The rate for flipping a planet with 4+ influence is about 1 in 20, unless the race has three or less planets and then the rate drops to about 1 in 100. These are approximate rates from experience. (I play lots of high influence games with the influence victory turned off.) Scincerely, [email protected]
Scintor
I have only one issue that I have been crusading for. Please fix the influence borders being wrong upon reloading. Scincerely, [email protected]
Well, there is no direct way to tell, but a good indication is if no groups of spies have spent a significant amount of time in your empire without being nulified, the they don't have anything. If on the other hand you have been overrun with spies for 10 or more turns without being able to do anything about it, assume your enimies know everything. Seriously, Unless the AI changes the ship with TA really upgrade how spies are used by the computer, they never know anything. Scinc
All spying activity is completely anonamous. There is no way to tell who sent the spy. On the bright side, no one can tell when you are spying on them. Scincerely, [email protected]
[quote]There are a number of aspects of the game that only make sense on tiny maps:Research speed.Number of trade routes. Kyrnn super ability. Drengen super ability (at least I think its the Drengen. The one where they get a bunch of free ships.)The price increases of researching spies. Spy on every Planet Mega event.How the AIs declare war on opponents across a large map that they could not reach in 100 turns. How the AIs invade planets (sending all their rescources halfway across the board whe
The spies cost is based on how many have been produced, not how many you have. Found this out by getting the "spy on every planet in the galaxy" mega event. used up 20+ spies in one turn and making more was rediculous. Scincerely, [email protected]
Hit your tab button if this happens. It is usually a ship on auto with movement points left. Scincerely, [email protected]
On larger maps the number of ships generated is dependant on the number of sectors on a map (unless they fixed this.) This can result in hundreds os ships. Scincerely, [email protected]
There are a number of aspects of the game that only make sense on tiny maps: Research speed. Number of trade routes. Kyrnn super ability. Drengen super ability (at least I think its the Drengen. The one where they get a bunch of free ships.) The price increases of researching spies. Spy on every Planet Mega event. How the AIs declare war on opponents across a large map that they could not reach in 100 turns. How the AIs invade planets (sending all their rescources
[quote]Obvious design flaw aside, what do you base this on? Any quote from a developer saying 'Well we don't care how you play the game, we only want it to be fun for tiny maps'?[/quote] There are a number of aspects of the game that only make sense on tiny maps: Research speed. Number of trade routes. Kyrnn super ability. Drengen super ability (at least I think its the Drengen. The one where they get a bunch of free ships.) The price increases of researching sp
The problem here is that research (and many other aspects of the game) is optimised for small maps and larger maps are just an add on. I love playing the giant maps as well and have recently started playing with very slow tech speed. I kept running into the same problem of going through the tech so fast that by the time I got a ship built it was two generations behind. Now, I like tech trading because I like to collect all the techs. I also like playing influence games where c
I still advocate teaching the AI how to trade (vs trying to nerf human trading to AI levels.) It still seems like the Humans and the Korx would try to establish dominance through trade due to their histories. I also advocate the idea that trading for a tech does not actually give you the tech, but allows you to research it or gives you research points toward that tech. Unfortunately, the devs have declared a feature lock and we are likely to get squat. Scincerely,
Often hitting the tab key would take you to a ship with unused movement points. once you made any ships move the game would continue. On the other hand there were other dissapearing turn problems that this would not cure, but it is worth a try. Scincerely, [email protected]
Check your zoom level in your game options section. Try moving it and see if this corrects the problem Scincerely, [email protected]
There is a setting on the options screen that allows for this. Scincerely, [email protected]
Tech trading is a very touchy subject for some people on these boards. There are some very vocal players who believe that technology should never be allowed to be traded at all. These are usually you people who like military conquest only and seem to think any other victory type is at least semi-cheating. There is another group who love building up big, well run empires and dislike wars as they tend to mess things up. (I am amoung this group.) We tend to try to create ways to
You might also consider letting your military production lag for a while and ramping up your influence as well as your research. Build up your infrastructure and use the nonviolent take-overs to expand for a while. By the time eveyone's tech catches up to the pirates, you can be in a position to break out and overwhealm your enemies. (Think pink blob of doom.) Scincerely, [email protected]
I've written on spies several times, and there are several guidlines I use for them. First: Don't expect to steal techs with them. You have to have advanced level and then the ability to leave them for long periods of time, and then it only happens like once every hundred turns. It is unrealistic to expect to get a useful return on investment. Second: always deploy your spies in packs of three or more. Three spies usually give you low in one turn and medium in two more. Single
Don't forget the idea of giving them a small world deep within your empire that is likely to culture flip back to you quickly. This allows you to have your cake and eat it too! (This is also a good way to trade for needed techs and cash.) Scincerely, [email protected]
If you would check, engine size scales with mass in this game. This is why a small ship usually mounts about the same engines as a huge one. Your problem has already been directly addressed by this game as well as others as far back as Master of Orion if I remember correctly. Scincerely, [email protected]
It's not fixed yet, but they are activly working on it and have made some changes for the latest patch. If it is making your game unplayable, you can always change to icon mode by changing the level in the preferences. I like to play huge games and always play in icon mode. Scincerely, [email protected]
I usually use and all generalist strategy on my big games. I just plain find it alot easier when I have 200+ planets. I make exceptions for bonus tiles, but I use a standard building cue to make balanced planets that are perfect for my influence and industry strategy whih i like to call, "buying the galaxy." Having said that I always play on tough because I don't like playing against an opponent with massive bonuses just to make it more challenging. Scincerely, Scinto
Whether the Krynn are weak or not depends on their play style. For aggressive strategies, they are kind of weak. On the other hand, they are the best race around for an influence strategy, and the hardest race to beat with influence. If they were to use the Thalan "pink blob of doom" strategy, the would be an amazingly difficult opponent. I do agree the the superspy ability is just plain silly on large maps or bigger. Scincerely, [email protected]
The economy curve is pretty steep in TA. Many commenters on this board have said that the economy is the key to the game, and the devs seem to agree. This seems to be the one of the major points that the devs use to set the challenge rating of the game as a whole. If the game seems to be getting to easy, lower the starting cash and make things more expensive. If it's getting to hard add costs and give them more money to start. Appearently, the devs are leaning toward the "it's too easy
Installing Stardock Central to use for downloads usually fixes most problems.You either don't play video games very much or you are a ringer. The problems you are describing are the common ones found when pirating the game instead of buying it. If this was the case, a standard 'crackable' protection system would make things a lot easier for you. The give away was that your e-mail did not match your serial number. This is the case if you got a pirated copy that has already been registered. If you