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.
PeskyFly
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
I hear, it is good to have 4 in every section that you can get them in. It is good to put 4 in every sector in which you have trade routes. So that it doesn't consume your entire games, it is useful to have all your trade routes covering the same path, and for that path to be short. That way, you don't have to build so many starbases. and do you realy have to make a construtor for every damn upgrade? Yes
OK. So today I started my first game. As you must know due to my pesky buzzing around here that I was going to start with the Terrans. Well... at first I did. But then my game crashed after alt-tabbing in and out many times to take screenshots. Or rather, it was taking too long to get back to the game using alt-tab, and I thought it had crashed, so I ended the application. So next time around, I decided not to go with the Terrans and create a custom race instead - I had been wanting to
Install DA 1.6 on a computer that has Gold Edition installed but hasn't got an internet connection? This computer I post with has had a broken CD drive for the past 2 months and has lousy performance anyway, so today, I installed Gold Edition on my gaming laptop. I installed Stardock Central on this net computer and registered my game. Yeah it was valid of course, but how to I download and save an update to a USB drive? There's a big fat 'Install' button which I'm not clicking since I f
15 credits a turn is not money Your not going to strike gold if you just set up 1 effing trade route and let it sit there. You must set up 8-12 trade routes, depending on your ability, all covering the same path between one of your planets and one AI planet. That AI becomes your trade partner, who you must keep alive and at peace with you. Then, in each sector that the trade routes are passing through, set up 4 Economic
I had created some designs like that, which I call 'Bombers' a few weeks ago, before I had the box, but then I scrapped them, because I thought attacking soft targets meant declaring war and having it expand into a true war. The designs were Medium hulls, with lots & lots of engines, some life support, a survey module(thats all you need when you've got Eyes of the Universe), and the rest is either weaponry, or one weapon and lots of defenses. The Vengeance Raiders appear to be
Good ol' alpha strike. Build a TS at every AI planet overnight, and win the game the next turn. Not possible now that it takes turns to install high-end modules. But that gives a new idea - instead of building a Terror Star and having it chug along at 1pc/wk, with it's escort fleets resisting the urge to go faster, rather it would be better to send fleets of faster-moving Constructors to the destination star system, have battle fleets secure the
I got a message that the "Fundamentalist" minor race had been created. It said that they had over thrown several of my planets. Well, I only had two planets at this point, and guess what? They over threw them both! I hit end turn and that was it, I had been instantly defeated by this minor race! Is this normal or has it ever happened to anybody else? If it is of any relevance, I had encountered one of those moral choice
p.s. when your logistic is 9 try this. 3+3+3 all small is default. But when you 2+2+2+3 you can have 4 firing ship instead of 3. when 15 2+2+2+2+2+2+3. maxed out logistic use. one small ship should feel like commanders ship. That's what the Torian A.I. did in the Terran Ascension AAR(with DL). Draginol's medium hulls kicked them up. Anyway, the more ships you have, the more space-per-fleet is taken up by engines and life support to m
And keep in mind that the initial idea of freighters is to generate money, so the more expensive the freighter, the less economical. sorry the idea of frieghters in da is diplomatic not cash Wrong. It depends on the game setting. If you've got hundreds of throwaway planets at your disposal, even a maximized trade array with as many Economic Sta
Get your logistics up near 60 and put 19 or 20 of these in a fleet and it wipes out pretty much anything. You take a lot of losses so you need to have lots of replacements but for DL games nothing can beat this combination. I assume that for DA this may not work at all given that each weapon can fire at separate targets, but in DL anyway this strategy rocks. For DL, true. For DA, it's a different story. To the point of
Ok, is the terror star going to be just a ship with a weapon to destroy ships, or are they going to moon sized battlesations like the death star? I've read that Terror Stars destroy stars, but what effect would that have on the planets in that star system? Would those planets die? And if it can destroy stars, does that mean that It can destory individual planets. I can see how there would be situations were you would want to destroy individual planets, but not whole st
I think Small Hulls should only be used to fill in logistics gaps that bigger hulls leave behind, relegating them to usage as 'escorts'. Otherwise, Medium Hulls are the most effective early on, and then you get Large and Huge hulls later which are even better, but in most cases(IMO), uglier . As for Tiny Hulls, you can bolt on one defense and one weapon and anything else in the remaining
The Thalan's are pink on the minimap. The Drengin and Dread Lords are red. The Drath are orange-ish. There's a difference.
But they have enough defense to block the 'mostly defense' fleets and can thus sit out 300 volleys until the mostly-defensive ships get exploded by the time limit. But this means: All Attack > Balanced - due to the tie rule Balanced > Most Defense - as above Most Defense > All Attack - until late-game So early and mid-game are a rock-paper-scissors thing, but end game is either all attack or kamikaze+defensive combos.
What is Creativity bonus? According to the wiki, it's some sort of thing that gives you a free tech once in a blue moon. What's the use of this at all? Also, does Luck in DA also give you more bonus tiles, or does it just give you better minimum rolls?
Maneuvering thrusters ... GalCiv 2 missiles are extremely, extremely maneuverable and travel at faster-than-light speeds. Since ships in combat aren't going FTL, there's no way even your most advanced sub-light maneuvering thrusters will prevent a Black Hole Eruptor from sucking away part of your ship(or all of it). With the long distances involved in space combat, thrusters wouldn't be too effective against beams either. Several miles worth of dodging only equates to a f
There's a way around it. Leave the United Planets. You lose all your trade income, but you don't have to stand the limitations they put on you.
custom races don't get inherent bonuses, and in the base game you can't buy logistics points. you can mod both of these things, however. WTF! That means that custom races can never have any logistics or miniaturization bonuses without modding. So that means custom races just have 15 pt for customization instead of 10? Is it possible to add the same bonus multiple times, at least for customs?
In early to mid game it's simply a killer strategy. What I need for it to start working is: - medium hull, - 10-15 spaces for weapon(s) - any type my opponent doesn't use defenses for. Attack strenght 2-4. - 10-15 spaces for engines (Ion or Impulse III). If small uni or lack of space on ship, then even none, - in remaining space I fill the proper type of defenses for the weapon my opponet uses. Defenses are usually strenght 2-3 each, 6-8 pieces on a shi