PeskyFly

PeskyFly

Joined Member # 2912009
1 Posts 85 Replies 18,018 Reputation

[quote]As you can see, the Jagged Knife have the wrong symbol (Should be that orange circle thingy). They also seem to have a hilariously wrong race picture...[/quote] Nope, this is their symbol. I'll upload a pic of the Jagged Knife in the Foreign Relations screen tomorrow, DA 1.8e. It's just like the Dark Yor symbol but brighter. They popped up in my current Huge, Painful, Rare-everything, Super Warrior custom race game with the 'Exploitrons', stealing a planet from me and 1 from the

22 Replies 11,917 Views

Look, Hydrogen fuel-cell cars needn't emit water-vapor. If you collect and condense that water vapor, you get distilled water. The problem is gone. Anyway, Honda is now leasing fuel-cell cars, but I don't think they have condensation systems installed...

75 Replies 82,325 Views

Not a bug, nor feature. The rush-built ship doesn't appear until next turn. The enemy transport invaded when you hit turn - i.e, the same turn as you purchased the ship. Next week the ship is completed, but the enemy has the starport - so the enemy has effectively stolen your ship. I've done this against the AI before.

3 Replies 3,187 Views

I had Mega Pirates two games ago, for the first time. When they came, I had already effectively taken an unbeatable lead against the surviving Torian, Arcean, Terran, Thalan and Krynn AI, and was armed with Black Hole Eruptors with Ultimate Invulnerability and Aereon Missile Defense as my defense options. I also had Eyes of the Universe. The Pirates had extreme Point Defense levels and Shield levels and were armed with Mass Drivers and Beam Weapons. I unified all my warships(small anti-transport

75 Replies 60,054 Views

[quote] Luckily for America in the War of 1812 we weren't playing by those rules. Do the Jaggard knife dudes get a capital? [/quote] Sure, the Jagged Knife get a planet with a little crown symbol next to it. But unless they capture the homeworld of a previously existing civ, they have no 'Civilization Capital' building. Same thing with the Fundamentalists. But the Vegans, who take over a Class 0

30 Replies 15,212 Views

How about some new modules? Like this: [B]Stellar Coordination[/B] - [U]Military Starbase[/U] - Increases Logistics in Sphere of Influence by 3 points. Requires: Ultimate Logistics. Cost: 1000 bc. [B]Confusion Projector[/B] - [U]Military Starbase[/U] - Decreases enemy Logistics in Sphere of Influence by 3 points. Can even break fleets. Requires: Supreme Planetary Defense or Stellar Defense or some evil Drengin/Korath/Yor special tech, depending on tech tree. Cost: 1000

31 Replies 23,694 Views

That's DL of course. Playing through DA, if you try this, your ship will get killed an their ship will survive with 1 hp. In DA, fleets of super-defensive ships would be better since the Dreads generally don't use fleets and defenses.

18 Replies 32,290 Views

Hmm... looks very, very nice. I probably won't get TA until Jan or after - and anyway, this will give time for other players to analyze the new buildings and tech trees and stuff so that it wouldn't be like venturing into unknown territory in a familiar-looking game. The Korath buildings really look great - but how did they get hold of Neutrality Learning Centers?!

18 Replies 37,188 Views

Okay, Iztok, there's a flaw in your enhanced analysis: it only considers Huge Hulls. Even when concerning first-second generation weapons that will probably never be used on Huge Hulls. Also, on the research graph, Psyonic Beam appears to be spiking off Plasma, and not Phasors, while Psyonic Shredder is spiking off Graviton Driver 3, not Graviton Driver 4. Combining info from Iztok's research chart, the wiki, and the game, I've compiled these tables of weapon efficiencies, categorized b

31 Replies 30,798 Views

Homeworlds do have a use. The Civilization Capital building generates 24 TP of research, 24 MP of manufacturing, a 20% Influence Boost, a 40% Morale Boost and food for 16 Billion people, for no maintainance. That's enormous compared to the Initial Colony building which generates 10 TP of research, 16 MP of manufacturing, 5% Morale, and food for only 6 Billion people, costing 12 bc of maintainance. So that means you can use farm spies or morale spies to invade a colony with relative ease

30 Replies 15,212 Views

[quote] The research bonuses do only deliver half the value they claim to give. I have read that in another thread about the all-x-strategy but I do not remember which one. That means: 50% research bonus only allows you to increase your overall research by 25%, for half of which you have to pay. Since a raised morale level translates into either more money or more people, it is always useful. And since the key-word is AND, you also get more flexibility. Havi

3 Replies 5,018 Views

[quote] Want a fun and challenging game? Try this. I am currently having a blast playing this scenario, which I call "Groovy Green Peace." Got ideas for fun and challenging games (set-up, scenario, etc)? post them here. The setup: Large galaxy. Abundant- stars, planets, habitable planets, asteroids, etc. Also abundant-races! Use 8 minor races and 9 major ones, including all the evil races (esp. the Yor), the Arcaens, and the Drath.

11 Replies 8,654 Views

[quote] these guys wouldn't have cared about ftl if they didn't age. Yes, but your surroundings often require speed. And they did age, apparently but very slowly. I think it was the Arnor who aged but slowly and the Dread Lords, who were almost like the mithrilar, aged but ultra-slow like. That other story is not the story of the game. It is just a story. Brad never said that that is how it was supposed to have happened.<br

97 Replies 38,514 Views

[quote] Oh yeah, I sure missed these examples! Keep them coming [/quote] The Gameplay Examples are advertising. There were a few pathetic losses in some examples too that made them look unrealistic, seeing as the game's developer is the one playing, but most of them are good entertainment.

27 Replies 50,887 Views

[quote] What irritates me is only when I research an anti-Dread Lord super ship and then I'm back to Plasma weapons. PeskyFly, the Dread Lords weren't beat, they just 'withdrew'... haven't you played the DA campaign, or heard of it, where the Korath and DLs join together? [/quote] That post was 2 months ago. Yes, now I've played the DL campaign, but not completed it yet. And I knew that before I read you post(which was just now), so no sp

18 Replies 32,290 Views

[quote] Hi! The weather control zenith raises the PQ by 3, giving 3 new tiles. But it requires one tile for building it. So you have a net effect of 2 new tiles. Up to 3 new tiles. The average nett effect seems to be one new tile. Might help on planets class 4 and 5 without upgradable tiles - it would make the planet go up 2 classes, thus allowing it to grow more pop. just wondering what ha

27 Replies 50,887 Views

The Precursors had FTL systems on the level of HyperWarp Mk.3 - much faster than HyperDrive. The Iconians existed in the time of the Precursors and served them. The Arnor, being Good, found this servitude to be morally wrong, while the Evil Dreads liked it. The Iconians created a non-sentient robotic race - the Yor - to take over their role while the Arnor and Dreads began warring. The Dreads created the Snathi to help their fight, but as we all know, the Snathi are pathetic weaklings(a

97 Replies 38,514 Views

[quote] Not to be the Dark horse But that would be one more almost meaningless tech to waste time on for a few meesley pennies. The idea of it being only for Good alignment is however a good one as long as it pays generous enough to make it worth while. [/quote] If you don't want extra techs, you can either hitch it on

9 Replies 7,077 Views

[quote]get attacked early in the game and loose crushingly.[/quote] Does the AI fleet their Transports with warships? If no, then you can build ships with lots of engines, sensors and 1 weapon just to kill Transports.

16 Replies 8,031 Views

Even in games without colony rushes, the Iconians act really lousily. By the time everyone else has frigates or battleships with mid-range weapons(Photon Torps, Phasors, Graviton/Quantum Driver and Psionics), these guys are buzzing around 3-4 small fleets of 3 to 6 tiny fighters with Railguns, on Painful. Their 2 planets consisted of farms, influence buildings and a few factories - they don't care about research. [quote] So how do they stack up, do you think, as a pl

24 Replies 23,932 Views

[quote] Neural, are you playing on DA? Are you playing with the Drath in your game? If so, the Drath are conning them into war with you. Otherwise, if you're able to stomp them, then just eliminate them completely. I promise they won't go to war with you after that [/quote] "just eliminate them completely. I promise t

35 Replies 16,334 Views

No, starbases don't move. In Twilight of the Arnor, there will be a module(or modules) that can convert stationary Military Starbases into mildly mobile Terror Stars.

1 Replies 2,474 Views

How about this as tourism income: You research 'Xeno Entertainment' to unlock the 'Cruise Module'. Using this module, you can create Cruise Ships and send them to foreign planets to establish tourism from the alien planet to your planet and vice versa. You get income just like the income you get from trade routes, but this is far less income then what you get from trade routes. The length of the cruise ship's route doesn't affect it's income, but Influence Starbases belonging t

9 Replies 7,077 Views