[quote]Warp bubbles affect terror stars. I suppose racial boni do as well, so at least on smaller maps, the speed isn't that terrible. Racial speed bonus is generally underestimated, in my opinion... [/quote] Racial bonuses don't help. However, anecdotal evidence suggests that fleet speed modules do... now, if only the goddamned Terrans would research the damn things so I could buy them off them.
Starstriker1
"Dark Yor"? :P The Dark Yor are an unplayable minor race, I think you just meant the Yor.
Oh yeah, you have to pay maintainence on the suckers too.
It's always the small issues we notice, isn't it? ;) I think one of the major flaws right now (especially with all the new and often incompatable improvements in TA) is that AIs never revisit their planet construction, even after having conquered another world.
Strangely enough, I've occasionally seen a temporary jumble on the screen immediately after starting or loading a game, but then nothing from then on. Since it doesn't impact anything, it doesn't seem to be much of an issue.
[quote]Well, it looks like Stardock has screwed us once again...[/quote] Don't go nuts, here. Saying that Stardock has "screwed us" over cosmetic tweaks that were never advertised as a feature of Dark Avatar is way, way over the top. "Real" hulls are the stock ship hulls that could (potentially) stand on their own without much tweaking, but that you usually deck out with all sorts of jewelry pieces. The brick hulls are just tiny, untextured blocks with four attachment points.<b
The Drengin super ability is one of the most annoying in the game. It's useless later on for any purpose but lagging the system (unless you have a bizarre strategy based around cannon fodder units) and early in games with slow tech development, it's blatantly overpowered. It would be much better if the number of ships you gained was decreased significantly, and instead, the ships were using the technologies you have researched. The ability would be useful all game, it wouldn't result in
Vietnam was bogged down by politics, jungles, and an attempt at a prolonged occupation against an enemy that could pop up practically anywhere. Hurling rocks from orbit into military installations, on the other hand, has a certain efficiency. Given the circumstances of the GalCiv2 invasions, the attacker is always landing with an overwhelming force, with comeplete freedom of movement, a massive potential energy advantage, and fantastic intelligence. The defenders are at a sever
Consider this: this isn't an invasion with WWII level technology, carried out by landing craft on beaches. We're talking about civilisations with nuclear age or better ground weaponry, invading with millions of soldiers... and they have complete, total space superiority. Having that space superiority means you can drop your troops anywhere, anytime, and you can drop your nukes, bunker busters, and assorted orbital artillery at will to cruch resistance with impunity. Yeah, a wee
It would be neat if the AI actually understood the concept of skirmishes, using them to test their opponent's strength. It could be done using proxies by sending them ships and then observing the results. Better yet, the AI could actually run a few simulations pitting their ships against the ship of the line their enemy is fielding, make an estimate as to how many ships the enemy could construct in the amount of time the war is expected to last, and ensure that its own military is adequ
Actually, if you invade using more than one transport, you can keep the remainder if enough troops survive. For example, if you're using three 1000 million troops capacity transports and invade a world, you'll have 2 transports left if you're left with more than 2000 troops, 1 if you end up with 1000-2000 troops left, and non if your invasion force ends up below a thousand. You will always lose at least one transport, though. Come to think of it, you could potentially minimize the numbe
They don't consider mobility of their war machine or loadouts, either. Three or four battleships with high defense and attack may not register much on the charts, but they'll chew up weak, plentiful ships like the Torians and Drengin tend to field without much trouble, even if they're worth more to the ratings. Similarily, defenders sitting in orbit are NOT much use in war, since they're only going to be used to garrison planets. In the same way, military starbases are purely defensive. <br/
The military calculation is (if I remember correctly) total offense + total defense + 0.1 * total HP. As you can probably see, that doesn't actually tell you a whole lot about your opponent's military. Ranking itself versus its opponents is one of the major weaknesses of the AI.
...but in the end, you still only have a pile of crap.
I like to vary up my strategies when it comes to hull size. Some games I specifically AVOID incresing my hull sizes, and instead focus on making technically advanced small hulls. Other games, I'll rush to large hulls and grab a significant military advantage THAT way. A large hull lumbering around with a bunch of lasers is an amusing, albiet effective, design early game. Whatever I'm in the mood in, I guess. TA lets me be even more creative with my ship strategies. With a coupl
I've had games where I just can't stop finding the bloody things. It's pretty fun! I think it happens mostly when you are losing a war.
You're better off loading up on economy buildings. High populations don't increases taxes linearily, there's a square root in the calculations somewhere. I'd leave it at a farm per planet, possibly two if you have some nice morale or farm boosting tiles.
You can only have 9 opponents, and once the final three races are implemented there will be 12 possible opponents... three will need to be left out I'd love to see all of them going at once, though. Or more... some of those custom races can be interesting indeed!
[quote]Unless I get a whole lot better at this game, it looks like the Drath will always start off with fewer planets and fewer resource mines than the other races, even with these optimized settings. Maybe it's intended to be this way, and balanced by more power later with that war profiteering ability. It still feels a little lopsided to me.... too painful in the beginning, too easy later on. But maybe that's the plan for this race. [/quote] I haven't played the Drath yet, but the
Wait, what!? Most of my ships are based off the bricks, so that's really disappointing. Man, that's a pain. If having the hull types scale properly isn't possible, though, would it be possible to have some kind of measuring stick or (even better) a side by side comparison with another hull? I like to have my ships look like they have reasonable scales attached to them, and there's no practical way to ensure that ships look right side by side outside of trial and error. Maybe it
I thought they fixed the anomalous techs that races were getting out of nowhere.
Just because they aren't responding does not mean they are not reading the forum. You can bet that they are aware of the bugs reported here. If they respond that's a bonus.
I think the Korx are the strongest economically, once you get going. So long as you max out your trade routes and get your mercenaries out there, you can keep a health economy going.... especially if the Drath are around and aren't bribing people to attack YOU! :D This economic strength seems to come at a cost: it's not based off of the security of influence or tax revenue! Your trade is a relatively easy target (even once the super project is working blasting freighters will still send
[quote]@Starstriker 1: No, I'm running tax/morale at just over 41% approval for the tax income. I have trouble keeping morale at 100% during the colonizing/crash phase of the game, unless I'm getting really lucky with finding cash-producing anomalies. Maybe I should try ramping it to 100% for just a few turns here and there, right after I've discovered a cash anomaly or sold a tech, and can afford to "float" for a few turns? Might help. [/quote] That's your problem, then. 41% ap
Since we're not talking about TA ship design, there is really no good reason to mess around with smaller ship designs if you have better hull technology, except in rare exceptions. Specifically, the only place where a tiny hulled warship is any good is when they are combined with starbases, since the bonuses are applied individually to ships. The results in the most gain from starbase modules. This is obviously limited in utility, though. For the most part, there are two big reasons to