Iztok, one question related to this: what particular precautions do you take to prevent the other AI's from finishing you off once you've won the first war? On Challenging or higher levels I usually have problems avoiding that; my research doesn't continue fast during that war because I need more focus on military production + after the war my remaining fleet usually just can't compare to the remaining AI's. Or it is comparable but then I get 2 AI's on my back who
PeskyFly
Has anyone tried the strategy where you don't buy engines for your ships and just use all of the various Ship Speed bonuses available in the game (bonuses from Drive Speed technology, Ship Speed boosts from Military Starbase modules, Gravity Accelerators). Basically, just making ships by taking advantage of the various boosts just having the technology or trade goods, special projects and Galactic Achievements? You can get lots of dirt cheap ships that way, bu
1. They got stuck in an asteroid field. But this usually drops movement to 1, not 2. 2. They entered Yor territory with their Super Ability 'Super Isolationist', and a military starbase is also somewhere in the same sector beyond your vision, which is armed with an Interdictor Beam module. 3. You upgraded your ships and the upgraded designs don't have engines.
I've completed one DA custom-race sandbox game, completed two Dread Lords Campaign missions, and am currently doing a Terran Alliance sandbox game in DA. Hmm... Please don't take any offense at what I am about to say, PeskyFly , but do you really feel that the number of games you have played makes you qualified to offer advice with such authority? I see you offering advice to people who have,
No. Sins is based on a totally different storyline from that of Galactic Civilizations. It's not a sequel to this. It's totally new.
Hmm. Seems that's a planetary 700% bonus in total. That should be equal to a single Precursor Mine. No. Here, the planet gets 12 factories from 5 tiles. One Precursor Mine gives you 8 factories on 1 tile. An 8:1 ratio is way better than a 12:5 ratio. The Precursors were POWERFUL. No amount of 'rare elements' can match their technology. Shouldn't the Dread Lords have their Class 45 planet, Amalda
Personally, I like the engines as they are in DA. Further nerfage would be lousy, though, but they shouldn't be TOO powerful either. A twin-engine or triple-engine design should be a big deal. How about cutting the Range of a ship in foreign territory to the square-root of it's normal value, measured in parsecs, with non-perfect squares being rounded down just like defenses? This way, you simply wouldn't be able to go that far into enemy territory without bringing in Constructors to for
PeskyFly --> You've been playing this game for, what, a week? And you already have favourites, eh? Intriguing... I'm curious, how many games have you actually played at this point? Yes, HyperWarp is my favorite. The other stuff are just things I'd like to or am currently shooting for. I got HyperWarp in my first game and it felt awesome. It allowed me to launch a surprise attack and topple the Drengin Empire
Here's what I've been doing after this game: First I tried the Thalan game. It... went slowly. No wars, no diplomatic stuff, no trade. I just researched and built stuff. Since planets and stars were set to rare, I never found another world outside of Thala. So I did this for two game years and it got so effing tedious that I quit. Then I tried the Dread Lords Campaign. After two missions of having that Beam Weapon junk stuffed in my face and then getting reverted back to the be
This is all sound advice! btw: I put MOOrion3 back on the shelf as I walked out of Fry's yesterday... GALCIVII is more than enough for me I realized... I don't need another 4x strat game... this one has me all tied up. Maaaan... guys, a new problem arose for me last night. Go ahead and laugh at my pathetic being: w/comps AIs still on level 2 from the bottom (dunce I think) (on a tiny galaxy): Iconians/Thalans/a custom race
For technology benchmarks, HyperWarp is especially my favorite. Fast, compact engines which look awesome when bolted on to the ship, and truly enable hit-and-run style combat for you. It doesn't take too much to research them either. HyperWarp 3 is even better. Propulsion: Ion Drive -> Impulse Drive 3 -> Warp Drive 3/4 -> HyperWarp -> HyperWarp 3 Weapons: Harpoon -> Photonic Torpedo -> Photon Torpedo 2/3 -> Anti-Matter Torpedo 2 -> Quantum Torpedo (!) -> Positronic Torpedo 2 ->
There is no such option. Yet.
Just an insert: If you have no right of passage for a certain AI, you can't upgrade ships in that AI's territory. Also, you should get rights of passage free with Alliances. It seems cultural influence will just be too important. Terrans will have better fighting ability within their own territory, Yor will be slowing others down within their own territory, the UP has various laws about territory, now you have right-of-passage treaties, blah, blah, blah. The colony rush, cultur
I don't think that would work. If the target planet is undefended, you wouldn't need a trade module at all. And if it was defended, the trade+troop ship just wouldn't attack it, and nor would it set up a trade route. And they would notice the troops module. A true Trojan Horse would be if the spy-teleportation system got removed and you actually had to land spies using ships. Then you could put the spy on a Freighter or Minifreighter and send them off disguised as merchants.<br
OK, so after playing DA for the first time, I have a few comments on the graphics: 1. Why does Armor come in the form of small roundish modules like Shields and Point Defense? Shouldn't it cover the whole ship, maybe changing it's color a bit? With the others, you can understand that it's a shield generator or chaff launcher, etc., but with armor it just feels weird. 2. How come armor forms a red barrier between the ship and mass driver? This seems kind of ridiculous as well. I
The 'Old' and 'All' buttons are DA only, in all versions of DA. Dread Lords doesn't contain it.
Strange problem you've got, Nitecom. I recently played and won my first game with a Super Annihilator race. I got the technologies of Toxic Atmosphere Reductor and Advanced Toxic Atmosphere Reductor automatically when I researched Spore Weapons(and this took only 3 weeks). Throughout the game, I ran my many spore-intoxicated worlds at max production with no problem, and occasionally traded my Reductor techs for surprisingly large amounts of money to the AI. Later in the
Soon after I last left off, the United Planets met. With 60% of the galaxy, the UP was completely under my control. Having shot down the neutral ground proposal, I sent my Flagship and my fleet of 3 SilverWings into Korx territory to assess their military. As it turns out, several Yor ships had survived by hiding behind the Korx, and had now turned into pirates who were ripping the Korx up. All but 2 of the
However as of DA you can no longer bother the AI as often as you want to sell tech (depending on their stance towards you), so selling some at once may give you your cash earlier. Ummm... why can't you just select one tech, select the money, hit send, then select another tech, select the money, hit send, and keep trading techs one at a time without ever leaving the diplomacy screen. It seems to work for me. <
The stupidest AI behavior I've seen was done by the Snathi. They built tons and tons of Freighters, Scout Ships, and Constructors. They launched a few of them into space and they never moved them. The rest of them saturated their orbit and filled up their starport so that they could build no further. And they had only 1 2-attack Defender. So I conquered them.
Set everything to Rare. Believe me, too many colonies to manage will NOT be your problem. And starbases will seem much more important! drrider Indeed. With everything Rare, Trade Routes, Starbases, Asteroid Mines, Moons, Rings, etc. will have more impact. Each planet will be more precious.
Will definitely try a 20% morale next game, just as a taste! 21% not 20%. You need to be precise. It makes a big difference. With 20% you lose pop. 21% you don't. Very important. One more detail: you need 21% or better for each individual planet. If you have an overall approval of 21% but have planets with less than 21% approval, those planets lose population.
OK, moving on. After destroying the Terrans, I built 3 'Shuttles' fitted with nothing but engines and 2 colony modules. Each Shuttle can carry 1 billion people. SO I used these Shuttles to populate Earth and generally built stuff up until Earth was in profit and Mars was churning out Constructors. I also met the Yor when their Scout Ships found me, and got my first ethical event on New Altaria: the wildlife creatures event, where Good got a -1 morale penalty, Evil got a +5 morale bonus, and Neut
Thanks for the advice, Noctilucus. Anyway, my plan went perfectly. I built and launched an empty cargo hull with a pair of Ion Drives and flew that empty ship over to a square next to Paulos 4, the Paulos' Class 15 home world. The Paulos had an unarmed orbital defense of 1 Constructor, so when I upgraded my cargo hull, I bolted on a railgun too. I shot down the Constructor, and right clicked on Paulos 4. Next moment, I was suddenly seeing this: <img src="http://xs119.xs.to/xs11
I didn't build it. I just designed it. Anyway, I managed to put in a couple of more turns. I put up a Basic Spore Bomber on queue, instead of the cargo fighter. Meanwhile, my Freighter discovered that what I thought to be Arcea is actually the Paulos home world! That means the Arceans have only 1 planet - Hammer 2. Then I realized that Hammer 2 was orbiting a star called Athol. Whoops... Either they renamed it or it's a bug. Anyway, the Paulos have a weak AI, weak research and