Thanks for the prompt feedback. Actually, I seem to have solved the problem in a backwards sort of way. When I went to restore the last autoarchive through Stardock Central, I found I didn't have one for Beta 3B. So I went ahead and restored the original .83 version of TA. Then, on a guess, I reinstalled Beta 3C over that. Bingo: I can now get past the "New Game" button. My restoring and reinstalling must have had the effect of resetting the prefs.ini file. In any case, I can now check
AlexScherr
I downloaded Beta 3C just a few moments ago and fired it up to check out the new build. Unfortunately, I immediately ran into a show stopper. When I clicked "New Game", I got an immediate CTD. I tried a few times, then rebooted and tried again. Same CTD. So, I cannot start a new game. I can, however, load a previous game without difficulty. I also autoarchive on game update, and will reinstall Beta 3B, just to keep playing. I have reported this (with Smart Exception file and D
You can manage this, even though it's a bit of a kludge. As soon as you get the event, reload your last autosave. You lose the progress since then, but the event will not automatically recur in the reloaded game. I personally hate the "spies on every planet" event and the "limit of 5 speed" event, and almost always reload when they occur. Both of these make the game so boring to me that I'd rather not handle them. I also keep my autosave relatively low (every 5 turns), so as to minimi
I reported the same issue, and sent a save game and debug.err file to the developers. I believe that they tracked it down and solved it in Beta 2: I haven't seen this bug since then.
Great news, CodeCritter! I'll look forward to it. Alex
Kryo: Will do: sorry! Alex
This e-mail reports a recurring bug that I've encountered with the beta of Twilight. I've reported this separately to [email protected], and attached a sample debug.err file and the save game file to that report. I am running SmartException, and nothing shows up in its log after this particular crash. Briefly. the bug occurs when I try to invade another race's planets. I assign a a self-made troop transport to invade an enemy's planet. The initial screen comes up, asking how I want to
My own experience has been that I can get more out of a custom race within the 15 point limit than even a tweaked version of the canned races. That's because I have come to understand my own play style, and can make use of exactly what I would like to use out of the ability points that I spend. None of the canned races have quite the right mix for my style of play, so I'm always catching up in one way or the other. I should add that I've stayed within the 15 point limit so far: not beca
The Spin Control Center is what makes it for me, like Wyndstar suggested. I also concentrate on developing a stable economy and a fast research pace early on. But if I wait too long on military development, I always get attacked. So after about 30 turns, I'll fast research the whole Diplomacy tree, up to Total Majesty; then shift focus on my highest production planet to social production to build a Spin Control center; then just build Defenders on that planet until it's full. That usua
You're both right: either way works, although a named save at the start makes the extra step unnecessary. My problem is that I often don't know that I want to replay a map until some game time has passed. I guess what I'm really asking for is an option to automate what I could do by myself, saving me an extra step or two. I'm really fine with it the way it is. I rarely use the "EndGameSave" that the program automatically saves (I'm not sure what I could do with it, quite honestly) and
Just one bump, to see if I get a rise or a thought from anyone. A---
I often find that I want to play a given random map again, especially after working it out for some time. True, I'll know where everything is, including the AI civs; but especially with bad initial positions, it would be fun to work out how to solve the problem that being at a disadvantage might create. The problem is that I don't realize this until late in the game. By that time, my autosaves only go back so far; and Control-N gives me an entirely new map, not the same one again. I kn
There is a setting in one of the configuration screens that controls this. Hit "Esc" in-game (or click "options" on the main menu) and select the "interface" tab along the top. Look under "Ship Designer" and uncheck the "Remove functional components..." check box. That should do it. Cheers, Alex
Another advantage of "neutral" is the new research facility, "neutrality research center", if I recall correctly. I find this to be a great bump in my research capacity, especially early on, allowing me to speed up the tech tree for weapons and build an uncontestable military. Combined with the added planetary tiles, and the transformation of PQ1 weaking planets into PQ 16-17 powerhouses, I always play neutral when I want easy sledding.
Three other approaches to ticking off the AI: -- try to influence flip several of their planets: build influence based starbases close to some of their border worlds, especially larger more valuable ones, and keep upgrading. Eventually, the AI will notice and start asking you to remove them. -- loom: build a number of warships and park them (using the "sentry" or "guard" function) next to the AI's planets. Eventually, the AI will ask you to remove them too. -- delay mi
I've only played a few games in DA, but I've noticed that I need 2 entertainments to control the unhappiness produced by one farm. In DL, I only needed 1 E for 1 F. I suspect a very simple reason. In DL, one farm (on any planet other than your capital) produced 10K population. It appears that in DA, one farm produces 13K population. That one change may account for the need for 2 farms. I also find that I need more economic buildings. So in general, my template build
Actually, I think we do have different chess pieces, and that the game works more like chess than checkers, if the difference lies the variety of pieces. Orion's post only focuses on offensive ships (i.e. ships with weapons and shields). Put aside for a moment the tactical variety in these ships, and the byplay available from designing and redesigning to evade the AI's production and to attack the AI's weaknesses. We still have other ships, with other functions and movement patterns i.
Lots of good strategies for tough here. The only thing I would add: It is important to keep up a good show of military defense. One cost effective way to do this is to build a "Spin Control" center. This planetary improvement is available only from researching to the end of the Diplomacy tech tree. Any military ships built on a planet with a Spin Control center make it seem as if you have a much stronger military. Doing this has two advantages: 1) building even cheap, weak ships on the pla
I've noticed an odd feature, that has now occurred in more than one game. On high production planets, in the late game, I'll be creating self-designed ships that are very powerful: perfect defenses, maximum weapons, great range, and lots of speed. I only need one or two fleets of these to hold my own in any battles, so the time usually comes when I want to delete them from the production queue. But when I do so from the "Make Ship" dialog box, the planet won't reset to manufacturin
After winning influence victories a few times, I decided to uncheck this setting on startup, and like the resulting gameplay a bit better (for now at least). I've also developed a habit of speeding through the startup screens to get to gameplay. In general, I like that these screens default to my last setting . . . but only in general: the screens always require me to uncheck "Influence Victory" on the first screen. So my question: is there
I run the game with a 1200 Mhz Athlon, also with a Geforce 3 Ti. To make it usable, I really can't zoom in to see the planets: the system slows down too much. But at the tactical level, the game is great. Without up-end hardware, I don't expect much more.