As for the different races and their respective difficulty, you can also tailor those. There's an option under the opponent's AI setting during the intial setup (assuming you dont play against random). You can not only change the LEVEL they play at, but the TENDENCIES they act out. For instance if you think the Arceans are always pushovers, set the AI for them to act like the Korath. If the Torians or Altarians steamroll you, try setting them as the Terrans or the Krynn. I dont think this t
Piznit
Things to consider: 1. Do you have 2 freighters that follow the same path? 1 is destroyed and you are still seeing the "greyish" flightpath of the second freighter. 2. Is the AI destroying a frieghter of ANOTHER civ, likely a minor, that has an end destination of your planet, so you get the message "we regret to inform you blah blah blah", but when you check your econ page your frieghter is still active. 3. (most unlikely) Your freighter is armed and won the battle
[quote]I wasn't aware of a difference. It just seems I always end up paying 10K to go evil and 2K for neutral[/quote] Yeah, next time you research xeno ethics you'll see a little slider. The farther to the right = more evil. So if you are say, the Torians, you need lots of evil ethical choices before you finish research or you'll pay money. But if you are the Yor or Korath, you shouldnt have to pay anything to be evil. [quote]Good is awesome for smaller galaxies whe
I still have the current game saved after the spies, but not before. And yes they are still there many turns after the CEC. [quote]I think it may be because the AI takes it's turn (everything except ships) at the same time you are working on your turn. So before you placed the CEC, an AI got spies qued to go on those tiles. [/quote] I have noticed that before. I will see and neutralize a spy, then when I hit the next turn, I will see the announcement that one has been located
not if it was only in a small ring around my trunk, but I would bleed a lot! and beavers dont eat the full circumference around a tree unless they are cutting it down to use for the lodge/dam. If they ruined the transport system underneath all the way around the tree it would die. The "living" part of a tree is typically the immediate layers UNDER the outer bark, called the inner bark, or "phloem", followed by the cambium cell layer, and finally the sapwood. Phloem lives only
[quote]i don't think this is right. a tree is alive from its center to its bark. One thing i mentioned before is that i have a degree in horticulture. That dousn't make me right, but the facts do! [/quote] You can kill a tree by removing a layer of the bark in a continuous ring around the trunk because a tree is alive on the "outside" and that destroys its food/water transportation system, its all about xylem (water) and floam (food) or whatever t
How about the fact that it takes weeks to build a constructor, but starbases are instantaneous!
I thought that tree in Hawaii was bigger? We have pictures of it, very cool, the roots go back underground and spring back up like a whole separate tree but its all connected under you
Theres nothing wrong with multiple capitals in a nation. Look at the U.S., we have 50!
Yea the evil weapons get outclassed later in the game, but being able to build them as soon as you research ethics can crush people fast. Build a small/medium ship with just 1 psy beam and a modicum of defense and it will probably be the only ship you have to build for a while.
Dont forget Psyonic Shredder! Oh wait, just forget that one...
Because it sounds cool and space-ish.
The MVL Empire only allows the commissioner and the vice-commissioner an easier tool in checking submitted games for a round My MVL character was originally created for the Hitchhiker empire. Not because I'm a fan of the Hitchhiker movie(in fact I never saw it) but because I merely wanted to join an empire. I just wanna say that as a shareholder of Marvel stock (yeah, the comics and movies), I enjoy see
Fleets also help when you are going into a battle you know you will win. Fleet other ships with it, and they all get exp from the battle.
Seriously, that's the best manufacturing planet you've ever seen??? These shots are all planets in my collective from my most recent game: I didn't say it was the best manufacturing planet I had ever seen, I said I was never lucky enough to get that many manufacturing TILES on one planet. I've had several PQ 25+ planets with a buttload of industrial sectors on it. That first shot you posted is a good one with the precursor and the 100% tile,
Epic generator, thats not map editor is it? I really look forward to map editor
What really sucked was having to play the entire game over because I misread the rules and did not turn Super Ability off. I wonder what my score woulda been if I could have had SuperBreeder...
So just to understand the mechanics better then, can one of you please explain where your getting the "half are free but half are wasted" thing. I understand the lab strat, thats not the issue. And I understand that more research bonus translates to more cost, but what exactly are you meaning by half of the 3 points would be "free"?
My A-Team official post. Military victory.
Sorry for lack of details. No, I ALREADY had the CEC on the planet, and then after I hit next turn I got a message that I had all those spies... The line about dumb spies was a joke, because if I have a CEC and all those spies can still infiltrate my planet, mine must be dumb. So to clarify, CEC was already built, and now I have spies, 4 to be exact. I can't reload it to an earlier save because I tend to save and overwrite each turn, I suppose I should stop that. I a
So it does translate into more cost then. Thats what I was wondering. So if you are playing a smaller galaxy with rare planets where the econ is real tight, that 20 percent bonus might not be as sweet a deal as it seems...
With an All Lab approach, if I spend my racial points to maximize research, does this in turn make the labs MORE of a money sink, or is the extra percentage research "free". So at the beginning of the game economy-wise, when you are running in the red, would the labs be more cost efficient, or less, or neither?
The above advice is great, and one more thing I would add more as a suggestion, and not really a gamebreaker, is that you not focus on "the ultimate warship" strategy. This is where the player focuses on getting all the tech needed to make thier superclass I-can-kill-anything warship. I agree, very fun to do, and from a roleplaying perspective is neat to declare as your flagship etc blah blah blah. Even worse, you were playing on a gigantic map, and only had 5 of those ships per your
Soooo...is this a bug, or are my spies REALLY dumb?
In extremely basic terms military-wise: Evil = weapons Good = defense Neutral is neither In DA, defense is very good the way the combat system works, so Good actually gets a neat little bonus with those weird defense types.