gallagher118

gallagher118

Joined Member # 2154304
0 Posts 9 Replies 7,100 Reputation

A lot. Getting resources early is huge, and wiping out the enemies is also nice... Economy starbases are more subjective. It sort of comes down to your settings, and how you build up your planets. If you play abundant with tight, or even loose clusters eco starbases can give serious bonuses. Ex, pick a tight cluster of 6 to 8 planets, build all research on them and stack as many eco-starbases on them as you can. (production is good as well) The problem with this is at high

43 Replies 21,398 Views

I created a post asking a similiar question to this. Frogboy replied that space stations are not Space Fortresses. In fact, the idea was is, that you needed fleets to defend them. I can understand this, but the AI clearly doesn't. Anyone in the know doesn't bother with anything more then +1/+1/+1 in the beginning of the game, and just parks

35 Replies 18,241 Views

Item 3 is annoying. I personally think it can be improved. What needs to happen is to have the launched ship selected, but keep the planet details up so that I can launch the next ship, or right click to send the ship off. I geuss the core of the problem is that you can only have either the planet or the ship selected. What's strange is sometimes when you launch a ship, you have to reclick the planet to launch the next one, and sometimes you don't.

6 Replies 5,380 Views

Was thinking it would cool if there was another class of ship out there that was inheritantly a loner. It would have a huge logistics, so that it could never be fleeted. It would also have high maintenance to keep people from using too many of them. (esp as defenders) Lastly it would kick ass... Have good hp, lots of space, and be somewhat cheap to build compared to a huge hull.

0 Replies 2,139 Views

I personally don't think maintaining 100% is that worthwhile. (except perhaps the first 20 turns of the game) I tend to pick +20 to 30% pop growth, and then for the most part keep average morale over 75, with the lowest around 50%. For me, this is a good balance. You get solid growth out of most planets, and good tax income overall. I have never had a need to tax morale under 50%. For me 75 or higher is the way to go. No rebellions, and you win the senate every time

26 Replies 19,840 Views

It's a matter of style. Evil is probably the strongest choice, Neutral is pretty good if you can capitalize on Neutral Learning centers and free tiles, while good is just ok. The main reasons for this, would be that the evil choices are pretty sweet, and the evil bonuses are strong as well. (mind control center, and evil weapons) For Neutral, getting the NLC quickly and the terraforming bonus can be quite powerfull. For good, all you really get are defensive bonuses,

1 Replies 3,127 Views

Something needs to be done here. I've had games where I completely forgot I had a resource off in a distant land and never improved it. (often the AI wouldn't even get around to attacking it) I don't tend to build defense on starbases, so that helps with the overall micro-managing... Personally I see two problems : 1) Rally point system should be improved. Right now you can't say everybody building constructors go here without going to each planet to change it's rally p

33 Replies 16,268 Views

Forget it. I completely agree with your post, however I seriously doubt they'll do much better this time around. I personally would rather a smaller set of changes for DA; that is play tested out the wazoo to get the balance and AI done right. There recent desicion to add more stuff really scares me. The current version still needs work IMO (polishing), and they're going to add a huge update ? Lets see, the AI is almost there with planetary management. (still see planets w

18 Replies 14,081 Views

No. 20 It's quality not quantity. This is generally true, but has anyone else ever noticed how often a PQ 7-8 that you don't grab early often has a +700% or a few +300% production bonuses ? The other good reason not to grab all the local small planets, is that it allows you to invade them and pick up techs early in the game. (us

427 Replies 669,577 Views

I use mini-soldiers, but at most that only takes out 1 square. Next time you invade look at the minimap of the planet. Any tiles being terra-formed will be lost after you win. (and yes I've looked before invading) I don't understand why more people are not annoyed at the planet jumping for influence wins. Why can't it just get added to the event log, so that if I want to go there, I'll click it...

5 Replies 2,408 Views

This has been explained in other threads. Survey ships have a device that locates the nearest anomalie. And as you have noticed it is the same for the human player and the AIs. How convienient. Call a bug a feature. Personally wish they'd address it, along with the retarded auto-explore path finding. For all the amazing things about this game,

32 Replies 19,532 Views

The expansion should be close to bug free, and well balanced. That is what we should expect. Version 1.0 was neither. Only the fact that the game was amazing anyway carried it. I don't think that's asking for too much. I'm personally worried that they'll try to cram too much in without properly balancing and testing all of it. I'd much rather have a smaller set of features that the AI used effectively. Hell the AI still doesn't build fast ships, is that asking for too mu

99 Replies 31,570 Views

I don't think it's a must have. I generally use the +20% pop, and then shoot to get aphrodisiac. For me that's more than enough pop growth. Personally I'm coming to believe that the morale and economy bonuses are what's out of line. Lots of the other bonuses are just too weak to merit spending points on them, so either the good ones should be nerfed or the rest improved.

34 Replies 17,931 Views

Nope. They really need to have an option where the ships just slide to thier destination at about 4 or 5 times as fast as what they are now. I think the problem is the developers are in denial about ships moving at 50+, so they don't notice or consider it a problem.

8 Replies 13,425 Views

Can you let a game finish, look at your score and decide not to submit ? (then reload & play more) I've always been afraid to do this, as getting a cheater flag would suck...

10 Replies 3,919 Views

If the AI is cheating, it's being pretty stupid. I can't count the number of times it's grabbed a 5-7 instead of going 2 more tiles to get to a 17 or 26. I haven't tested, but I think the AI is geussing (it knows where the planets are). With abundant habital worlds, it probably looks like cheating. The trick would be to play at the rare setting. However knowing how many bugs there have been in this game, it wouldn't suprise me if there was a mistake in the code. (something

32 Replies 19,532 Views

Here's a silly pic from 1.31. Is it really so hard to build a starport ? (note the humans had more than a few of these planets.) WWW Link

11 Replies 7,665 Views