dbkita

dbkita

Joined Member # 3190464
19 Posts 154 Replies 964 Reputation

Well I take back what I said a little bit. While turning off the music / sound manually doesn't effect the aberrant behavior (i.e. game lag, unresponsive, choppy animations, slow scrolling, etc.) until the game (and sound) has time to play catch up ... disabling my SB X-Fi card in Device Manager does!! So now when I end a turn, once the new turn starts and the reports come up everything is smooth as silk. I can immediately and fluidly interact with the game, all video / animati

16 Replies 8,902 Views

It isn't really the music that bugs me as you said it can be turned off. It is the fact that though the turn button has reappeared the game is very laggy / unresponsive. Also some of the reports that flash at the "start" of the new turn (like diplomacy, research complete, production reports, GNN) are similarly messed up and trying to interact with the game can lead to somewhat unexpected consequences (like pissing off an AI in the diplomacy screen). Once the game "catches up" then everything is

16 Replies 8,902 Views

Debug Message: Version v1.96 Twilight of the Arnor last updated on: Tue Jun 24 17:37:47 2008 Debug Message: Could not query reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net value named Serial No Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 7/19/2008, 04:14:22 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: DKITA Operating System: Windows XP Professional (5.1, B

16 Replies 8,902 Views

I have noticed when playing ToA 1.96 that on gigantic maps about 3 years in or so some strange things happen after ending each turn. After clicking end of turn everything is fine for the first say 30-45 seconds with the background music playing and the trun button greyed out. But then things get weird. I hear an initial "hitch" in the sound / music (at which time also maybe an events window or report window pops up or even a diploamcy screen from an AI or research completed screen). Then

16 Replies 8,902 Views

Well just to bring some closure on my sample Obscene game mentioned in my previous reply. I got all the techs I wanted and flipped to all factory. As my economy was already "obscene" the transition was rather quick. Note I had already toasted two neighboring AIs (both average in strength) pre-flip. I also had a strong alliance with the Yor (one of the top 2 AIs throughout most of the game). Once I flipped it was pretty insane. I put out so many ships that I preceded to decimat

10 Replies 7,910 Views

Super Breeder + pop growth bonuses with the right use of morale structures can get your economy past the early economic choke points + of course tons of tech sales to the AIs (minor civs help a ton btw). Also I am finding success with building a nice combo of research and econ structures on core worlds while then newer planets get just econ (unless special research tiles). Soon you will have absurd tech rating and at same time be buying everything you want. While it might not hold out

8 Replies 4,593 Views

For example in my latest game in a gigantic galaxy on Obscene with Normal tech speed and lots of planets (yes I know it isn't suicidal) I had planned to flip to all factory sooner (like 1 year in) but then a strange thing happened. With Super Breeder and enough stock markets my econ got so powerful that I had a strange hybrid of all labs and all econ (yeah I know that isn't strictly all anything but basically I was having the best of both worlds). I then waited till year 2 got all the

10 Replies 7,910 Views

I have found that Super Breeder + Pop Growth bonuses are huge in an all labs strategy in ToA (maybe this is old news if so I apologize). The ability to grow to a high pop so fast stabilizes your economy quickly. This is key since early on the biggest obstacle to all labs is not the other AIs but your own economy. I also try now to hold leasing down to a minimum (i.e. direct buy starter labs on first few worlds but lease say tech capital and maybe econ capital). It also helps to hold off

10 Replies 7,910 Views

Ok now for the third and final set of observations. Third given that economy is now a big threat in ToA and with stingier cash-strapped AIs in the early part of the game how many planets should I grab? Building colony ships on "all labs" is painful. You probably have to build them on your home world but lo and behold that is where your max research will be for many turns. So at the start it takes like 11 turns per colony skip (pre tech capital) and that is compounded by the roughly 5%

10 Replies 7,910 Views

Ok now for the second set of observations. Diplomacy is not as "unfair" to the AI as in DL. ToA seems to have built in some safeguards. The AI is a lot stingier in terms of doling out money for techs even with high player diplo advantage. Also econ / research treaties can't be obtained for a long time (i.e. two years right?). Also the AI often doesn't want to talk to you for awhile after a completed deal (though Super Diplomat helps in that respect). As an aside I find it much easier i

10 Replies 7,910 Views

So my first set of observations: Money is the big problem. You get less starting money than I remember in DL and all that research is going to cost oodles of cash. Also when doing "all labs" while your pure research is awesome (especially with a bonus research tile or two) you lose some steam when having to focus planets on social or military (I was surprised to see that the "waste" is not inconsequential btw -- is this new?). Also "all labs" is not easy to get new planets going unless

10 Replies 7,910 Views

As this post would be otherwise prohibitively long I am splitting it into several pieces. Hopefully this isn’t violating protocol on these forums. Before I go into my questions / observations about "all labs" strategies in ToA let me state that I am by no means an expert of Galciv2, having skipped DA alto

10 Replies 7,910 Views

Hi all, I am new modding ToA. I am have been having fun playing each of the various races but find certain races have super abilities that are to say the least undesirable for my playing style. However, I wish to otherwise use the race characteristics provided in the stock race. I therefore went about making a copy of the RaceConfig.xml, editing the super ability for the race in question and placing the new file in a Mods subdireectory under C:\Program Files\Stardock \Total

2 Replies 3,160 Views

Yeah after reading your and Loupdinour's post I convinced it is ship related. I was getting four minutes or so when I had about 400 ships moving to various rally points after the Thalan declared war on me near the end of the game. Once I started decommissioning older ships and compacting fleets and upgrading to more powerful but fewer ships things got a lot better (like 60-90 seconds for maybe about 250 ships in less than 100 moving fleets). Btw I was already using th

10 Replies 5,587 Views

Hi all, I recently started playing ToA. While extremely fun I am finding that in large galaxies (i.e. gigantic or immense) that during the latter parts of a game upon clicking my end of turn button it can take as long as 4 mins or so before my next turn. I have set all my video settings to the "poorest" possible. I have not been running any other app than galciv2 . As you can see below I have quite a bit of RAM. I even set my pagefile size to a smaller value to dissuade

10 Replies 5,587 Views

Thanks guys! That was exactly the correct diagnosis ... I jumped straight from Dread Lords to ToA so I had no clue :) It makes it much easier to deal with when you know what is going on.

10 Replies 7,694 Views

I might add that this behavior does not appear to happen in a non-campaign game. Tried two games (one as Altarian in small galaxy and one as Terran in immense galaxy). In both cases I used cheat commands to give myself Warp Drive on first turn and then purchased a cargo vessel with max engines. In both cases seemed to work fine even after 10 turns. Also in the Terran case it correctly calculated the +30% and +1 speed racial abilities. Maybe this is only a camp

10 Replies 7,694 Views

Hi all, I am having a strange issue with ship speed. I am playing the campaign (2nd scenario). I am finding that when building a ship with two warp engines (+6 to movement) that the speed of the ship degenerates to 3 (except for the first move which is 11 due to the Terran bonus). In fact this is happening in general. Even on ships with say one impulse drive the first move they were listed as 6 (7 after warp tech discovered) but for subsequent moves they degenrate a

10 Replies 7,694 Views