonies are 10% morale as opposed to DA's 5%, in addition to TA's colonies only sucking down 10 maintenance a piece instead of 12 on initial colonies, but those should both be changes in your economic favor.
If you're researching at 100% funding, though, you've got an extra 4 research per colony (but not the homeworld) [you also have 2 less industry but that's not relevant for our purposes], which would more than cancel out the decreased colony maintenance...as would having anything actually built on them.
Interestingly, my homeworld produces slightly more income in TA than in DA-apparently due to the civ capital now giving a 10% planetary economic bonus. Normal colonies, however, produce the exact same amount of money as in DA 1.80g.
And once again Silverbeacher beats me to a reply. Hopefully you can still glean something useful from it.
I specifically time my posts
Well, I'm confused - Like I said, I just got off a 1.96 game of TA where I wiping the floor with the game (On my wussy 'normal' level of play) and on 1.99 I can't even get past 65% production.
At this point - I have to think some file just didn't upgrade quite right and it's having a weird interaction that killing the economy or morale, because it *never* takes me three years to get my economy going - I'd be dead if I did.
Sucks to be me - a reinstall it is then!
Well, it's 25% morale for civ capital in 1.96 as well, so that's not it.
I don't mind, Silver.
With Altarians (with no bonuses selected), and only having researched up to Temples for +10 morale, at 13B people on my homeworld, I can hold 53% approval at 39% tax or 38% approval at 49% tax-even 59% tax only puts me at...oh, there it is, 17%.
Same numbers in 1.96 as well as 1.99rc.
Did you by chance get hit by the disease at some point and not notice?
I have a crash everytime when I try to play a game ).
I get the main menu, select new game, go through the setup and after hitting next to begin I crash.
Running windows Vista ultimate, Nvidia gfx, sb card, on AMD Duel Core cpu.
@hellificare: can you post your debug.err? it'll be easier for the Devs to see what happened in your case. You are attempting to use the Beta though right? Otherwise, post the problem elsewhere. All this being said, since it IS a Beta, there is no guarantee that it will work, it may just end up being imcompatible at the moment.
I confess I hadn't thought of it as a possibility, but it's been several games like this and the tech's not an option on my tech window - But Terakris has yet to *see* 13 billion people this game, (about 2 years in on this game) - the morale hits <40% too fast.
Before reinstalling I decided to try "One More Game" just to see if I *could* get a viable empire running despite the load stone economy and I did I research up to the 10% population boost technology for the advantage that gave me - that's what the disease cure springs off of IIRC - I presume that's true in the Altarian tech tree as well? Could a game *start* with that disease in play? My stat's screen shows percentages for everything, I presume it would show them zeroed out? (Had it once, researched ASAP, don't recall much about it)
I actually *am* making a go of it - mostly by making ultralarge colony ships and making sure that any planet at 8billion is shifting population to smaller planets over time, though I'm running from 7-10 among the empires in the stats range.
The *really* sucky thing is, for the first time, I was forced to either take the evil option or bankrupt my empire, and when I researched ethics it had shifted me to a point where I could only choose neutral or evil (Which I don't get - it was once out of 12-15 decisions, mostly good aligned, and the evil option wasn't even that good. Selling food at a profit and not going bankrupt = Evil?) - 10,000 cost to pick good. So I'm not even going to get to see the Altarian Techs I wanted to try.
RAH - 'Starship Troopers' - "Shucks and other comments."
Now that I'm resigned to the fact that it *is* my system and not an actual game bug, I confess I wouldn't want to play like this often, but it's not entirely un fun - J'nan will go down in Psilon History. Of course, unless I can get my tech up (I'm not *used* to being behind the tech curve dammit!), it's because I'm going to die a horrid death living in squalor and reviled by my people for the next ten generations, but it's *history* dammit - {G}. If I lose here and a reinstall doesn't fix it, I'll start whimpering and whining then.
I have a wierd issue where whenever the Dread Lords appear, the game crashes. Always and without exception. I can make new games, play for any length of time, resume autosave prior to Dread Lords, etc, and without fail it will crash.
That's something you want to get the debugg.err for, a Smart Exception log and a zipped save game to send in. I think I've seen some other people having issues with the DL showing up...even prior to this beta.
Just FYI - I ran my "Just to see if I could survive it" game into the ground - learned a lot about how to run *very* efficiently, and it *can* be done - unless while fighting for survival the United planet kills your economic advantage by forcing you back to Imperial Government, the Krynn get the Extreme worlds techs while your still pulling recovering from that, and then the Krynn get the UP Headquarters contract - literally, everyone else needed to vote for the Terrans (Or someone else, but the Terrans were in a distant second place) for the Krynn to not get the HQ at that point. Amazingly enough, every AI figured this out, except the Drengin, who backed the Krynn, who proceeded to start flipping planets like it was going out of style while I whimpered, going "Oh, so THAT's how that feels from the other side. Man, that's kinda dickish to do to somebody, when it's not me doing it that is." - {G}
After my dying poorly and being reviled for the next ten Generations of baby scientific Psilons being raise in a theocracy, I uninstalled all three programs and reinstalled from Impulse, and Poof - Economy is back to the sane economy I am used to - {G}.
Of course, I'm dying this game because I'm stuck betwixt the Yor and the Terrans in a corner with nothing nearby, but that *still* a lot more fun than a starvation economy, not matter *how* much I learned from it - {G}.
Ok so I was hapily playing my game. It was sometime before the year 2234. I built a custom ship with a medium scale hull and basic weapons and defence. Saved it as a ship and a template. A few turns later, my medium ship capacity went from 52 to 48, and my new ship disapeared off the ship build list, while the template stayed intact. To add insult to injury, my total logistics points went from 10 to 0, and my fleets disapeared off the map.
So I guess I'll revert to the previous version of the working game and try playing that from the start again.
nope not all Buddhi83; but you DID get hit with the Plague. Research the cure and all will be right in the galaxy. Even better the AI got affected by te same disease. Sieze the oppurtunity my friend
I am deep in a TA 1.99rc game. A colony arrives, I land and get ready to apply my planetery build govenor. Suddenly, before I can do that, the game "moves on" and gives me other news reports, survey results, etc. It seems like the game is not put on "hold" while you are in the planet details screen. This is very annoying. You then have to remember where u were and go back to that planet and try to apply a govenor from the planet detail again.
Anyone else having that issue?
@CanOpener: this is an issue that's been plaguing us for awhile, its not unique to 1.99rc. I always wait until my Turn button turns green before I go into the Planet Details screen and whatnot, just to insure that the game doesn't keep moving onto the next action (the reason this happens is because your ships/events/builds occur inbetween turns but you get the updates during your turn. )
Well I have nearly done my 1st game and so far ....
I like the changes with the spys, I use to not bother with them now I am giving them a try.
I like how the station are done now with the constructors. Eliminated a hole lot of clicking.
problem when I click the turn button and one of my troops invande a planet and wins the game seems to just sits there and not continue.
problem when I click the turn button and ships move to a point the game seems to pause there untill I tell the ship to do something like gard. Then the game cont.
I got the memory error again. I wish that would go away, but I don't think it is the games fault. I get it with other games as well.
sorry about the spelling. cheers.
There is an option about ships w/ movement points remaining...I'm not home right now to dig it up, but I think when I reinstalled TA via Impulse for the beta I actually left it unchecked since I hadn't seen it happen yet in these few games.
Okay I haven't seen this listed older bugs that have come back up.
I can talk to all the civs right away even though I haven't met any of them, Minor races show correctly only when I meet them.
races don't seem to be in a hurry to go after the assension crystals? I played on a tiny map and collected all 5 assension crystals accross the map before they even begain looking at them.
Random event feature seems to be directly linked to extreme planet feature. When I select a lot of extreme planets and many random events I seem to get random events every few years. When I select few extreme planets random events seem to be a lot more spread out.
@Seilore: Check to make sure that you have Relations set to Unknown in the Select Opponents Screen. Sometimes (though rarely), the game will randomly set relations; especially if you ever use Ctrl-N
I've had races go for Ascenion every game so far. Remember there is a big diplo hit, and the AI takes that seriously to. The AI goes for what it thinks will give it a win, whatever that may be.
I'll have to pay more attention to the event/extreme planet; i had it on "Occasional" in my latest game, and I only had about 5 'event's within a 8 year game, which seems remarkably low. Coincidentally, the extreme planets was on 'Rare'
Odd Bug/Cheat - probably worked before 1.99, but I wasn't aware of it - I had a planet outside the range of my 'large' colony ships, but had one near the edge of it's range, upgraded to the default model, and to my surprise it worked.
The system will happily let you 'upgrade' a colony ship with 'X' number of colony pods on it to a smaller faster colony ship that should have less people on it - but plants the original number of colonists on the upgraded ship/colony.
The ideal fix would be that you can only upgrade to a colony ship with space sufficient for the passengers. Alternatively, you could tell them to hold their breath ("Drengin Colonization Lines - if you survive the trip, you'll damn well survive the destination!") and dump them into space, but as it stands it's a it's a sadly viable cheat, and I'll bet dollars to donuts it works with troop transports too.
Also - I had never actually looked at the Ship design cheat until I got into a war this last game - I can generally avoid combat unil late game but we had one of those "Everybody declares war in one turn" deals, I'm pretty sure Germany invaded France back on Earth, just on general principles - and after figuring out how much better the default designes were doing than my own and looking at it - it really is a rather atrocious bug that needs corrected.
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