Notger

Notger

Joined Member # 2482347
7 Posts 69 Replies 3,760 Reputation

But the thing is, that when I tolerate them, they start gathering intel and finally steal techs. Ok, see that as a balancing feature. But the leading power is thus unable to gather intel about the other races. I basically approve the current system, but the spy costs should not rise. That way, the others could still gang up on one party but that party would be able to cope with the spies by spending the necessary amount of money. My starships don't get more expensive, the more

27 Replies 19,363 Views

There are free points to be spent even when choosing a pre-defined race. But there are less points to be spent. Compare the points for a pre-defined race with that of a custom race ... there should be a significant difference, initially.

8 Replies 6,768 Views

Greenman, as far as I understood what you wrote, you are changing the parties like you were changing the parties for a human player. That is not necessary. All the things you can change can be affected on the screen where you choose your opponents. Your back-and-forth-maneuver is not necessary, but I might be wrong, since I never bother with setting the parties of my opponents. Notger.

10 Replies 4,241 Views

Does the counter-espionage center nullify already existing agents? Not as far as I know, but I might be wrong.

27 Replies 19,363 Views

In my current game, I constantly get the message of new spies planted and even though being with +2000 in the green, I cannot produce spies fast enough to get rid of the enemy spies. Furthermore, four AI players can produce much more spies than I can, even if spend the same amount they do, summed up. This is because the spy costs rise with the number of spies you have trained, instead of the number of spies active, what I would understand. Can you tell me, wether there is a cap on the r

27 Replies 19,363 Views
Reply to Noob Guide in Strategies

Let's take a typical fleet with 100 attack and 150 hit points, no defenses and three ships in the fleet. A typical battle would go like that: Pre-Battle: 100 / 150 vs. 100 / 150 (attack / hitpoints, only half of the attack hits) After first round: 66.6 / 100 vs. 66.6 / 100 After second round: 66.6 / 66.6 vs. 66.6 / 66.6 After third round: 33.3 / 33.3 vs. 33.3 / 33.3 After fourth round: 33.3 / 16.7 vs. 33.3 / 16.7 After fifth round: 33.3 / 1 vs. 0 / 0, if you have the

31 Replies 16,401 Views
Reply to Noob Guide in Strategies

Well, now it gets interesting. A super-warrior with insanely weapon-heavy ships would not lose his ship in a one-on-one if he destroys the other one with the first salvo, right?

31 Replies 16,401 Views

Izto, that is why I wrote 21%-minimum. That meant that every planet should have at least 21%. I wanted to write it Matlab-code-like, but that would have been more confusing than what I wrote.

51 Replies 32,372 Views
Reply to Noob Guide in Strategies

Cargo hulls with loads of weapons could be used like torpedos: One shot that has to destroy the opponent. So as long as you inflict more damage than he is able to take, you will at least destroy him. In DA, there is the rule that the ship with the stronger design survives the battle if both kill each other in the same turn. Could that mean that cargo hulls with loads of weapons can actually win in battle?

31 Replies 16,401 Views

So for a SuperBreeder race, it is either 100% or 21%-minimum, is it? Interesting ... I usually like to be loved by my evil minions, but hey, we all know how the love of masochistic and sadistic freaks looks like and I do not want to be gimped, like in Pulp Fiction.

51 Replies 32,372 Views
Reply to Noob Guide in Strategies

[B]ColIndy[/B]: Since no one seems to have answered your questions, I will say a few words. In the beginning, techs that improve your economy are great (Xeno Economics, the Morale boosting techs and the Medicine techs (more people = more money)). Next in line are techs that give you some basic military to improve your military rating, followed by basic miniaturization techs. From then on, it is your choice of how you want to play. I hope that helped.

31 Replies 16,401 Views

Purge, I yesterday tried to adapt some of your ways to a medium sized galaxy on the tough level. (Yes, I know, pityful. But that is my playing strenght, right now.) I already did very much better than on my first try on that level (after playing normal for some time) and even won a war, but when conquering the Yors six planets (I had five), my economy came to a halt. I played with the Korath enhanced with some economic bonuses. So here are my questions: 1. How do you av

43 Replies 140,966 Views

The point is, you have to decide which planet is to be the capital. Where is the sense in having five capitals in one nation? And the man.cap. only gives ´+33% production, if I remember correctly.

10 Replies 7,535 Views

David Lessnau and DinkyCat, thank you for your answers. They were exactly what I was looking for. I remembered upgrading all ships at once earlier but after the break and after buying DA, I just couldn't figure it out, anymore. Again, thanks.

7 Replies 8,531 Views

Some thing I can't figure out is the upgrading process of ships. 1. Is there a short-cut to evoke the upgrade-menu? 2. When in the shipyard, I click on a design and say upgrade. Ok, that is fine. I chose the new components and all that and when finished, I click on save. It warns me, that I should not use the same name for the new design. a) I chose a new name. b) I chose the old name. Either way, I do not get the option to upgrade all ships of that old type to the

7 Replies 8,531 Views

If you had waited for another hour or so, I would have saved the galaxy from this terribly catastrophe.

2 Replies 5,049 Views

Piznit, what he probably means is that you save the building space of three additional farms, thus a +300% tile is the equivalent of +3PQ restricted to farming. Still, I would not use that tile or else you can use the rest of the planet for entertainment centers.

9 Replies 14,252 Views

As railguns are usually described, they use a magnetic field to accelerate something that posesses weight. You need energy for that. Lots of it. (BTW: Since this is a game, you can escape the Newtonian principles.) I do not like the idea of power plants on ships. 1. It already is a hassle to fix the stuff on the ship you want it to have. It bores me to have to attach that number of engines and this and that every time over and over. 2. GalCiv2 has a certain level of abs

17 Replies 11,586 Views

I do not like StardockCentral either, because hey, I am not insane enough to use a Windows-computer WITH access to the internet. No Sir, never. Paranoid? Yes Sir, and proud of it! Greez, N.

6 Replies 11,518 Views