Lead Developer, Stardock Entertainment

I think that you guys will find the new additions to be really cool. I don't usually play as the Korx but I did today to test them, and the new abilities are very fun.

+ NEW: Added War Profiteering ability, which allows you to profit from other civilizations' wars.

+ NEW: Added persistent trade route ability, which prevents your trade routes from cancelling after your mini-freighter has been destroyed too many times.

+ NEW: Changed creativity to randomly finish the tech you are researching

+ NEW: Updated AITEST command line parameter to work with QUICKSTART parameter so that you can start a game in test mode and have it immediately start running

+ NEW: Mining starbases now have a particle system that indicates how much of the resource is being mined. (more, bigger, and faster means more bonus)

+ NEW: Victory message if you use a terror star to kill two or more enemy civilizations in a single attack to win the game

+ NEW: Interest Rate ability now decreases base cost of purchasing units immediately

+ NEW: Ship module, Righteous fleet defense: Expensive but relatively small sized module to boost to your fleet defenses.

+ NEW: Ship module, Defense Meditation Module: Expensive but powerful defense module for ships.

+ NEW: Ship module, Offensive Meditation Module: Very expensive but extremely powerful fleet attack module that also provides a 20% boost to ships attacking in their zone of control.

+ NEW: Drath Enabled
 + Drath Imp: Dark Energy Weapons Lab
 + Drath Imp: Biosphere Modulator (improves planet quality by +3). This may eventually require a good civilization tech.
 + Drath Imp: Doomsday Generator (galactic achievement that provides a 50% HP bonus to ships built on that planet)
 + Drath Imp: Drathian temple
 + Drath Imp: Shrine of the Mithrilar
 + Drath now have a lower than normal population growth ability
 + Drath now have a unique technology tree
 + Drath defense techs are better than other civs.

+ NEW: Korx Enabled
 + Korx Imp: Freighter Command ( trade routes can’t be destroyed)
 + Korx Imp: Mercenary Academy (make 5% of the income of civs at war)
 + Korx now have a negative loyalty penalty on game start up.
 + Korx now have a unique technology tree
 + Korx get super trade starbase module
 + Korx get two new galactic resource modules (they can get more out of resources than anyone else)
 + Korx get new tech tree path called the Starbase Victory strategy.
 + Korx get a set of cheap, easy to get starbase defense techs (annihilator & shredder)
 + Korx get Imperium starbase module which provides a 50% cultural influence bonus.
 + Korx get the Hyperfield starbase module which speeds ships in their zone by +2
 + Korx get the Defense Jammer starbase module that gives their ships a +2 attack bonus in all categories in the starbase zone of control.

+ FIXED: Made it so that when you destroy a race's last planet with a terror star, it pops up the cutscene for a civ being eliminated.

+ FIXED: Made CanIAttackThisShip check to see if the ship is underneath a planet, which fixes a stuck turn/lockup bug.

+ FIXED: Bug in save games that would break save games every time new abilities were added

+ FIXED: Bug in TechTreeEntry when checking for restricted techs

+ FIXED: Added checks so that old save games shouldn't be broken

+ FIXED: Bug in AI code to trade techs that was passing in the wrong value for the tech IDs, which caused AIs to get techs no one had

+ FIXED: Added code to GetSerialNumber to look for TA serial if all others fail

+ FIXED: Added functions CanIAttackPlanet, CanIAttackStar, and CanIAttackMiningBase. Checks to see if you're allied, UP laws, etc - hit detection code uses these to prevent lockups

+ FIXED: Crash when trying to upgrade a ship

+ FIXED: Bug where an armed colony ship got stuck trying to colonize an inhabited planet

+ FIXED: Bug where some civs could use advanced invasion tactics immediately after researching Planetary Invasion.
 + If the invasion tactic’s required tech is not in the civ’s tech tree, the tactic is now unavailable to the civ.  (It used to waive the requirement)

+ FIXED: Bug where fleets would sometimes use more than one move when attacking

+ FIXED: Numbers on Missile Bloom, Beam Multiplier Field, and Omega Cannon starbase modules.  These used to go from level I to III (no level II)  Now there is level I – IV.

+ FIXED: Typo in Beam Weapon Theory description

+ FIXED: Potential crash in Custom Ship Style window

+ FIXED: Bug in TransferAllTech function which could cause the civ to transfer incorrect technologies

+ FIXED: Processes in scene view windows and the fleet combat screen are killed when they are deleted (fixes memory leaks)

+ FIXED: Bug where minor race planets used a procedurally generated texture instead of pre-designed high-res texture

+ FIXED: "String not found" in tooltip for planetary defense bonus on Tech Details screen and Planet Improvement Summary screen

+ FIXED: Bug in Place Agent window will now display icons for "super project", "galactic achievement", and "trade goods"

+ FIXED: If you click on an icon for peace treaty or surrender you can only talk to the race if you met them

+ FIXED: Bug where if an AI traded for a tech from another AI that was in its own tech tree, it could not use that tech

+ FIXED: Bug where if a survey ship landed on an anomaly, it got stuck there. Now it takes the anomaly, which means that you could pop around the galaxy a few times if you keep landing wormholes.

+ FIXED: Bug where destination was not cancelled if your ship on auto-explore tried to move on to a class 0 planet.

+ TWEAK: adjusted the Iconian tech "Precursor Legacy" so that it cannot be traded nor stolen.

+ TWEAK: Tech Details window now displays research cost for the tech

+ TWEAK: Tech Details window now displays a civ logo if the tech is unique to that civ

+ TWEAK: Tech Details window now displays a message if the tech cannot be traded

+ TWEAK: Updated S1 style thumbnails using the new textured models

+ TWEAK: In the Terror Star attack animation, mining base bonus lines (for bases which will be destroyed) are hidden when the shockwave appears from a Terror Star attack

+ TWEAK: Willingness to trade is initialized to 50 (this is the same default used in the editor)


 


Comments (Page 3)
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on Dec 15, 2007
I only have time to play in small doses, not hours-long gaming. Lots of save/reloads.


I think most of us players are in that categeory thats one of the reasons why the trade bug is such a pain in the ****.
on Dec 15, 2007
...add some sort of brief descriptor to each option so players have some idea of what they're getting themselves into -- something like "Krynn Techs - High Influence" or "Korx Techs - Heavy Trading."


I would like to see a descriptor for the Yor. I've looked at them, and I haven't figured out what they are good at. Their economy is a mess. They have larger maintaince costs for factories, and their economy related structes (asside from charging stalks) are one per planet.

Just a suggestion but as the Drath are supposed to be huge and have low population hows about giving the Drath their own farm technology, which is actually worse than the normal farms, low food increase and high maintenance to show that feeding 20ft tall creatures is harder than feeding humans.


That might not work. If they traded another race for their farming techs...

This might work better if they had some sort of racial penalty to max population. Its not like we haven't seen structures capable of providing a bonus to the ammount of food that is produced.
on Dec 15, 2007
I would like to see a descriptor for the Yor. I've looked at them, and I haven't figured out what they are good at. Their economy is a mess. They have larger maintaince costs for factories, and their economy related structes (asside from charging stalks) are one per planet.


Here's a quote from the Beta 2A Changelog when that version came out:

Yor economy is improved mostly through efficiency improvements and an efficiency center.


Following the research line through Efficiency studies does boost the economy pretty well. I don't remember having too much trouble with the economy in the one TA beta Yor game I played, but I think it was only at Tough level. Maybe their economy needs some help at the higher difficulty settings.

As for "what they're good at" -- I think that, being robots, there's an emphasis on manufacturing through that Collective Manufacturing/Manufacuring Vortex line, and other parts of the tree. Makes sense that robots would be good at building stuff. It would be interesting to test whether, at the same point in the game and with roughly equivalent economic strength, they can build ships faster than other races.

The other thing they're good at, or rather "good for," is providing an alternative for role-playing an evil race. The Drengin and Korath are too much alike. I don't actually understand why they're both in the game, since the Drengin come off as a tamer version of the Korath. Anyway, the Yor are a great choice if you want to play evil and go on an extermination rampage. Even if we can't pin down an obvious one-liner description of what their main strength is, I'm glad they're in the game.
on Dec 16, 2007
The Drengin and Korath are too much alike. I don't actually understand why they're both in the game, since the Drengin come off as a tamer version of the Korath.


While there might be something to be said for increasing their gameplay differentiation, the Drengin split is pretty clearly a reference to the classic Starcontrol II-- where the alien baddies, the Ur-Quan, were a single race that had split into two separate groups, the greenish Kzer-za who wanted to enslave the galaxy, and the black/grey Kor-Ah, who wanted to exterminate all non Ur-Quan life. So, our spore-ship wielding friends, the Kor-Ah... sorry, the Korath, are (at least in part) a heartwarming bit of gamer nostalgia.

on Dec 17, 2007
Umm, I have to say the Yor when I played them seemed to have a very strong economy, maybe because I researched the efficiency line fairly early on and set tax very high because the Yor tend to have pretty good morale, they also have a great manufacturing base.

on Dec 17, 2007
Wow, a lot of neat fixes and new toys to play with! I definitely need to go snag this...

What struck me, though, was the new "Offensive Meditation" and "Defensive Meditation." Curious names for those - does that mean that Bastila is on the flagship? *cackle*

(Sorry, KOTOR reference...)
on Dec 17, 2007
The Yor are interesting mix but they are missing ways to improve starbases in their tech tree. If you don't trade for the xeno-line of factory upgrades you can't upgrade resource mining or economic starbases. I assume it was meant for the collective line to pick up those upgrades but that hasn't been implemented yet, or I somehow missed a branch of their tree.
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