Quaternus

Quaternus

Joined Member # 2438171
47 Posts 136 Replies 625 Reputation

It was just a prompt. They were fighting the Krynn as well, who really took off at the beginning before running into everyone else. The Terrans had yet to research any weapons and kept putting out defender ships that were unarmed. I don't understand that behavior.

2 Replies 5,386 Views

I started my first TA game a few days ago. I am playing as the Arvok Foundry, a custom race with Dread Lord-style ships and Iconian tech tree against Terrans, Korath, and Krynn. I chose a Huge map and got stuck in the lower corner of it. The Terrans were in the middle, the Korath were in the upper corner, and the Krynn were in the left corner. I battled my way out and took over the Terrans. The surrendered despite having about 25 planets to my 12 or so, and much better stats across the bo

2 Replies 5,386 Views

Wow, I never thought I would touch off a discussion this big. I'll throw another bone to the dog pound and see what happens. :) A weapon type that I have never seen used in any sci-fi is the space-age equivalent of a battering ram. Basically, a ship moves in close and shoots out a rod to impact the ship. The rod is then retracted to be fired again. Also, a hammerlike attachment to batter or crush ships could be used. We also have the issue of boarding parties. I find the crew numbers gi

42 Replies 35,827 Views

I bought Twilight of the Arnor online here last Tuesday (8 days ago). I downloaded it but I am still waiting for the CD. Does it normally take this long?

1 Replies 1,558 Views

I don't have TOTA yet so I don't know if this has been implemented, but it seems to me that a faster ship should be harder to hit, especially with beam and mass driver weapons. It would be nice to have some sort of hit percentage where a weapon can miss a fast ship. That, or maybe just give a percentage bonus to a ship's attack and defense for being faster than another ship.

42 Replies 35,827 Views

Then I make these three recommendations to be added to Dark Avatar. 1 and 3 should be pretty easy, 2 might take some tweaking, but I think this would make things a bit better.

2 Replies 2,899 Views

While modding the techtree, I have come across some...difficulties. The questions are: 1. Can I make one tech dependent on more than one tech? Ex. I want to make it so that Dynamic Shielding can only be researched once Barriers III and Subspace Rebounder are known. 2. Can I make a tech that can only be researched by a specific race? 3. Can I make for example, a tech that can be researched by evil or neutral but not good? I'm sure I'll think of more later.

2 Replies 2,899 Views

Umm, I doubt too many computers would take kindly to running a 72x72 sector map. In fact I think most would crash from low virtual memory.

85 Replies 243,614 Views

Just click on the Remove button when a part is selected to delete it. And if it's upgrading without doing everything again that you're looking for, look in the Game Options/Settings for the right button.

6 Replies 2,475 Views

Mine are: Basic Starport: no bonuses Starport: Manufacturing Bonus and Ship Quality Bonus = 5% Advanced Starport: " = 10% Ultra Starport: " = 20%

16 Replies 8,742 Views

What it would do is effectively create a fourth type of defense without all the muss and fuss of hardcoding a new type of weapon/defense pair.

15 Replies 9,220 Views

I added the Subspace Annihilator part as well as a "Subspace Decimator" on the path to Doom Ray, for the purpose of having the same number of beam techs as mass driver techs.

11 Replies 3,995 Views

Hmm, it seems my upgraded starports DO work, just not from the planet screen. If done from the galaxy screen they work.

16 Replies 8,742 Views

Oh. I don't really browse the forums, I find that if I say something in the middle of a discussion no one replies... Anyway, just tried the jewelry thing, not working. Ah well, maybe it can be fixed in a patch or something...

15 Replies 9,220 Views

Yes, like all the ones I found in Strings that are from GC1. You can only add ship components with the same function (though any value you like) as those already in the game. Then explain how I made a Stealth Module, and ship jewelry that increases ship size. Wait a minute...that might be the answer to the HP question. Ship jewelry! I'l

15 Replies 9,220 Views

No, you couldn't. It's not a file, it's coded into the game. You can't change it. Then how do they change it? It must be possible, and it looks like I might have to in order to make some mods work. Though I doubt I can pull off my biggest wish, which is to make space battles like those in the Starfleet Command series.

16 Replies 8,742 Views

I hope someone at Stardock sees this and fixes it. Or tells me how I can fix it...

15 Replies 9,220 Views

I made the advanced ones as a separate building chain for now. I think I could fix the hardcode if I knew what file and where.

16 Replies 8,742 Views

I am trying to make a module that will add some HP to a ship, but it isn't working. What should such a ship part look like? Module Name="HullStrengthener0" Size 10 SizeMod 8 Cost 10 HP 3 DisplayName Hull Strengthening Description Hull strengthening adds hit points to ships. Model armor0 Thumbnail armor Category Hull Tech_Requirement Advanced Hulls Module The above is no

15 Replies 9,220 Views

I have found the necessary files to create an upgrade series for the Basic Starport. Problem is, the game doesn't recognize these as starports so the planet screen shows "Idle" but the detailed screen says "no starport on planet" even though a better starport than the original is there. How would I fix this?

16 Replies 8,742 Views

Can I make my ships come out of a planet differently? There are times when I would rather have them launch to the upper left than the lower right.

3 Replies 2,530 Views