As long as they are doing something. I know the Dread Lords do not operate by the same game mechanics as all the other races so I want to make CERTAIN that the spying I am doing works like it does with everyone else and those spies are not just twiddling their thumbs hanging out in the Dread Lords bases. An odd thought. Just what would keep the DL's from eating your spies, and how do they go unnoticed by such a powerful foe? I've spied on th
RogueIdea
Fortunately in my current game when the disease struck--pretty late game too--seems like all the civs researched the cure right away. I had mine done in one turn, the other civs took a bit longer, so I'm betting they still finished the current line of research before switching. I'd like to see that changed. Reason I think that is because between my civ and the Terrans, we pretty much each had 45% of the galaxy (large, abundant everything), so we both had huge research budgets and stro
I can see why the game would lag but I agree it does seem like something could be done but then again im not a programmer . It is annoying when turns take around 30 secs to a minute to finish . Does anybody else experience massively long turns like this ? All the time. I think it is to be expected, it doesn't bother me much until it locks up and I have to turn off my PC to get back to windows. Now THAT annoys me. I'd rather have it crash. I
I know you can preset teams when you make a custom scenario, but it would be so much nicer if you could just do it before the match begins. Already there exists an option to make AI players your teammates... yet you can't create an opposing team? Please! Ooooh, good one, I noticed this as well. I'm also gonna plug one of my others: please give me a key to take a screenshot!
Dude, I can't even run a Gigantic map! LOL Granted, I'm on a notebook so I don't expect to run stuff on super-bling mode, but I have noticed that it does eat up quite a chunk of memory. I've gotten used to zooming out on the map until everything are little colored sprites and just watching fleet combat in the viewer. Speeds things up, and stops it from crashing with too many ships moving around, mine and the other civs. I especially have a problem with the super dominator corvettes to the po
Weaker? I wonder what you are basing that on. All I ever play is a custom race and I have no problems defeating the built in races. While it is true that for specific strategies the regular races can be stronger and have bonuses that the custom race cannot get. However I've never felt my race is underpowered compared to the regular races. I agree. My custom race does quite well, as does the custom AI opponent(s). In fact, my custom AI opponent often c
You would think the plaque would give the drengin a massive production boost since their death furnaces would have plenty of fuel!! Macabre, but quite funny. The only problem is the Drengin feeding the furnaces are about to be the next ones in themselves I had this happen too, I'd like the disease cure get put on the priority list for all the AIs and
I've noticed the Krynn seem to expand super fast. I've never figured it out since they seem to out expand even the other AIs...so that leaves my poor playing out of the equation. However, this thread gave me some ideas on how I can do better in the early game I tend not to worry about how many planets I get at first simply because I always seem to end up mired in early wars, many of which I
Do you have a counter-example? What's a case where using the food bonus actually leaves the player better off? I doubt I do. However, I've used a single 300% food tile on a class 12-16 planet, using about 5+ tiles for morale buildings and the remainder for stock markets. I haven't done the math on it, per se, but the planet didn't have serious morale problems. Keep in mind the 'Naturally Joyus' morale bonus, morale trade goods and maybe a morale reso
I agree, playing against custom races is pretty cool. I was suprised when one of my other races popped up in a game with me when I chose random opponents. It's given me alot to experiment with, especially on the personality options page. Very interesting to see how just changing the AI behavior will really change the way the race plays, not to mention messing with the other sliders for ability, militantcy, alignment, etc. Keeps every game fresh really, to the point that I only put
Count me in the group that says the 300% food tiles should just be taken out. There's basically never a situation where you should use them - you can get plenty of population for transports with 1 farm, 100% morale and a fertility clinic. I dunno...I do use these 300% tiles--not all the time mind you--but I do use them. No point in arguing. If they're left in they don't hurt anything. And those of us that don't know not to use them may very we
LEAVE the 300% food titles there. Just because most people wont use it, doesnt take it out of the game. Its still a option, and that is good. I agree. It's not like 300% food bonus somehow detriments another structure built there--i.e. a factory gets a -300% to production because it's on the 'wrong' tile. Leave it in there, more options the better.
And I don't believe the capitals gain any benefit from bonus tiles, only the regular improvement. I've wondered about this myself, I was going to experiment with powerplants on bonus tiles in my current game. Anyone have a definitive answer?
Then I realized you can "park" fleets on them, and came to understand that that's part of the strategy - they're precious resources (or mining such) and you must protect them with both fleets and strategic location. They were deliberately designed this way. It's a challenge. Hmmm...but when enemy fleets attack, does the defense fleet get attacked first? Or will the fleet and the SB defend at the same time?
I like the idea of designing starbases like ships myself. Then you could have different 'hull' sizes of starbases just like ships, and then outfit them as you like with, well, ship components, but more powerful. My biggest gripe about starbases is the micromanagment issue. I'd like starbases once deployed to be able to build themselves up or something similar. If you consider the player designed starbase, a single ship would deploy the base, but over several turns. So, the base woul
Well you can use those +300% food tiles...as long as you're OK with using the rest of your planets tiles for morale stuff. I've done that before on the odd planet that has enough tiles to make it work. Not often however. Has anyone used the food distribution center? I've experimented with it, but I don't use it often myself.
You know, it struck me while playing DA the last few days: We now have power plants to magnify industrial/military production... We've got food distribution centers to magnify food production... And we've got...wait, no, we don't have anything to magnify economic production--except for things like Economic Capitals. What's the shizzle on this? I can't imagine someone at SD didn't think of it, was it a balance issue?
How about allowing the effects of military starbases to assist ships defending a planet? I thought they did this already until I tried it...
Anything that makes repetitive tasks more automated is good. That reminded me. I'd like to see planet templates that I can create and use as a single-click way to get a planet started. Or maybe a planetary gov. kind of like the city manager in Civ. A 'production' planet would focus on production-improving improvements, and only build other improvments if it was necessary, i.e. a morale improvment if morale gets too low. Some ability to start a certai
How about a setting for the frequency and severity of the Mega Events? Another slider-type setting like the others used for setting up the universe. Better Intelligence Reports. Maybe have some info popup on mouse over, or maybe just have selectable category layouts for ships/star bases with lots and lots of systems. I'd also like to be able to enter in longer ship descriptions, but this is minor. How about a key that will take screen shots and save them in a specifi
During my most recent game, midway into the game the JK event happened and they got 10 of my colonies. One of those colonies was building the Eyes of the Universe wonder. It wasn't a big deal, I was going to start building it on a different colony since I knew the one that I started that the JK nabbed had it at the end of a pretty long build list. The only problem was that it didn't appear on the build list for any of my other colonies. I ended up having to retake that planet to get
I don't think this racial ability is unbalancing. It's great for creating races that should have a super powerful military, and makes those races that much tougher to fight. I give the custom AI Mandalorians the Super Warrior ability, I use it for my race, and I also had the Arceans in the same game. I wanted to experiment and see how things would shake out in universe with 3 races with Super Warrior. So far things have been interesting: the Mandalorians have dominated, but not nearly as muc
I play the ARceans a lot and find it comes in handy when I'm outgunned in a particular location, and as a means to avoid losses when I'm not. If I've got a powerful fleet I can often remove half the enemy ships before they get a chance to fire. If I've got a weaker fleet I can often still manage to get a ship or two before getting butchered. In short, I quite like it. I agree. I still build fairly balanced ships, maybe a bit heavy on off
I tried looking for an answer to this but didnt find it, so forgive me if its there, but when the peacekeepers showed up, they wiped EVERYTHING out that they could find, regardless if it was within the borders of my space, as the little pause screen said i was good if my ships were in my space. What happened? Hmmm...I don't know. When I got the PK event, they left alone unarmed ships so freighters were OK to move around, but massacared anything armed.
Does Galactic Privateer wonder works against Pirates (prevent Priates from attackign mini-freighters)? Yes.