Viperswhip

Viperswhip

Joined Member # 2420344
12 Posts 34 Replies 400 Reputation

I build the global research wonders to keep the computer from building them. Even on Maso I tend to outech them and rely on that to keep me comptetive. In truth, unless you were poorly positioned (middle of the map) at the start the capital quickly becomes obsolete as it takes too long for your ships to get to a front that may be a substantial ways away, barring expensive engines being equipped.

37 Replies 24,371 Views

Most miners are slow, and don't have engines, thus the AI and automation should check whether starting at a new mining site makes sense from both a travel time and benefit to the nearest colony perspective. That shouldn't be that difficult.

6 Replies 3,972 Views

Well, it has been noted many times about the computer not producing survey ships, but they also don't seem to produce miners or are extremely inneficient with automating them. I feel totally comfortable trading mining techs to the computer because they don't use it at all. Every asteroid is at 5 and then the miner will move to a field 20 turns away rather than upgrade the one they are already on to 10. Also, when asteroids flip to one of the AIs they do not later readjust the pathing wh

6 Replies 3,972 Views

That speed bonus is very hard to take as is the lack of decent research up the engine tree. You can get up to +2 speed I think, without building those +speed buildings, which leaves you a long distance behind say the Altarians who get +3 and don't start with a negative. The secret project is a wash of course. With tech trading off, which I like for now because I don't think races should share their unique technology with anyone they are not at least close to (but maybe only whe

4 Replies 2,131 Views

If there is an evil nation I am warring with, my favourite ship to make is a small hull with 3 of my highest engines and 1 lowly attack, with some sensors called the spore buster. By far my most important non-regular ship. I strew them around the border of my empire.

6 Replies 3,654 Views

Well, yes, the only accurate tally of your total research is by bring up a graph in the same screen as you mentioned. Scroll down to research and pick something like the last 20 weeks. There might be a bit of lag as it loads it up, but it gives the total production, including bonus. I just wish there was an easier way, but there does not appear to be. The research screen should show Total Research Produced, Research Treaties, Total Research. If we want to see how much

4 Replies 2,724 Views

Hmm? That tells you how much each tech costs to research, which is fine, but not what I am looking for. The tech screen shows only how many research points you are getting from treaties and how many bcs you are spending on research. It does not include bonus research.

4 Replies 2,724 Views

I am not at home otherwise I would be playing instead of griping heh, but I am wondering why we lost the ability to retrofit (upgrade) all those cargo survey ships we had wandering around the galaxy getting hit points and experience to large hull combat ships like we could in DA. Am I missing something? I don't seem to be able to upgrade mine.

1 Replies 1,672 Views

I was just doing some all labs testing and am not sure if I am blind or if there is a place to see just how much your entire society is researching after bonuses and such. I know you can go to the timeline chart but there must be a better way. Can we change it so that on the research screen it shows the total research as well as the cost, I mean we can already get the cost from the domestic screen. Is there some other place to find it?

4 Replies 2,724 Views

Here is the quote from the gal civ 2 wiki [I]Luck is a player ability that determines what the odds are of a random event (finding ships, planets being terraformed, etc.) going the player's way. In Dark Avatar Luck also determines the floor roll for attacks with weapons. A race with 25% luck will roll from 25%_weapon_power to max_weapon_power, and not from 0 to max_weapon_power. This effectively increases damage done by 12.5% [/I] That's why I brought it up. If this i

13 Replies 6,344 Views

I seem to have a bug where the respawned anomalies do not generate graphics when zoomed in. I don't know if this is normaly or just something from this game because I am normally zoomed out a fair ways and the symbol still shows up.

0 Replies 1,312 Views

Well, I have played a few sandbox games on the newest patch and I haven't had much luck with the luck attribute. I almost always take luck as a starting ability, it's not quite the one point wonder creativity is but it provides a fair amount of fun in DA. I have deliberately played the game through the colony rush stage 4 times today, with 60% luck from Universalist, with the 25% starting and 10% mysticism. In the latest game, only one out of 14 planets had a special situation.

13 Replies 6,344 Views

I don't want to pile on the OP, but I thought I should bring up that I don't find TA to be that different than the latest iterations of DA in respect of the colony rush. To be sure every race plays differently, but if you have experience with them in DA you shouldn't run into too many troubles once you adapt to the new tech trees in TA. I have played a couple of immense crippling games since patch 4 started and I have not noticed a large difference in colonization efforts, othe

22 Replies 7,898 Views

I have noticed it is much, much better to move my units myself rather than picking a distant point in space and right clicking. Unless I drag a line diagonally my units tend not to move diagonally, instead there are multiple times where it will move horizontally one space then vertically the next instead of taking a diagonal move. It can make all the difference when rushing a resource or planet. It certainly doesn't happen all the time, but enough that I prefer to move the unit every tu

17 Replies 9,280 Views

I think it performance is an issue, but unfortunately we often run into a situation as customers where we have bought the game before discovering that it is so slow that it might as well be buggy. I can't alt tab later on in a game in a large galaxy on DA without a bit of lag time coming back in, which means I don't really bother with anything bigger because I alt tab a lot. So, I will love the patch. I haven't felt hindered because I mostly enjoy medium map sizes anyway, but it will be

25 Replies 42,151 Views

I would love a more detailed look into each planets military, social and technical production per turn. There is a dandy mouse over to see what is affecting morale, but not for the other factors. It would help with upgrade decisions and give an idea of how much you would benefit from a starbase, etc..

400 Replies 125,978 Views

The reason why I would flip now is that the AI did such an amazingly poor job during this game that it has been over for a while. I am probably 65% of the way through the tech tree, and even with 100% labs I have been outproducing the AI by a substantial margin, most planets don't have any fighters defending them much less fleats and just looking for something to keep me occupied while I research I have taken two civs. It's a medium map, I only play medium, loose clusters and common stars, plane

2 Replies 2,880 Views

Alright, I am just curious about this, and maybe there is some mouse-over in the game (like for military/morale) that tells me how this is all figured out. Okay, I have 8 research centers on the planet at 10tp each (what does that stand for anyway? test tube production?) I am getting 87 production from asteroids The planet has a 33% bonus to research after several events. It has a 10% production bonus My race has 96% to research I am 100% lab

2 Replies 2,880 Views

I use a combo wait/rush buy strategy. I will normally queue up a factory, it may be at 7-10 turns depending on various factors for it complete and let it be. After 4 or 5 turns you can rush buy the remainder for very little money and the population will have grown a bit in the interim as well. Don't forget you can also build/buy the old structures (the old tab) because xeno labs and factories cost quite a bit more to get up and running than the basic versions while not providing a gigan

18 Replies 10,719 Views

I think 2-3 factories (quick buying the first one) are really the optimum choice for having the colony be able to build everything quickly. Also, you don't set your taxes to zero, just low enough that the world's that are still growing are at 100%. After your colony ship production is more or less out of the way the home planet will grow back to max fairly quickly and it can fall below 100, as an example. With those bonuses you should be able to keep a 30%+ tax rate and if you hold off

29 Replies 18,216 Views

This was a great read, thanks a bunch. I think one of the best things about your race setup is that you can use the manufacturing setup in a pinch. I am not ready for suicidal but I played this on crippling and had a very good time of it, though there were a few factors that made it difficult. I always play medium, loose clusters, common stars, common planets, common habitable, normal reasearch, everything else random. First, I think random everything can make labs imp

106 Replies 366,711 Views

Every now and then the miner won't automatically start, but there will be a button labeled "improve" along the left hand side of the central panel on the bottom of the screen. So long as the square is eligible for a mining improvement (better tech, or no mining station yet), then the ship will start to build the mine.

4 Replies 6,663 Views

I love this game, but I do wonder about some of the game features. I don't like to draw comparisons against the MoO II game but here I must. In MoO when you take over a planet there are several options of what do do with the population. You can eliminate them or assimilate them into your population, you can load them up onto colony ships and send them into enemy territory In ga

1 Replies 2,803 Views