djtool

djtool

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

you don't need any slider on the main page. you put it on the econ window. Its not exactly taking up as much space as research or stats n graphs. You either put both sliders on there and have one active and one inactive. Or you put 2 buttons next to it to toggle the slider for tax or approval. %100 is an important number but so is 70 and 51.

18 Replies 19,681 Views

The guy is simply requesting to have the computer help him keep tabs on the approval rating he wants. The idea is his, he'd like a tool to help implement his idea. The quest to conquer the galaxy is fun. The quest to remember to look at the lower left hand corner of the screen then click things is not. What about when he wants to eat popcorn? should he not use a microwave to shorten the time to complete the idea of eating popcorn? perhaps you think its more rewarding to cook it i

18 Replies 19,681 Views

after playing another couple of games one thing i'd LOVE to have added is the capability to set an approval percentage *instead* of a tax percentage (meaning the ability to choose one or the other). The tax percentage floats to keep the approval rating about the same. This decreases micro-management. it would be nice if the core ships could just be templates. Additionally it would be nice if you could define a core ship so that the engines automatically upgrade.

31 Replies 12,592 Views

I'm not seeing where taking espionage abilities at race-design benefits you. Most of the time you find out what you need to know when you initiate a tech trade or peek at their ships. I guess its possible you get a steady flow of techs when you reach advanced on numerous opponents? just wondering.

15 Replies 14,891 Views

i won my first game on 'challenging'/gigantic by a comfortable margin so decided to see if I could do it again to merit moving up to tough. I switched up gameplans and decided to go with the following tech strategy for a cultural victory: influence techs (duh) small hulls logistics starbase techs I ended up in a war with the terrans. my fleets were typically either +3 or +5 vs. his. With all starbase bonus's my defense equalled his (more if you count the def

11 Replies 7,337 Views

the psionic tech tree would be laid out something like: Telekinesis: Branching into the mass driver line, missle line, propulsion line, and anything similar. The names and descriptions would all be changed to degrees of talent of the minds controlling the projectiles and ship travel. Empathy: Diplomacy line. Maybe morale line. Clairvoyance: Sensor line. Telepathy: Maybe fleet manager (or whatever the big sheeps helping leetle sheeps line is called) b

31 Replies 12,592 Views

they're slaves to that score too. I've been at war with the thalans for quite a while and even though i'm the one taking planets, their military score beats mine by 100 so they will refuse a peace treaty (disclamer: they're at war with 2 other races...but they're my neighbors and i'm the only one causing them trouble. Diff: challenging)

7 Replies 7,280 Views

I see absolutely no point in multi-layering planet improvements beyond sticking things underground to protect them from planetary bombardment, which may or may not be something to include in a future version. I don't see the point in tactical battles unless there are defensive totals for all sides of a ship, the ability to target specific systems, etc. Once you go there playing on a larger galaxy would be beyond painful. Lastly you run the risk of having a game trying to do two things

31 Replies 12,592 Views

...can't edit. i meant to say that it seemed many of the race-specific text (technologies) were missing. Its the main reason i'm not playing ToA and hope one race gets completed soon so I can enjoy reading them as I research them.

2 Replies 4,205 Views

I've decided i'm just going to stick to one race for a bit to practice the game with. With that in mind may I have an opinion on this? Econ: 20 Weap: 20 Research: 20 Diplo: 10 Soldiering: 30 Luck: War Party Hyperdrive Xeno Engineering Planetary Improvement Super Diplomat I was thinking of the soldiering/weapons/war party in case i need to capture surround worlds or eliminate a foe during the early turns (

3 Replies 4,925 Views

i'm really new to the game so take whatever I say with a huge grain of salt. I'm playing DA I have one race that is very fluid but the others are developed with a plan in mind before I even start playing. So... If conquest is what i'm looking for I go with beeeg sheeps to smash things and increase my chances of keeping high-leveled units on the map. If an influence victory is my goal then I go with tiny or small ships and military starbases to get the most ou

36 Replies 19,264 Views

I don't understand why 'good' choices don't confer loyalty, morale, population bonues (people immigrating to your 'nice' environment), or other bonus's that seem appropriate. They could have gone about it a different way where you choose your alignment at race creation (after all we all know how the other races are, why shouldn't they know you) and then make the choices more about 'give and take' or 'risk vs. reward' rather then being able to always choose what works best. Perhaps eve

16 Replies 9,478 Views

understanding econ base placement has helped me a bunch in my current game. That has made me a better player for sure. i mean seriously do you really *have* to have an econ bonus? what about morale bonuses that allow you to handle higher populations or let you put in one less morale building for one more econ building. Or what about insane soldiering bonuses? You can't handle a large amount of planets but you could reduce them to rubble and wipe out the AI...couldn't you? (

12 Replies 9,517 Views

[quote] Hi! No economic modifiers. In DA that's equal BIG econ problem, even with Super breeder. Since you don't control any econ resource, your whole empire operates with about 20% econ bonus, and not the usual 60%+..... .... That's simply the price you have to pay for bad race design. What's the use of all the insane growth bonuses, when your pop produces so little money? [/quote] I'm not familiar enough wit

12 Replies 9,517 Views

to answer the research question I'm up to stock exchange and multimedia center. I control one morale resource that's maxed. I don't remember any anomoly bonuses. thanks for the replies. I can live with not being good at the game, but lack of understanding bugs me.

12 Replies 9,517 Views

ok so i'm pretty sure i've lost and i'm also sure i've mismanaged my economy. At this point in the game i'd like to present my economic stats and see if i can get a consensus on where i went horribly wrong. Galaxy: Huge Tech: Very Slow Racial Modifiers: Industrialist. No economic modifiers. Maxed Population modifier + super breeders Playing as: Evil Morale: %53 Taxes: %71 Spending: %45!! Espionage: %0 [B][U]INCOME[/B][/U] Taxes:

12 Replies 9,517 Views

Can a planet benefit from multiple econ bases (i believe so but like concrete knowledge)? Is there a limit to how many they can benefit from? bonus question: does population affect production? I'm sure i've read 'no' but i build worlds with a starbase and 4+ industry sectors and my shields seem weak. y'all have been good to me, thanks.

3 Replies 3,189 Views

I *think* this is the appropriate forum... I downloaded some race logo's from the site and have failed miserably at implementing them in my dark avatar game. where do they go exactly? thanks

5 Replies 4,126 Views

follow-up question: How you do balance the rising cost of your infrastructure with the need to land-grab in the early stages of the game? I end up with -100+ easy for the longest because my population takes forever to get up to snuff on the econ worlds. Then my social spending goes to pot. If I take it nice and slow however, i'm certain the computer opponents will land-grab me into insignificance. There isn't anything that speaks to these certain issue's (that i've

6 Replies 4,265 Views