gallagher118

gallagher118

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

So what is the fix? After posting many many DA games now I'm getting an error. (Not sure if it's 12, but essentially saying I'm using the wrong key) Is this what I get for registering the gold edition? I had seen this problem when I went back and tried to play DL. (And I said oh well) Now I can't post DA. What do I need to do? I looked in the account info, and at my characters, but I don't see a way to change anything. Please don't say I'm fubared...

11 Replies 7,279 Views

Hello, is there anyone out there? That second game of mine was ruined due to the plague event. I say ruined because I researched the cure in 1 turn, after decommisioning about 50 ships, and the 2 remaining AIs NEVER researched the cure. They just languished. At maso, the AIs should be able to research the cure. (they had the prerequisite tech too) It probably didn't matter, because even before that they were just sort of going through the motions. Next time the

9 Replies 7,490 Views

Just updated to xxx, and am having another easy game. I say another because the previous game, the AIs just flopped. (version or 2 back) That game was pathetic. Pirates showed up, wiped everything out, and the 2 remaining AIs surrendered to me. My current game, at maso like the last, is not shaping out to be any fun either. The AIs are just not doing anything. Has the DA AI been crippled again? Perhaps even more annoying, is that fleets with this version will not aut

9 Replies 7,490 Views

[quote] However, the Torians are quite weak when it comes to hull design. Large scale engineering is beyond their capacity. They can do it, but they struggle. So if you love capital ships, the Torians aren't likely to be your bag. However, the Torians are masters of logistics. And they tend to be very rich thanks to large populations, high morale, which makes them incredibly wealthy compared to other civilizations. In turn, the Torians tend to be quite good at logistics

38 Replies 37,361 Views

All they need is an upgrade manager. I've posted so many times, and have yet to understand why there isn't more support for it. A prioritized list of what should be upgraded would be a great start. Ideally the answer should be more like the old GC, where you have 3 or 4 different names for governors. Then you assign your planets to one of those govenors. You could have one that is research focused, another for econ, another for production, etc. All it would do is re-order w

11 Replies 6,714 Views

Ya. I once lost a planet to the Yor that was building the re-education center. (it was deep in Yor space) A few turns later, they built it. I had another planet that could use it, but I couldn't. Annoying... I think they were worried about cheese, and got over cautious. (stop you from selling the planet, building more of the improvements, then taking back the original)

12 Replies 7,131 Views

The race itself isn't so bad. They're really just average. It's the AI behind them that is bad. I'd much rather play Adapter than to say Diplomat, Dominator, or Super Spy. Personally I think they're just buggy in their planetary development strategy. On top of this none of the AIs seem to come back and look at their planets, so their planets just rot. I still don't understand what is so hard about planetary development. I still see planets with 5 vr centers, and NO farm. (or the

24 Replies 23,927 Views

I've not been negative, I've been critical of their going 90% of the way, and then deciding they were done. The game is great. I've never said otherwise. Learn to take a joke.

14 Replies 3,158 Views

Guys, it was a joke. The 20k penalty was a holdover from GC1, and it really made NO sense for GC2. (since the game allows you to build a monster economy with hordes of stock exchanges, farms, ect...) Also the flat 20k limit didn't make sense in that it was in no proportion to the size of your economy.

14 Replies 3,158 Views

Pirates should be more like pirates... They should be able to hide on uncolonized planets and pop out to wreck havok. I've never had the pirates event, but in general the pirates i've seen are a joke. (they often don't even move)

18 Replies 9,205 Views

This had me thinking how they'd fix this. I didn't like what the obvious answers were, being : 1) make Planetary invasion more expensive 2) make colonization techs cheaper 3) tell AIs that colonization techs are less important. The reason 3 doesn't work, imo, is that the AIs clearly have a colonization mode, and post-poning colonizing would probably extent that mode. To me the best / simplest answer is to make invading planets you don't the have techs for eith

17 Replies 13,101 Views

Seriously try this. I almost fell out of my chair. Turn off the auto snap back on rotation. Rotate the map to a regular orthoginal up/down/left/right view. Play. I seriously found myself leaning to the right... Is there a mod that has the starmap like this? And can it be played via metaverse, and lastly Stardock can you consider making this an option for the starmap?

1 Replies 4,724 Views

Awesome post. I know for me starting DA, I was highly distracted by extreme planets and asteroid fields. Once I realized they are not to be bothered with early, things got much much easier. The biggest problem is they are way way too expensive to research, and on top of that you only get a 1/2 functional planet. That drove me to avoiding them during colonization, and getting them via invasion or influence later. (along with stealing those techs.) I just hadn't taken that to your

17 Replies 13,101 Views

[quote]Hehe! Hey Gallagher, last thing I read from you on the forums was that you were quitting the game because of the whole "habitable planets reduction" fiasco. Good to see you didnt give up. Im also glad I never downloaded 1.8![/quote] Actually I only said I wouldn't buy the expansion. And this kind of problem is exactly why. This sort of thing is bound to get even worse with the unique tech trees. Why do they make it so hard on themselves? I would gladly pay 20 bucks

24 Replies 23,927 Views

Well I'm playing a game at maso, and they did a good bit better. It seems that they need to exhaust their colonizing phase fairly quickly or they just flounder. I'd say in this game only about a 1/3 of his planets where bare. That could be a legit strategy... It's not just a matter of them over-colonizing, they just seem to forget to build their planets up. All the AIs seem to do this from time to time. What's sad is isn't really a flaw. It's just a hole. There seems

24 Replies 23,927 Views

This just seems to be the way the game works... This happens with all the end of turn types of events. (invasion, constructors, colonizing) Essentially the game is already ending the turn, and it's been interrupted by the event. Because of this I don't allow transports to invade via autopilot. To me, that's the only one that is bad. Upon colonization I almost never build a starport, but upon invasion you generally want to build a defender. The other event that's

6 Replies 3,004 Views

Yup. Beating suicidal this way is actually pretty easy. I had hoped that the Iconians would do something at suicidal with lots of planets. (just me & them, gigantic map) I just breezed through the game though, and really I could have made it easier by going to war sooner. He litterally had 90% of his planets with nothing. I played the Thalains, and tried to keep the colony rush going too long. They did have a few planets developed, but the main advantage for the AI was

24 Replies 23,927 Views

So imagine you had a ship that could handle a billion people... Just imagine how long it would take to get a billion people on board. Imagine the traffic jam... It would take weeks. Now imagine what a billion people leaving would do to the economy. The answer is soldiers... And once you claim a planet, you have some sort of cloning facitlity to generate population. Said facility would just be a constant +x to the pop every week. Once the population got high enough, the

47 Replies 35,178 Views