Iztok's Ship Design Strategies article on the Wiki says this: There are actually only two feasible ways to build ships in DA: all-attack one and most-defenses one. All-attack means only best weapons and engines (0-2) in biggest hull available. You'll be losing some of those ships, but by "in case of mutual destruction the strongest ships survives" rule (and this design will probably be the strongest), not so many you'd expect. Most-defense me
PeskyFly
Nope. My last exam is on the 17th, so I'll be installing Gold Edition and all required updates on the 18th, and beginning my Terran game. After the Terran game has been won, I'll try out Super Annihilator, the Good Alignment, and Iztok's 'Mostly defense' ship design strategy, using a custom race I've planned called the Yor Rebellion. They're some sort of seriously mis-programmed Yor who began preaching goodness and rebelled, and want to bring 'peace' to the galaxy and unite all the less
Come to think of, it's not only speed that should transcend onto smaller ship, but a range as well. In fact, the range is more important, since in RL naval carriers are much slover than planes they carry. That's because real aircraft carriers move on water while their planes move through air. In GalCiv, both the carrier and fighters move through space. However, the smaller a ship, the less space must be folded to make it move, and thus, it SHOUL
Yes. In Twilight of the Arnor, you have: Atlas - Gives a 10% attack bonus to all ships in fleet except for the ship carrying it. Fortitude - Increases HP of all ships in fleet except for the ship carrying it. Driver - Increases speed of fleet.
Yeah, but... a Colony Module carries 500 people in 25 space. A Troop Module carries 500,000,000 people in 20 space. And they don't care about comfort, so it's fine even if you cram 1 billion people into a 12 space Advanced Troop Module. I've devised a Super Annihilator custom race setup for Good Alignment with these stats: Yor Rebellion(Custom Race): 1 pt - Luck 4 pt - Economy 3 pt - Research 1 pt - Pop Growth 1 pt - Mora
And with Spore, you don't?
IP? What's that? For me, MP = Manufacturing Point, SP = Social Production Point, RP = Research Point, BC = Billion Credits. But what's IP? So you pay 1 bc for each MP an asteroid mine turns out, and then when the depleted MPs reach the planet after beaming, you pay 1/2x times the depleted MPs. Is that what you mean to say?
What free tech? - they need only one tech to conquer all planets, - then need to research only one extreme environment to have most planets at 100%, Aah... I see. Instead of researching a new extreme colonization tech on finding an aquatic/volcanic/high-G/barren world, instead you research Spore Weapons, research toxic world techs, park a Spore Ship next to said planet, wait for the hapless AI to come along, and kill their
(Citizen)MystikmindSeptember 13, 2007 21:23:18Reply #93 The highest I recall seeing is class 32. There could be random events that result in a planet class higher than that, but 32 is the typical limit I've encountered. I have never seen a 'natural' 32 planet, not without some kind of random event occuring. Well now that i think of it, a random colonisation event can boost a planet by a certain
Are Spore Ships worth it? All they give you is a population-saving, fail-safe method of capturing planets. You don't have to research Planetary Invasion, but then you have weak troops, no Orbital Fleet Managers, and no Troop Modules(which means no shuttling population). You still have to research Spore Weapons, however. Also, unless you want to turn those captured planets into research planets, you need either Extreme Colonization's toxic world techs(for an industrial planet) or Planeta
the nice thing about them is they are bonus production so they cost less. AFAIK, you pay full price for any MP generated on a planet and half-price for any MP generated off of a planet. That way you pay full price for: -Factories of all kinds. -Initial Colony/Civ Capital. -Manufacturing Capital. -Powerplants of all kinds. -Bonus tiles with a factory on them. -Artificial Slave Center(evil only). And you get a 50% off
So without Alliances and the UP law, Economic Starbases only help trade routes established by the race that owns them? Also, will weapons from the original freighter get carried over to the minifreighter if the UP doesn't pass the armed freighter law?
The survey modules appear too late in the game as it is IMO, by the time I can build one there isn't a parsec not explored and emptied of anything useful by me or the AI. No they don't! All you need to research is: Xeno Research -> Stellar Cartography -> Sensors which comes to just 145 RP. Most races start out with Stellar Cartography, so then, it's just 100 RP of research. That's hardly anything. I think it's beneficial to res
Of course I haven't! My Gold Edition box is yet unopened, I have one more exam to go before I can finally open it. I expect to be stuck on it for hours once I finally install and update the game, and I only got the game 11 days ago. 4 days left. So do minifreighters keep the hull size and HP of the original too? Does this mean that it's possible to attach trade modules to huge-hulled dreadnoughts and have powerful dreadnought-minifreighters on your trade routes, with which you can later
That's a lousy way to calculate how powerful a ship is. I think they should add up attack, defense, and HP and then divide the total by how many logistics points that ship takes up. The Eclipse design looks sleek and fast, which is what I want my medium hulls to look like. The Eclipse appears to use the same hull as the Altarian Resistance Flagship, but the Altarian Flagship's hull has different colored cockpit glass and lights. However, I hate the Altarians' cargo hull designs
here's how it works. the trade modules on an SB affect all of your trade routes AND any trade routes headed to one of your worlds - only while the freighters are in the SB's area of effect - so alien SBs still boost your trade routes, as long as your trading with the alien that owns the SB. without a UP law though, industry modules will only affect your planets. when you get the UP law, it's as if the st
Arming the original Freighter won't mean that the minifreighters on the established trade route get weapons too... or do they?
I looked at that kill-ratio post-victory screen and... what the? The Terrans' Most Powerful Ship is a Space Miner. The Korx's is a Freighter. The Torians' is a Colony Ship. And the Korath's most powerful ship is a... Constructor? Didn't these races militarize? Or did they bolt weapons on to utility ships and call them a military? And the Drengin actually scored a kill with a Freighter! This is really weird AI behavior. The Rebel Eclipse looks awesome. I'll be using tha
That sucks. So I guess you can't hit Hyperion Fleet Defense, Omega Defense System or Hyperion Logistics Center either.
So... do spies affect Trade Goods, Super Projects, and Galactic Achievements at all? Will dropping a spy on an Orbital Fleet Manager or Hyperion Fleet Defense cause a planet's defense fleets to crumble? If it can work on a farm, it should work here. Also, is it possible to destroy an enemy colony by attacking all it's farms and it's Initial Colony building with spies? Or does some minimum population survive?
In DA, I think you can drop spies on to their planets. But in DL, I don't know.
Alright, everyone, quote your favorite tech descriptions! Mine are: Xeno Farm Construction: " Old McDonald had a farm...Eyey Eyey O...And on his farm he had a Khzithak...Eyey Eyey O...With a ARHHFAHHAAAAAAAAARRRGIIIAAA HELP AAAUUU HELP! IT'S GNAWING OFF MY... " Supreme Miniaturization: " Remember how we said that the previous, incredible miniaturization technology was the best? Well, we lied. We do that you know. We lie. There's always something better
So, Today I actually read the page while creating a medium-hull Quantum Torp-based design, and checked the graphs again. Iztok, you're right about the Psyonic Beam being an easy-win weapon. It turns out that the only advantage that non-evil beam players get is that, while a missile player is using Quantum Torpedo 3, the beam player gets Doom Ray, and the missile player has to research Positronic Torp, Positronic Torp 2, and Black Hole Eruptor before regaining superiority. <
" Old McDonald had a farm...Eyey Eyey O...And on his farm he had a Khzithak...Eyey Eyey O...With a ARHHFAHHAAAAAAAAARRRGIIIAAA HELP AAAUUU HELP! IT'S GNAWING OFF MY... " Yep, that's your silly tech description. But then you also have serious tech descriptions like: " The Arnor are long gone, but this once vast interstellar empire has left some traces of its existence. We managed to find a vault on a distant moon that contained a vast amount of a material that looked like
^And yet their ridiculously pointless to build yourself. Troop Transports get destroyed anyway during invasions, so why spend money to put weapons on them?