Sole Soul

Sole Soul

Joined Member # 2990073
5 Posts 905 Replies 1,124 Reputation

Social focus should work fine if you're no longer building ships on the planet in question. Even in TA, military social transfers 50% base, rather than 25% (20%). I already suggested you plant a factory on any planet that you intend to build things with. Glad to hear your tech rush is better. I'd be more concerned about lowering approval to max population for a higher base tax rate than market centers, though. Especially running Breeder. O

9 Replies 41,573 Views

In the colony/planet screen, near where it shows you the morale and the income/expenses, it shows you the Influence. You can hover over this to find out the exact value that it is increasing. This exact value is determined based largely on the population, but the planet seems to have something to do with it as well. Additionally, influence is complicated by the fact that the more influence you have ine one area, the larger its effect is (not entirely sure if the influence

6 Replies 5,727 Views

The only way for you to cause them to break their treaties is to go to war. If you can't get one to declare war on the other, then try it the other way around. If neither one works, their relations are too close (you can see their relations in the same screen that shows you their treatues, if you have either race selected on the previous tab), and you've waited too long. Since it's 2235, there's probably nothing you can do-you definitely waited too long. There's a sm

27 Replies 18,606 Views

My primary tech rush is 0/0/100, with a xeno lab on a +300% tile. For a colonization game, I'll switch over to 100/0/0 at 6-8 turns in. I generally rush buy my factories (I don't need many) and set focus to research. TA's focus nerf and general lower production values make it more difficult, but it can still be done. I don't imagine a ship every 8 turns is helping you at all. You might consider dropping a single factory on a new planet if you intend to colonize

9 Replies 41,573 Views

There are no SB modules that increase your approval, aside from mining starbases on morale resources, which is depreciated to derive approval. The galactic mall is one of several things that never made it into the game; at last check, it still existed in the relevant xml file, but was commented out. I've tried a few times to make SB modules of stats that don't have modules for them, but I can't remember any ever working, so I'm fairly positive it's not actually possible.

18 Replies 65,316 Views

In DA, I'd only have to research for about the first 6-8 turns. In TA, it could be as much as twice that (12-16), dependent on tech tree. That's assuming Tough, anyway-things actually get a little easier at Suicidal due to the research difficulty bonus multiplier, but let's not get into that; you need to get Tough down before you move back up again. (Same goes for Maso, but not to the same extent.) Breeder is definitely the way to go. I'd say the only really vi

9 Replies 41,573 Views

I'm not quite positive that it neuters the AI quite as much as is commonly believed. I seem to recall the AI building ships and fighting back when I traded it techs (as is the general route to its money). In any case, most players using this strategy are "good" enough that they will most likely never see them build ships. The point I'm making is not so much a defense of the strategy as the fact that the AI will still fight back to the utmost of its capabilities. It's

79 Replies 208,083 Views

I don't see any reason why it wouldn't. I have handpicked my opponent's trees previously for some TA games, but I didn't limit them to one (or even two, or three) trees. I was actually looking for the most variety possible, for what it's worth.

3 Replies 7,116 Views

[quote who="ReadyMan" reply="5" id="2648908"]Thanks for the replies! That's encouraging that others have win7 64bit working. I have the original CD for Sins, and then I bought Entrenchment and Diplomacy thru impulse. I think I HAVE to load it from the CD, right? I'd be happy to load it straight from impulse too...[/quote] You can load it straight from Impulse; you don't actually need the CD. As long as it shows up, anyway. (Your se

7 Replies 18,883 Views

I do not believe in cheating. Those of you who know me, or remember me, may remember my initial dilemma regarding the difficulty modifier to research-I was convinced it was an unfair advantage to the player and for the longest time refused to use it, simply by only playing on Tough. I also had issues with advanced ARC-to the point that I advocated banning it from the MVL, even though I was merely a spectator and not an actual participant. I am still that person.

79 Replies 208,083 Views

Focus was reduced to 20% rather than 25% in TA, yes. But you still lose the full 25%. For reference, say I have 100 MP and I'm focusing it to research in TA, with a 20% bonus on each of them (to make things simple). This gives me 75*1.2=90 military (or social, if you prefer) and 20*1.2=24 research, whereas in DA I'd have 75*1.2=90 military or social and 25*1.2=30 research. But for the record, military social focus (that is, focusing from military to socia

4 Replies 6,082 Views

This happens to me occasionally when I alt tab and it seems it doesn't recognize I've alt tabbed quickly enough, so it pans off of the map. If you simply try to pan/drag the screen back, it should restore things to normal. Alternatively, try bringing up the planet list and clicking on one of them to focus on it.

1 Replies 5,268 Views

[quote who="kryo" reply="1" id="2644269"]No, the game is not designed to handle multiple prereqs.[/quote] The game isn't designed with it in mind, and so the tech tree itself doesn't display it, although each prerequisite tech does show that it unlocks the tech or design in question. I'm just not sure from memory if it tells you what else you need. But it does work, and it doesn't crash the game or introduce other errors (that I've noticed). All you need to do is d

6 Replies 4,178 Views

You'll also want to [b]uncheck[/b] Use Enhanced Ship Rendering, Allow Mixed Vertex Processing Mode, and, in TA only, Enabled Animated Components. Generally speaking, these are the biggest issues for integrated video platforms (which the GMA945/950 is).

4 Replies 3,039 Views

Check the option to enable tech stealing. To steal techs: 1) Place spy agents on an enemy planet. (In DA/TA 2.x, planetary spies don't raise your intel level, but they still steal techs. Conversely, civ-level agents only increase your intel level; they don't steal techs.) 2) Invade enemy worlds. This gives you a chance at stealing tech as well.

3 Replies 11,537 Views

[quote who="qrtxian" reply="3" id="2633702"]Hmm. So most of those details in the end-game summary are just there for you to know and not because they relate to the score?[/quote] Correct. [b]All[/b] of them, actually. Techs researched, techs stolen, longest tech, most productive research colony: irrelevant. Ships defeated, ships lost, most powerful ship, soldiers killed in battle: irrelevant. Net income, most profitable month, leases owed, average tax rate: irr

4 Replies 4,650 Views

Perhaps I should have simply stated that I never -noticed- a time component to research cost. It does seem to be the only logical explanation for what you've seen, though. But for what it's worth, I wasn't saying anything about score. We know score requires you to do things as early as possible.

29 Replies 22,318 Views

My understanding (I can't find the thread or two that discuss it at the moment) is that you need to 1) change their personality to that of a major (which, just for the record, is a modification to a game file, and will trip an MV cheat flag), and 2) quicksave and reload very early in the game (first turn, I think). I'm not entirely clear on why the second part is necessary-nor that I'm remembering it correctly. If I run across the threads in question, I'll link them. Wha

9 Replies 3,756 Views

[quote who="Moosetek13" reply="23" id="2632853"]But you have to do it early in the game for the best bang for your buck, because the techs get more expensive as the game progresses .[/quote] Not really, no. Techs increase in cost based on past techs researched. There is NO time component. -In DL/DA, inflation rises marginally [1 or 2%] per tech, and up to 5% or 6% additional per completed tree, with a cap of 170%. But there are a certain number

29 Replies 22,318 Views

[quote who="Moosetek13" reply="20" id="2631000"]I didn't read every reply, but I have only two words... Military Resources. Get as many as you can and load them up with mining modules. Keep constructors near so you can reclaim them if they are destroyed. Near the end of the game, when everyone has all the high end weapons, they are your only hope of keeping ahead.[/quote] As an addendum to this, weapons and defense bonuses only apply

29 Replies 22,318 Views

2. As far as I'm aware, the AIs will not choose to go to war with anyone while the DLs are alive. But as you've discovered, you can still bribe them into it. Need more info on 1. 3. Is odd, but, as you say, possible when at peace.

2 Replies 2,822 Views

[quote who="Silverbeacher" reply="6" id="2624859"]I know that with the TA race options you can make a race "pacifistic" instead of "militaristic". Maybe that will help lend some insight for you Sole.[/quote] If you mean Peaceful (Aggression), that's available in DA as well (unsure about DL), and I'm still getting Militaristic races. Like, 80% of the time, even. If it's something else, please enlighten me.

13 Replies 24,154 Views

qrtxian, thanks. I found a post or two on the subject, but nothing quite as authoritative as that. I've come to notice that it is pseudo-randomly generated; it seems to be done so at the start of the game (although you can't see it until later). But the question in my mind is still What can I do about it? If you're able to ally even with a minus (or two), what difficulty level, and how long into the game? And I imagine the correlation runs in the opposite di

13 Replies 24,154 Views

Sadly, no. I understand it seems overwhelming, but 50 planets really isn't that bad. While TA has less planets than DA, even TA can have over 500 in Gigantic or Immense. Imagine having to overbuild on all of those...or even, say, 90%. For what it's worth, I'm fairly positive it would require significant enough coding to not make it into the "small" updates that are planned at some point...but it couldn't hurt to make it a full-fledged feature request, either; it'

1 Replies 3,458 Views