WIllythemailboy

WIllythemailboy

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

[quote]I knew there was one more request: 5. Make a few more default ships, in particular, for the early game. Once you have Ion technology, you should get double-Ion Colony ships and Ion Freighters (with Trade). With Survey, you should get an easy survey scout. Not only would this be handy, it would help make the AI better, since the AI would be more likely to use the tactics we use... [/quote] The ability to make custom ships is there for a reason. Use it frequently. If anyth

17 Replies 6,248 Views

[quote]I've found the same thing with economic treaties being hard to come by and very expensive. Some, as Iztok noted, wont give you one for anything. I tried to give the Alterians (as a test only) like half my planets and all my techs and money, it still stayed red. However, much earlier in the game they had one with the Drengin. I think the got it back (which they're not supposed to do) because i had them go to war with the Drengin using my Drath superability. Is this why? anyone?[/quote]<br/

10 Replies 7,428 Views

[quote]Last I checked, Islamic Law doesn't apply to me because I'm not part of an Islamic country. [/quote] Oddly, some of the more militant adherents would disagree with you on that. But on topic, if you want to go for an extreme solution, try this - if your influence covers the entire map, no one's ships get towed anywhere when you declare war. Since there is no where to tow them, everyone's ships stay right where they are. Just don't ask what I was doing when I discovered th

21 Replies 6,241 Views

It sounds like this war started fairly early - had you stolen any of the advanced government techs yet (IIRC the Korath don't get them)? If you are still using Imperial government, you won't get a war vote.

8 Replies 5,738 Views

[quote]The next week, the population will be at the new (lower) population cap. BTW that is an excellent use of spies pre-invasion. If your going at a planet with a farm and they are exceeding the planet's normal max population via that farm, send a spy to the farm, wait until the next turn then invade with the enemy at a lower total. You can kill off billions without even one shot fired <IMG id=ImageResize_Image_1 src="http://images.stardock.com/smiles/Smile.gif" onload=ImageResizer.cr

27 Replies 16,399 Views

[quote]More annoyingly, after I claim a world with a spore ship, I'm not automatically taken to the planet to do set up the build queue and such, so I have to go to my Colonies screen in the civ manager and look for planets with zero population. [/quote] This happened in DA as well. Possibly the lack of a war vote, as well - I rarely start a war with an invasion, so I wouldn't have noticed. I'd love to see both get fixed.

8 Replies 5,738 Views

Maybe someone else can jump in on this, then. You've exhausted all the factors I've encountered to account for treaty trade value. While I do find races that are simply unwilling to trade their treaty for anything, it's not as common as someone who is willing to take a 1:1 deal or worse. Maybe one or two races a game will be totally unwilling to trade, everyone else has their (much more reasonable) price. If you have a huge diplomatic bonus, try getting your intended trade partner into

10 Replies 7,428 Views

Don't know about CalifDude's problem, but the Vegan thing is by design - when a new minor race appears, they start with all techs anyone has researched. That part is intentional, and not a bug.

7 Replies 5,207 Views

The same difficulty levels from DA are available in TA. The "harder" part is coming from the massively changed tech trees, build lists, etc. Each race now plays very distinctly, and it takes more adjustment to switch between races. You may find it necessary to back the difficulty down a step or two while you adjust.

14 Replies 4,189 Views

The AI tends to form bilateral economic treaties - if you aren't offering your own econ treaty, don't expect to get one in return. This is also a function of your relations with them at the time. Research treaties, on the other hand, are given away like candy. In the game I'm playing right now (DA 1.80g) I have EVERYONE's research treaty, including all surviving minor races. Tech trading is off, and still the most I paid for one is about 9000 bc. Considering research is the only comodit

10 Replies 7,428 Views

IIRC, that list only goes away when ALL techs necessary for building the ship are completed, the only exception being the miniaturization notice. If you are still seeing that list, it means you are still missing at least one of the other techs listed.

1 Replies 2,983 Views

[quote] I'd consider that a bug in the UP resolution, though. Considering that minor races don't have influence, I don't see how so. Minor races aren't part of the UP. [/quote] If that were true, their ships wouldn't be towed out of your influence zone. I'm assuming they have some sort of second-class membership (or possibly designated as protectorates or something), because they are sub

21 Replies 6,241 Views

[quote] Because frankly that'd be like playing HL2 and having sliders for how much damage each gun does, how much health each enemy has, etc. So what your saying is that adding one slider or one more option when setting up a game would put it over some mysterious limit and the screen would suddenly become cluttered? [/quote] One slider, no. But there have been requests for habitable planet sliders, extreme environment sliders, economy sli

110 Replies 34,970 Views

The treaty gives the recipient 10% of either your research or economic output (although I admit I'm not sure whether that economic output is only tax output or total output). Note this does NOT diminish how much research/economy you get, you simply pass them some data or let them share in your prosperity. Obviously, it's always better to be on the receiving end of one of these treaties. If you put the effort in, you can usually buy AI research treaties for a few thousand bc. Economy tre

4 Replies 4,187 Views

[quote]not mercilessy squeezing out maximal turn advantage until I might as well be playing a spreadsheet [/quote] If anyone else ever played Black Nova Traders, you know what playing-by-spreadsheet is really like. My brother used to run private games on his website and while I'm pretty darn good at it, he MS Excel'd at it :LOL: ...I'll be leaving now, the Pun Police just showed up.

42 Replies 129,345 Views

Fleeting bases is by far the best option available. Especially if they get coded so that the base can't be targetted until last, whether the normal targetting heirarchy would place them last or not. Wouldn't do a whole lot of good to have a defensive fleet if the base is still targetted first and you get left with a destroyed base and a mostly intact defensive fleet X-( This option has always been available, but since Stardock hasn't implemented it, I assume they won't decide to do so

139 Replies 37,148 Views

Indeed. When playing the campaign, all you need to research are engines, psionic beams, and huge hulls. Takes forever, and building the ship will ruin your empire, but you only need one ship to win. The other side of this is, there's a minimum tech level needed to beat any Dread Lord ship. If you can't get over that level, no number of lesser ships will be able to do more than annoy them. And FYI PeskyFly, the tie rule applies only to the last surviving ship in each fleet. If b

36 Replies 19,597 Views

[quote] Of course I would have to keep track of it - like everyone else, I use tech trading as an intelligence tool to see how far other civs have advanced. If this option is on, it would be harder to tell if the AIs haven't researched something yet, or if I stole it (I almost never buy tech) and just can't trade it to them. I haven't played TA yet. But in DA, in the diplomacy screen, right under the picture of the race you are talking with, there's a

31 Replies 29,920 Views

[quote]Well then, don't check the option.[/quote] As previously stated, tech brokering is not really a huge concern of mine. The only time I notice it is when I'm doing it :D Lately, I've been playing with tech trading off. Again, brokering isn't an issue. The point is, if this option is included I will eventually try playing with it, and so would like to see it implemented the best way possible. Very likely I am wrong in my opinions about how it should work, and I'm

31 Replies 29,920 Views

[quote] How's this as a possible compromise? No additional firepower or defenses, just massive HP increases. Bump the starting HP up to 200, then the 3 fortification techs double the available HP, so a maxed base would have 1600 HP. The base could still be taken out by concentrated efforts, but the battles would take enough rounds to give the base a chance to do significant damage in return. There is already a repair module, so a maxed out fully supported starbase could s

139 Replies 37,148 Views

[quote]Except this Bismark doesn't do a damn thing except slap you when you go up and kick it in the ass first. Starbase defenses / weapons are a waste of time and money. A *LOT* of money, at that. [/quote] Any analogy will break down if taken too far. In this case, the Bismark may not attack me directly, but it supports surrounding warships, or boosts economy/influence, or occupies a resource I may want to take - or at least deny to the enemy. Starbase defenses are usually a w

139 Replies 37,148 Views

[quote] why should I have to keep track of whether I personally researched a tech or traded for it? You wouldn't have to keep track of anything, Willy. Techs you haven't researched yourself simply shouldn't show up in your Tradeble Tech List. I would LOVE No Tech Brokering. But I'd also love the "No trading other race's special techs." Well, if you use "No Tech Brokering", you automatically get

31 Replies 29,920 Views