djtool

djtool

Joined Member # 2414775
4 Posts 6 Replies 5,121 Reputation

I'm in minnesota. So when its midnight here, its 11pm in colorado. sounds good. I can wait a bit for you arganian if the others can. That makes it: djtool george simpson Yilmael and maybe arganian. Tuesday would be the day then. Would y'all prefer to have teamspeak up or just keep it in game? I'm indifferent.

19 Replies 7,124 Views

I'm not sure another SC could be decent without the toys for bob guys. As for them never doing it...money and clamor can chage those types of attitudes. A friend of mine and myself are contemplating making a Star Control Mod for GalCiv. We've done most of the research and a few of the tech trees, but we've parked it until Twilight of the Arnor comes out. Are you afraid there will never be another SC? Do not be frightened. They are powerful developers, yes, but they could no

22 Replies 8,817 Views

i'm green just like you are but i can toss a couple things out. when you are exploring/colonizing and you come to a point where you must stop, or the planet has many branches in it, try to build up fleets at these points. The AI can phase jump past it, but you'll be in position to do some cat n mouse. The AI (at least the pirates) seems to be very interested in targeting structures, so I've built 3 or 4 turrets to aid the fleet there. I'm sure humans would move their sie

14 Replies 17,725 Views

I'd like to test the waters for people who'd be interested in a MP game that on a fixed time-slot. One day a week for X number of hours. My timezone is CDT (-6) I'm available on Mon - Wed, after 9pm for ~3 hours. It would be appreciated if only reliable persons replied. Its a bummer for someone(s) to often be gone. I think 3 is enough to get it going. I'm indifferent on galaxy size as its intended to be an ongoing game.

19 Replies 7,124 Views

I do appreciate the lack of disk requirement, creative direction, and other policies of stardock. Just don't make a MMO that launches bug free and with tons of content. I'm pretty sure you'll destroy the space/time continuum.

94 Replies 93,492 Views

Unless there is capability to target enemy ship systems (e.g. engines), the ability to adjust shield strength geographically, or static weapons there is no point in moving your ship. The first benefit to seeing ships moving around is that its more visually appealing. This benefits the smaller playing fields more then larger. The drawback is selecting ships across your entire armada, throughout multiple battles. Who do the ships attack? what systems do they target? How do

294 Replies 306,326 Views

I'm not sure i agree with the concept of a peaceful diplomatic victory. Nothing beats a fleet of whoop-ass cans for making alliances. So i'd suggest the military bonuses get you that condition quicker.

88 Replies 38,574 Views

[quote] Your have a edge on research but not a huge one. I will have a massive edge on production. Plus I will need less tiles to get my output than yourself. Leaving more room for econ buildings. If you have a lab and 33/33/33 sliders remember that each lab is running at only 33% of its potential, although granted they will be much more effective at that role if used fully. [/quote] I've tried what has been described he

25 Replies 16,900 Views

it sounds interesting to go no labs and set the focus. does that not, however, leave you with a decreased amount of research points? Or is this all in the vein of maximizing every little bit of potential, damn the loss in research points. if you have a fixed number of planets all doing this no-lab strategy, and I have a mix of factory, econ, lab planets...Will I not out tech you? I can see how you could overwhelm me with ships. I also see how much harder that gets the bigger the gal

25 Replies 16,900 Views

i'm not completely understanding 'all-X'. %100 nothing but factories on all planets? if so where does you research come from? do you mean 1 or 2 factories and the reset research buildings on research planets? or literally all research. I'm not grasping how you maintain your economy with all factory planets *and* a fleet of ships. I'm not grasping how you're not completely out-teched by going 'all factory' and setting a factory planet on research focus. <

25 Replies 16,900 Views

[quote] If this is the case now, then I would say a modification of the balance is needed. If taking morale/economy bonuses is a practical necessity for playing the game, then a serious player does not really have any options in selecting racial bonuses ... which defeats the purpose of allowing players to choose! [/quote] if we're fortunate this is a component to the delayed release of ToA. You are, of course, absolutely correct. Either accomplished DA players

26 Replies 10,003 Views

the military starbases are near-useless mainly because of how ship combat works. If small or tiny hulls were a viable option military starbases would be just fine. I learned this the hard way when I tried to win via an influence/starbase/small ships strategy (challenging). The idea was to never go offensive with the ships. Of course it failed because even though my fleet strength matched my opponent, it didn't (I believe) matter as the individual ship strength was more important.

139 Replies 36,814 Views

After posing the question I started a game with an emphasis on espionage (Game: DA; Tech: VS; The other settings: ran; Gal: huge; AI: chal) and its been key to my success. However this is because the galaxy turned up just about empty (average number of planets per civ is 2!) and my 4-6 spies completely retarded the production capability of my neighbor (altarian) which helped greately in 'acquiring' their planet. The way espionage is implemented it seems this would be the primary use fo

15 Replies 14,989 Views

forget the money angle who's spending their time researching the starbase improvements over fleet improvements? I can't think of a time I thought it was more valuable to research this stuff when i'm in a tech race with my ships, who I can park on a starbase.

139 Replies 36,814 Views

I'd like to add that you dont' always have to rush to invasion if your colonized planets envelope the little ones you skipped. A couple constructors and perhaps an embassy here or there for a few turns can get you that world as well.

12 Replies 8,934 Views

its too bad if small hulls are destined to be ineffective long term. I can see the desire to make larger hulls better as you have to research them. I also see the removal of freedom in how a person perceives his/her empire. It seems counter-intuitive to the player design aspect of the game. On the one end there are efforts made to permit players to define their own ships/race/etc. in order to help them immerse themselves in the game. On the other hand if the vision of your race's military i

11 Replies 7,390 Views

more on espionage. I'm playing my first game where I went all in on espionage points, including super spy. I can see where you could use espionage (as its currently implemented) to retard the growth of a neighbor to out grow them and conquer them as you see fit. If it was tweaked to actually make that strategy viable, i think it might help in making a case for espionage. So perhaps: bonus scout ship(s) for taking super spy for finding that neighbor. all home

31 Replies 12,735 Views