I posted probably 6 months ago, that the Iconians seemed to be broken. Every DA game I've ever played that they are in, they have basically been the joke of the galaxy. Has anyone seen their overall strategy ever work? Does it work on smaller galaxies for example? Are they following a strategy of rapid colonizing and low development, or are they just buggy as far as developing their planets? Most of the time they'll only have a dozen or so worlds that are developed at all.
gallagher118
The problem with the jagged edge event, is that they DO NOTHING. Essentially you just need to build transports and slaughter all the people on all those planets. It is just annoying. I would much rather the JN get about 1/2 the planets, but then actually do something. It seems they get allocated the weakest of minor civs AI. Whats funny is usually they are the strongest empire upon their formation. I don't get the limitations that get placed on the minor civs. They should
Oh quit your whining !! LOL... PS. Real players just don't upgrade thier ships anymore. At least that's working for me.
LOL. I think there was a lot blown out of proportion in that other thread. Personally I think both sides were mis-reading the other. Calling problem reporters "whiners" isn't good, and neither are people who post "OMG you wrecked the game." The thread started out ok, in that it was people noticing an issue / difference, and then it rapidly went downhill. Anyway I never intended to insult anyone. The game is great, and thanks for the hard work.
Fine. I wasn't going to buy the expansion until I saw that it was stable. Now I just won't buy it. (because of what you just said, and DA still isn't stable, and from your attitude it never will be)
Come on frogboy. This game was no where near done when it came out. It's been in constant beta. Don't get me wrong it's a great game. It's got soo much promise. To me you've had to do the updates because the game was coming so short of it's amazing potential. What bugs me is that rather than dealing with the problems and refining the game, you keep adding more features, and then doing a sloppy job of developing, integrating and testing them. Here you are coming out wit
Ya. If having so many planets is a problem, then they could just as well make gigantic / abundant / abundant an invalid choice. Personally I'm with everyone else, I don't like the ratio / quality of good planets, and I'm not going to start playing again until it's fixed. If it was intentional, I guess I could get used to it. I really didn't have a problem with the idea of any cap. I mean as long as the ratio / mix of planets is about what it's been, that's fine. <br/
What size maps are you guys on again? Gigantic for me.
See my post. I agree... Glad others are seeing the same. There probably should be a slider to control this, don't know what the minimum should be though. (the AIs do have to decide when/if to research the techs.)
I started 2 games with 1.8, and I'm finding the planet mix to be very heavy on the un-inhabital side. I started the second game just for this reason, because I was so annoyed at how crappy my planet rush was. Now, on the second game I'm seeing pretty much the same thing. Is this a side effect of the new planet limits? It could be a good thing, I'm just wondering if it's intentional? I used to be able to pretty much not bother with the extreme colonization until the very
Well the obvious things are play larger maps, with lots of planets. Military victory is a good bit better than the rest. (check the wiki.) Longer games help to a point, as long you are building more points than you are losing by their averaging formula. Getting a good start, and taking out someone early help immensely. The techs you steal, and the planets start integrating into your score much earlier. Most who are going for a big score play with fast tec
They must have a dozen save games by now, I wonder why they haven't said anything? Anyone's who's been afraid to play suicidal, now's the time...
I think the AIs are getting lost as far what they're building. What's really bizarre is the planets are sitting at idle, but in yet when you take them, they have huge amounts of production. I really should build a super super expensive ship just to see how much they have stored away. Perhaps the no crashing behavior I've seen is also due to overall less AI ships.
The more I play, the more I think the newest beta's got a bad AI bug. As I'm taking planets from the korath, they're not building any ships. Worse, each one has enough stored production for me to build a top of the line battleship. This beta may actually need to be removed from the metaverse, because it's way too easy.
PS. No I didn't do control N, and it's the newest beta. Did they break something for the AIs?
As a challange to myself, I playing a game at maso, taking good all the way. Needless to say early on I found it quite painful. I just love all those evil choices... Anyway, I got off to a great start, mostly because the thalains rock. What suprised me is I really didn't need the MCC, I just didn't update my factories till later. Anyway, it seems to me the AIs are not playing all that well. Don't get me wrong, they're doing stuff, but it just doesn't seem like maso stuff... <b
The one thing that should be reworked, and I think they were going to rework, is the use of regular population for invasions. Let's face it, it's just silly that the entire population fights it out, and has anywhere near the capablities of the invasion force. I'd love to see an overhaul where you have garison buildings, that generate soldiers to a certain % of the population. Opon invasion only the soldiers / militias would fight. Add in some support for mixed populations a
I believe military starbases can make them worthwile. Since the way military starbase bonuses are applied, you get far more benefit from many small ships than a few large ones, i think? True. But their dam expensive to build, and don't cover much ground. On a small map they're worth considering. On larger maps, unless you are losing they're pretty worthless. Maybe if you could de-construct them at some small cost they would be bett
Fleets are getting a bad rap here... They're not as useless as these posts seem to say. Fleets are good so long as you use defense. The reason? Each ship doesn't need as much attack since they attack as a group. If you've got enough defense you won't lose ships. (or not often) Granted fleets of smalls / tinys are pretty much kindling in DA. With DA I think the dynamic swung too far to the larger hulls. There really needs to be some other factor that helps smaller hulls, l
I stand corrected... My last game of DA beta 3, after building MCC, not one planet flipped my way. Towards the end, the iconians had a pocket that I spammed with influence starbases, still none flipped. I can't say for sure the MCC broke things, but something is definately wrong...
It depends a lot on your pop/economy bonues. For me, I tend to plan the whole planet right off, but I also use heavy econ / pop bonuses. Also I have a lot of economy planets that don't build the starport for a long long time. This allows the population to grow without tempting me to build more colony ships. As long a you build 2-3 factories 1st, allocate 20+ % to social, and focus social on new planets, generally you'll build out ok. Of course you need a few heavy manufacturing plan
I've never noticed any difference after building the MCC with planet flipping. I tend to play many turns in a row, so perhaps mumble is right about reloading. (I know reloading throws off influence) Which drives me nuts when playing against the Yor. (before the save, it was my turf, after it is his, and my ships are now crawling...) Are you guys really sure it is having this effect? I don't think it is. I think all it is doing is the 100% economy.
Does a 'factory' that takes up a million square miles make any sense? Isn't it more like the 'Rust Belt region of the North American continent'? Who cares about this line of reasoning. It's a game. A game where the idea of factories was production. A game where labs were supposed to supply research. A game that has lost it's way with too much complexity really. The focus buttons simply don't need to be there.
The best thing is kind of like what you're doing, use old ships to park on your starbases. Generally I build small hulls in the beginning just to show milatary power. These form my primary starbase defenses. Later on if a starbase is having pressure put on it, I'll either send a strong fleet there to handle things, or just a few large hulls to sit on the starbase. The key is not to plunk down a valable fleet. Just a few ships is the way to go. If they come under pressure,