Purge

Purge

Joined Member # 2508223
0 Posts 8 Replies 12,180 Reputation

Somewhere around here you will see an explanation for an all factory strategy. This is the strategy I currently use in my suicidal games. I will not be going back. I know Magnumaniac has also been using it in his recent games as well. Wyndstar also has an AAR with an all research building strategy that is worth the read. Basically, with the all factory strategy, you never build or research any of the research techs or buildings. Instead you build extra factories and do all of your

25 Replies 9,793 Views

I have been also giving thought to regional rally points to help deal with this issue. If I can fleet up the ships from one area together before sending them across the map, then I will need to have fewer individual autopilot commands in affect at any one time...And reducing the number of ships/fleets under autopilot control seems to minimize the chances of seeing this bug and reduces the number of things you have to deal with by hand when it goes south. Still, if you or anyone else ou

20 Replies 10,627 Views

What Mumble says! All of it! Especially the saving two copies of the game every time you save. I have had single turns take close to five hours on a gig abundant all. That's true with both DA and DL. I have actually played most of the night after work before and never hit the turn button. If I hadn't learned a few management tricks on DL, I could easily see a DA turn taking 8+ hours.

10 Replies 8,590 Views

Not completely impossible, but very, very difficult. You are going to need to take some planets from an AI in order to get tech and expand your manufacturing base. On suicidal, the longer you wait the harder it will get. Your best bet is going to be to get two AI's to go to war with each other and then stab one of them in the back. The Altarians and Drath are both bad choices because of their super abilities. You would likely end up at war with more than one AI. That leaves the I

8 Replies 5,482 Views

1) Why both! 2) I would change my mind. Bonuses out rate evil laughter....Just barely! 3) Good needs a nice big game booster and at least one small one. Preferably some boost that can't be created any other way. Neutral has one in the instant terraforming and another half in the base morale boost. Evil has two and a half IMHO, MCC and Artificial Slaves. No Mercy Invasion counts as a half. Good has nothing. (I don't view either the extra defense or extra weapons as long

36 Replies 13,656 Views

My current DA is with evil Torians on a maxed out map. Very effective, the population growth super ability nicely compliments the evil bonuses.....And I just love the thought of evil, warlike Torians.

36 Replies 13,656 Views

I recommend signing up at the galactic core as well. There is good stuff around in the public areas, plus we have a private forum. The Galactic Core

1,775 Replies 2,422,647 Views

And one other thing Mumble pointed out a while ago. You can move rally points and all the ships will have their destination moved with it. This is really useful with a shifting front. You do this by clicking on an already established rally point, a move button becomes available in the bottom left corner.

5 Replies 5,464 Views

Rally points. Towards the bottom left of the screen you will find a little half circle arrow thingy. When you click on it and then click on the screen, you can drop a rally point. Then when you have a ship selected, hit the "t" key. This will pop up a list of rally points and you can send the ship to it.

5 Replies 5,464 Views

The problem here is that Stardock wont accept that they have buggy code causing this and like Ive said earlier this problem has been round since the first GC2, all they do is say only a small % of people are having these problems, and then go on adding bells and whistles instead of fixing the bugs. At no point has anyone denied that there is an issue. Cari has been working on this (among other things), but

23 Replies 12,734 Views

I was playing with this a bit in my current game. I got to the point prior to building the MCC that I could expect an average of one planet to flip every turn. I had a nice solid forty planets with flags, probably more. After building the MCC, I received no additional flips. In fact, in all my games, I have only ever had one planet flip post building the MCC. If you want to go evil, and want to flip planets. You can, just hold off on the MCC. Even with just the Artificial Slave Ce

45 Replies 24,030 Views

I can. Think small map, two races, alliances, diplomacy and preset relationships... Actually in DA, it might be possible to do it in less. Two races and spore ships...

59 Replies 30,001 Views

How about this for a good benefit - The Defense Equalizer (build project): The military types have developed a new form defense structure. All defense now counts as on type defense. Still not enough, but it would offer some serious help in keeping with the good alignment.

40 Replies 19,564 Views