Just wondering how much the players use the coordinates of the locations of ships etc. given on several of the game screens. For example a screen giving details about a rally point might show 30, 40 which in some way I haven't studied represents the latitude and longitude of the rally point. Sometimes I find myself wasting time looking around for a ship that seems to be lost, such as when the ship stops directly on a starbase or runs into a colony and goes into o
CalifDude
To Neilo, well done, mate. To SB, M and FB, thanks for stepping up to the plate.
In resonse to Kzinti's post, I gained these impressions partly from studying the games and strategies expounded by Mumblefratz, Wyndstar and Purge, where I don't recall seeing anything about building freighters and establishing trade routes. In fact I know I've seen discussion about how trade routes are lost and freighters destroyed so easily. Having the Trade tech and building an economic capital is something else and I should have mentioned that in my post. Anyway, thanks for your input, al
I just had an experience in the DA game I have going now that led me to a tactic I hadn't thought of before. (I'm member 2993604 here, and if I post this I expect it will turn out that 2993603 other players thought of it before I did.) This tactic depends on the fact that in DA, if you switch starport construction from one type of ship to another, the game gives you credit for the work already invested in the first ship and applies that to production of the new ship. If the new ship c
I believe that most of the players who play at high difficulty levels for high scores and speed games, and those who play strictly military conquest games, don't bother with trade routes. If you like to play a lower key game with influence, tech or diplomatic victory, there might be a place for trade in that kind of game. I've been moving along the learning curve and I dropped Trade several games ago. Having said that, it's nice to have the AI's help your economy along by coming to trade at yo
The hot-keys card that came with DA does not have any Control-U listed. If you know of an action from Control-U please describe it. My experience is exactly as M says...if you place a new building on a tile that already has something, the game calls it an upgrade and the buy price is reduced. My impression is that this is true regardless of whether the old and the new buildings re related.
Well, if flagged games or special categories for mod games can increase the traffic as M suggests, I surely have no problem with that. The reason I brought the subject up was that someone said something that sounded like Metaverse accepted mod games and that scared me a little.
Does Metaverse allow registration of games that have been modded? I hope not. In my opinion Metaverse should check on whether game specs hve been modded, and if so, reject them. Not that I have any opinion about modding by anyone who wants to do it, anyone is welcome to play the game any way they want to. But IMHO moddding has no place in a record to which others will be comparing their scores, successes, failures.
Thanks, M. I sometimes ask these general questions on the general forums because I don't want to wear you out with too many questions. You are very patient and I appreciate that.
A belated thanks to Wyndstar and Mumblefratz for the detailed and marvelous expositions on Page 14 of this thread on how to play this game at a high level. Great stuff. Thanks so much.
That is very clear, thanks, J.
[quote]If the scoring difference is only in tournaments and not in standard metaverse games, then this is a complete non-issue.[/quote] Haven't gotten TA yet, so ignorant of what's new there. From the above, it seems that TA offers a tournament mode separate and distinct from the Metaverse...is that correct? In MVL all games submitted for the tournaments (rounds) come from a player's Metaverse record, usually screen shots, so there can be no difference between tournament and standard
In posts here we read about a tactic of surrounding an AI's planets with powerful fleets and demanding payment in the form of techs, ships and even planets under threat of attack...taking the AI for everything they've got...then killing them on the next turn. My question is how do you convey the threat? DA does not have free dialog with AI. All you can do, as far I know, is offer a trade. If it's a one-sided trade then it's a demand for a gift. I've only tr
W. when you say your games submitted for tournament play are blank as far as your Metaverse profile is concerned, is that a new condition for TA tournaments? We know that in MVL the games are listed in your Metaverse profile, in fact they use screen shots of the MV record as proof of the game. I haven't gotten TA yet but from reading Beta suggestions etc. I gather that there are significant innovations from DA and DL. The idea that players could submit either DL or DA games as
I've been following the discussion between W and M with great interest, especially considering that in Round I had the distinction of submitting the second poorest game overall and dragging Team A's score down by a few thousand points. (Everyone has been nice about it, but I did find a dead cat on my doorstep and someone threw a rock through my window.) I'll be studying W's game and M's comparison to prep for the next round, assuming that some team will still have me, but a few quick questions:
If you click on a planet and then click on Summary, the list of factories will show you the MP value for each factory. If you have a factory on a tile with 700% manufacturing bonus, you will see the MP for the factory, then next to that you will see a bonus amount of extra MP. Same for research, food etc.. Add up all the mp points for manufacturing, including that of the basic planet, and you will gwt the total mp for manufacturing shown at the bottom of the Summary.
Interesting...I'm still playing DA and want to give Psionic Beam a try...thank you.
Thank you very much, now I can get on with this game that I set up as a trial of using this weapon.
In a game I have going, I've got the Xeno Ethics and opted for evil character...which I was told were the requisites for Psionic Beam...but I don't see Psionic Beam showing up in Shipyard, or Planetary Improvements, or on the Tech Tree...can someone give me more detailed info as to what it takes to acquire this weapon? Do you have to have lower level beam missile techs up through a certain beam weapon to go with the Xeno Ethics and Evil character? Thanks for replies.
I've read your post several times and it's difficult to understand what you are asking. When you ask "how do you make new modules?" are you talking about creating modules not available in the basic game, by modding? In the basic game there is no way I know of to create a new module beyond those that show up automatically on the Shipyard screen as you gain techs, if that is what you are asking.
There's a tile with a bonus of 700% Manufacturing available up to the Challenging difficulty level that I know of. Anyone know if this tile is available at higher levels, or does it disappear? Thanks.
I've played all games so far with research set to Normal in the games settings. My question is, is there any advantage or disadvantage gained by the player or the AI depending on the game setting for research speed? thanks for replies.
Just wanted to say that I upgraded my DA in the middle of a game last month and there was no problem. The upgrade helped with the autopilot issue.
The equation in the WIKI for calculating the effect of non-optimal defenses is not clear to me, so I'll ask the direct question: When the manual says that against a non-optimal weapon your defense will only roll between 0 and the square root of your defense, if your defense is not a perfect square will the roll be rounded up or down to the nearest whole number? Thanks for your reply.
Point well taken. I usually research defensive techs a little ahead of offensive techs. So, when I said in my post above that I end up making ships with as many large offensive units as the hull will take and the rest of the space filled with the smaller defensive units, that can mean that the ship might be something like 0-4-0 and 0-0-6 or 0-6-0 and 0-0-10. Those babies are especially good against AI's that build many fleets of ships with 0-0-2 or 0-0-3 offense and no defense, as they often