WIllythemailboy

WIllythemailboy

Joined Member # 2424203
2 Posts 657 Replies 3,210 Reputation

Alternatively, you can go for the "bigger hammer" approach. Get up to huge hulls, give one some engines and strap as many psyonic beams on there as physically possible. Screw defense, make the tie rule work for you. This ship will take quite a while to research and be ruinously expensive to buy (as you will most likely not have time to build it), but you can crush the Dread Lord fleet with just that one ship.

9 Replies 8,469 Views

I just checked, my homeworld in my current game has 4 asteroid fields. I do wish I'd remembered to check everyone else's homeworlds, though

8 Replies 7,738 Views

Really, most of the extreme environments could be handled with simple airtight enviromental seals - toxic/corrosive, water, barren(have to keep out windblown sand, maybe?) and radiation. Only heavy gravity would be a problem, and that could be handled with sturdier construction. It would have been nice to have the Yor have different colonization techs to reflect this - maybe 5 linear techs giving 20% habitability on all worlds instead of 10 techs giving 50% for one type. Of course the Y

40 Replies 10,419 Views

Even at the highest level, asteroids aren't all that common. In a gigantic map with 300 stars, maybe ~40 of them have asteroids when set on "abundant".

8 Replies 7,738 Views

No, nor is there likely to be one at this stage. If this was a serious suggestion for TA, 2 months before release was not the optimal time to suggest it. Perhaps if you had suggested it 6 months ago, there would have been time to implement it and test it properly. Maybe it will show up in 2.0.

31 Replies 29,995 Views

The only effect you can get from a non-mining starbase without any modules is a range increase. Any other effects require at least one additional constructor.

3 Replies 3,473 Views

[quote]Sigh....some people believe anything they are told.[/quote] For size, you're right about the Admiral Kuznetsov, which is why I said [I]generally[/I] that comparison was true. For the British Invincible class, I was being generous: Displacement: 20,700 tons Length: 209 m (690 ft) Beam: 36 m (120 ft) Draught: 8 m (26 ft) Speed: 28 knots (52 km/h) Aircraft carried: 20 or more, including 16 Harrier and 6 Sea King helicopters Even given

121 Replies 29,965 Views

[quote]Oh my GOD shut up about comparing real life tech trading to ingame tech trading. Guess what people? REAL LIFE ISN'T SUPPOSED TO BE BALANCED OR ENCOURAGE TECHNOLOGICAL DIFFERENCES BETWEEN RACES. THIS GAME IS. Seriously. Everyone. Stop farking caring or talking about real life tech trading. It has no bearing on this game. Stardock clearly desired to make races more unique in ToA. Understand? That's all you need to know. Now all we have to ask ourselves is "what achieves that end wh

121 Replies 29,965 Views

[quote]My real question to you is: Could you handle an AI who uses the strategies that I do? [/quote] The obvious answer to this is, yes, any human player could prevent an influence or diplo victory. Both of these victories requires all surviving civs to tacitly allow them, as they can be prevented by simply breaking alliance and declaring war. Of course, the player may not WIN the resulting war, but they can force the dominant civ to finish them militarily. [quote]Your history

121 Replies 29,965 Views

I've had JK appear during the extreme-colony rush. The took maybe 200 planets, 60+ of them mine. The worst part was that the planets they took were the ones built up to launch colonies and constructors, and they had the most population. Took me another 2 years before I could build enough that I could take everything back. Mostly they are just an annoyance, as they won't build enough fleet (even at masochistic difficulty) to be much of a threat. They will build some ships, even the occas

5 Replies 21,494 Views

Or, as Loupdinour said above, research Sensors IV and build the darn Eyes of the Universe. The AI doesn't really prioritize any of the galactic wonders, so you don't even have to rush much to beat them to it. All ships get 15 sensor range, and you can see enemy ships in the fog. You may not be able to tell what type of ship it is, but you can tell SOMETHING is there, and start responding before it actually gets in visible territory.

12 Replies 11,156 Views

The trick to beating Dread Lords when they appear like that is to hit them quickly. If they are next to you, you should be hitting their planet with a transport in 3 turns or less. If they are somewhere else, it may be worth your while to assist whoever is nearest to crush the Dread Lords as rapidly as possible.

4 Replies 4,092 Views

[quote] Similar things could be said of the Mongols, the Greeks, Nazi Germany, Imperial Japan, Communist China, the USSR, the US, and darn near any other civilization you could name. Every one of them would be considered "evil" from many points of view, but none of them have lost entire governments to mob violence. I just had to point this out. Nazi Germany? Imperial Japan?....Don't you think World War II could be considered a form of mob violance? The trea

31 Replies 9,601 Views

[quote]One of the nice features in GalCiv2 is that you can win without firing a shot. The non-military victory conditions won't appeal to everyone but those who pursue them will have kinder words for the neutral and good alignments than most who have posted here. If Metaverse scoring encouraged the non-military victory conditions the tone of this thread might be quite different. [/quote] If you really want to go that route, it is entirely possible to win a conquest victory without firin

88 Replies 38,982 Views

[quote] If you are good then you do not have sin weighing on your soul. That IS the reward/bonus. I was wondering how long it'd be before someone was going to post that crap. yeah, the reward should be not having to duck and cover when the rioters come for your head because there aren't any. That's a real reward. [/quote] That's just silly. It's entirely possible to ru

31 Replies 9,601 Views

[quote] almost no one uses anything but minisoldiers, tidal disruption, and propaganda Not true... it depends totally on the situation. If you're a rockin' totally pwnin' empire attacking an entrenched enemy, and you already have 15+ planets, why would you want anything under class 10? I would MD--mass driver-- it. (Hehheh, Doctor Device.... I wish....) [/quote] Maybe you play on smaller maps then. On a gigantic map, 15

19 Replies 9,195 Views

[quote]Isn't the No Mercy Invasion Center suppose to nullify all of the negative effects of invasion? [/quote] Nope, just makes them free to use. Due to the PQ penalties, almost no one uses anything but minisoldiers, tidal disruption, and propaganda. And very occasionally, using mass drivers and the failure exploit to crush high populations with CI buildings.

19 Replies 9,195 Views

[quote] .... you fail. Trollbait aside, do you have anything of value to contribute to the thread? If not, kindly go and spew your irrelevant comments elsewhere. @AG3: Look, if you're going to go ahead and accept that being evil should be "easier" than being good, then you have accepted the premise that the game should not be balanced. I ask you, then; once you've accepted that idea, then what on earth is the next decision that shou

88 Replies 38,982 Views

Somewhere around here I have a screenshot of the most out-of-control ship I have ever made - it had 1880 missile attack as well as some defenses and engines. That's ONE SHIP. Show me a starbase that can beat that in a fair fight, and I'll show you a starbase that cannot be killed by small/medium ship fleets, period.

139 Replies 37,362 Views

[quote] What the hell's the difference between parking a battleship on them, and giving them battleship-like weaponry and defense Upkeep. ~ Wyndstar [/quote] While true, I would have said flexibility. A fleet stationed over a starbase can, if necessary, leave station to swat enemy transports, constructors, etc. It can even be raided for fresh ships to maintain an offensive while others are repairing. A battleship-armed base is just a stati

139 Replies 37,362 Views

[quote]OK, thanks, somehow missed My Games, but now have the GC DA folder, and the saves are there. However, DA apparently overwrites saves in such a way that you only have saves of the latest game, plus a save called "endgame save". You do not have saves from previously played games so that you can have more than one game going at the same time. Anybody know if this is correct, or is there a way to save a half-finished game, start another one and save it, and have both available when you want t

7 Replies 6,528 Views

[quote]In my experience, the AI fields its own designs rather than the core designs that everyone gets. [/quote] Indeed. I don't think I've ever seen an AI build a stock ship more than 20 turns into a game - every ship they build is a custom design of one sort or another. If anything, they design new ships and upgrade entirely too often. I occasionally blitz an AI when I find a good chunk of their fleet helplessly upgrading on my doorstep. BTW hintikka, what difficulty do you p

17 Replies 6,286 Views

[quote]I leave asteroids alone, because they'll flip once I conquer the nearby planets. [/quote] An secondary use is to use the mine supply lines to trace enemy planets. It sounds trivial, but when you're trying to finish off an empire that had 100+ planets mixed in with other civs' planets, it's easy to lose track of where the rest of their planets are.

15 Replies 9,500 Views