1) Planetary bombardment. I'm probably being annoying about this, but next to threatening the AIs (amen!), I'd also like to punish them without having to send in a pile of troops to do. If I can stand-off the planet & bombard it with engine-equipped asteroid prior to invading, why not stop after the dust has settled & just simply move on. 2) Blockade a planet. Blow their fleet out of the skies, then park your fleet in their skies. Again, no troop committment, but it'll stymie their pro
Gehanii
I've been trying to get my text editing mod to work on my game (!!) with no luck. First off, ToA decided that it'd look for the mods at the top level of the game's directory structure. Whatever. Dump the mod there & no luck. Added someone's modified economic & cultural starbase structures & those work just fine. But my edited XMLs do not. Worse, when I decided to add some new techs, they don't appear (either hand-editing the XML files or using the editors provided.) I hit the "Default" button on
In working through the text files, I was wondering exactly how the tech trees operate. What I *think* is going on is that the values in the individual racial tech trees "over-write" the "master" tech tree values. If that's the case, I was thinking of creating a more generic version of the master tech tree, stuff like "Research1", "Industry2", etc. & then move the racially-specific details into the racial versions of the tech tree. There's not really any good reason for doing this other than my O
Okay, I had uploaded this as a "mod" to the Library when ToA went release & I've just finished with the 1.95 corrections... just in time for 1.96. Actually, it's not too hard now to update as I use Word's legal blackline to find stuff (tho with 2007 I have to force it to read the XMLs as text otherwise it boogers the whole thing up.) Anywho, Zyxpsilon had posted a comment on my original upload stating that it might have been better to send this stuff to the developers & save the end-user the has
For me, Oblivion is a middle-of-the-road game & something of a let-down compared to Morrowind. I was hoping & praying for a sequel that would engage me as thoroughly as Morrowind had. Instead, it became quickly quite obvious that Bethesda had shifted their target audience from inveterate PC RPGers to juvenile console-brats. Bah! Humbug! Down with the compass! Down with the quick-travel! Getting lost in the mountains of Morrowind was a pain, but it was a challenging pain. And when I got to the po
[quote]Looks good, but I hope you'll fix some of those typos and mistakes before release.[/quote] Not to be a nuisance or presumptious, but I've been "correcting" the XML files for my personal use & would be happy to share. I'm not claiming I'm a master grammarian, but my father *was* an English teacher when we were youngster & I can't think of little else that's more annoying for youngsters than that... :) In fact, it's warped me for life: typos & what-not just leap out at me when I'm
Huh. I don't usually install games whilst playing them - tends to muddy the waters, as it were. Will do the complete reinstall & see how that goes. Thx!
Terran. (Haven't had the courage to try anything else as I'm still struggling to prevent my economy from collapsing periodically.) I suppose I should have added that right away... Sigh... I forgot (having not played the other races yet) that there's more than one ship style. :)
Cool ship Zyxpsilon! I've gone so far as to shrink down that little shuttle-looking thing in the Terran "My Style" tab (I think...) & make little escape shuttles on my bigger ship, complete with a gantried mooring, little aerials, port/starboad lighting schemes, the whole 9-yards. Loads of fun to make. Spent most of one night doing nothing but designing ships (late in the game to have enough toys to play with.) Annoyingly for me, the next game, when I wanted to recylce the same basic design but
You can either zoom way in to see if it's got a moon or from the colony screne got to Details - it'll show you a pretty picture of the planet, it's primary & what-ever maybe orbiting it, be they rings, a moon or ships. It'd be nice if the planetary thumbnail on the main colony screen would show the moon/rings. I prefix all my colony names with [r] or [m] so I can differentiate them in the Colony Manager or when I'm flipping through colonies on the build screen. Maybe not the most useful, but I'm
That World Builder reminded me of a "funny" incident I had when I first played the game & built it. I had a smaller planet (Class 6 or so) that had two really good manufacturing bonus tiles on it (+300% & +700%!), on which I built my manufacturing capital. Late game, found a big old radioactive planet & wanted to jump-start the colony, so I built one of these on that planet & just about broke the colony - launched the behemoth without thinking & sucked the colony dry! I didn't figure out how to
Ooooo! Hadn't thought about blockading. Maybe I was blocking that subconciously; I can't image what sort of havoc the AI would wreak on me if it could blockade colonies. I have the bad habit of leaving colonies undefended for a bit too long & tempting the AI into making a salad out of my carefully constructed economy. When I first played, I pushed hard for the Planetary Bombardment tech, assuming I'd be able to level any AIs' outliers that irked me, and was very confused when I couldn't do anyth
Ahhh... I've not bothered to put it on the exclude list because, well, I'm lazy & what little free time I do have I horde greedily, trying to eek out every last second of playing time. :) Seriously, I'll have to add that & see how it works. As much as I like ZoneAlarm, it is somewhat brain-dead when it comes to doing it's thing when I'm doing my thing. Only part of Norton that I liked was being able to have it automatically stop scanning when the CPU load got to a certain point, like, say, playi
First time this has happened to me (using the beta that came out yesterday; all the previous ones didn't have this problem.) In the shipyard, the topmost tiny hull chassis not just invisible, it's not there. There's nothing in the display window to click on or attach things to, etc. I didn't monkey around with it a whole lot since my wife got home from school right then, but I can try it again this weekend (working two jobs sux & really plays havoc with my gaming fix.) The other tiny hull chassi
I really, REALLY want to hurt the Dregin right now. I'd love nothing more than to demolish it's stupid ships & nuke the planet into the Stone Age. I really don't want to take (most) of them over - kills my economy as I'm still struggling with juggling too many planets - so what I've taken to doing is invade & the raze the colony. Kinda a permanent solution since you can't re-colonize but it does satisfy my need for vengeance & wrath somewhat. Just another vote for orbital bombardment for one of
Well, they finally wised up a bit after the miserable Arceans surrendered - a couple medium-hulled ships with defenses & enough fire-power to take down one of my cruisers before succumbing to the rest of the fleet. Annoyingly that cruiser was in a mixed fleet with two support ships, one for fleet offense & one for fleet defense (I have no idea if anyone ever uses those things, but I thought I'd give them a shot; a bit irked that I had to use two ships for both offense & defense, but whatever.)
Maybe it's just me, but I really don't like the lack of any sort of indication that the game's chugging along when it's loading or creating a new map. On Immense this can take several minutes (I've got a pretty good system, not terrific, but it *runs* things just fine!) A loading gas gauge along the bottom stripe (where it says "Loading") would be terrific. Or if the hint box would change every 30 seconds or so. ProcessXplorer constantly is thinking TotA has gone off the deep-end until the game
Probably nothing exciting to anyone, but it was a fun moment for me & really heightened both my appreciation for the game & that I was given it as a present by my wife (who wonders some nights where her husband has gotten to... only to find him glued to his keyboard & mouse.) Anywho, Terrans, immense map, tight clusters, rare habitable (I've discovered that you can crash your Empire in short notice if there's a glut of habitable planets & you try to colonize them all before the AI does.)
I just posted this question myself & only one person has respond (who pointed me toward this thread.) He noted that Kyro had thoughfully linked to a thread that discussed this very problem. However, it appears that the gremlins have indeed made off with the thread & so we are bereft of an answer... Maybe Kyro could resurrect the thread or paste in the content that is now lost to us? Thank you!
Thank you for your reply & efforts - my attempts to search the forums kicked up a lot of dust from the beta posts but nothing that I was able to sift through seemed to relate to this. I had used the map editor to make a small map with what I envisioned & then looked at the XML save file. It spit out a 4 for the toxic atmosphere Venus & 5 for the barren Mars. However, when I added those values to my CustomPlanets.xml file, both Venus & Mars were there & fully ready to be
I wanted to swap Venus for Mercury and to avoid unbalancing the Terrans overly, wanted to change Venus' type to Toxic Atmosphere & Mars' type to Barren. The Terrans then have three potentially habitable planets in their home system but they have to work for them. However, the parser seems to just skip over the tag (which is far preferable to crashing...) So, is it somehow hard-wired that all habitable planets in a race's home system are habitable by all always? (I read the office modding
I've noticed this in the Beta 5 as well: after I select an ascension crystal, any other stellar objects (stars, planets; don't know about asteroid fields) do not have their description text but instead have the ascension crystals. Makes it a bit difficult to figure out what sort of extreme climate that Class 20 planet is without zooming in to see the icon. More of a nusiance really, but since I play in the strategic zoom a lot, trying to find a named star is difficult without having the descript
I'm posting this because I didn't find any references to this via my searches & I'm praying that I didn't somehow miss it (if I did, I apologize & would happily be directed to the thread). Anyways, using TA 1.80g, anytime I attempt to save any sort of ship that has a trade module somewhere in it, the game crashes. As in "crash to desktop". This has happened on two completely different machines, both of which are updated in drivers (last I checked earlier in the month) & otherwise run the game