Beating Maso is pretty easy once you learn certain tricks of the game. In fact, it doesn't even require doing anything special, as you can pretty much build basic stuff on evey planet and have the sliders set on 33/33/33 and clean up on the AI. The next difficulty level up is much tougher though. Although overall, as far as AI plays, ToA is the worst AI yet. DA and DL Ai was much better. I find the AI often plays absolutely horribly on any difficulty level due to certain game-breaking
galacticdoom
The only time I ever build influence buildings is near the beginning of the game. During the colony rush, I never settle on planet 7 or lower (rarely, unless I need it for some other reason), due to the fact they are too expensive to be worth having until later in the game. When other civs start taking those planets, I will use influence buildings to eventually flip those planets, then get rid of the influence buildings for something more helpful. Although using influence starbases is probabl
[quote who="RougeTrooper" reply="11" id="2015265"] Yea, as far as actual physics go, faster than light is impossible. actually it is possible. it's just stopping that is the main issue. Coz if you stopped suddenly everything inside that object would just keep going, therefore you would be a red paint job on your wall. Litterally. [/quote] Yes, it happens depending on the point of the observer. But that is for radiation, as far as a spaceship goes, unlik
Since I play immense maps with habitable planets common, in the beginning I usually go only with 1 factory, recruiting center, starport, then start building economic buildings in the rest of all tiles. I will build the appropriate buildings on special tiles. The reason being, is that during the initial colony rush, putting too many factories will drain your economy and you will quickly be losing way too much money. I usually trade influence points for other civ's BC's until my populat
There is the annoying thing that happens though, such as with the 'farming' techs. Since there is almost no need or want to ever have anything over a xeno or enhanced farm, since in most cases it is very difficult to have high enough morale to make populations over 20 billion worth maintaining. I never research that far up, but when I 'steal' one of the techs through conquering, every planet automatically upgrades every farm, I wish there was a screen that you could set certain improvem
[quote who="RougeTrooper" reply="5" id="2014185"]There is more than 1 method of travel in question here, the most obvious would be to travel beyond the speed of light. But even then it would take years to complete a single journey to the nearest system, Tal Ceti (even at 9x times the speed of light). Where as something like folding space technology would get you where you are going in a very short period of time, but it's theoreically impossible. Something like subspace travel is also theoret
[quote who="Silverbeacher" reply="3" id="2013902"] a Star Trek Starship travelling at TNG Cochrane Warp Factor of 9.9999 (an impossible speed to reach for all 'current' Starships) [/quote] I remember in one of the Voyager episodes, they somehow got their Delta shuttle to hit Warp 10, which they stated was the fastest you could possibly go, and the crew on the shuttle, once at that speed, where in every spot in the universe and at every timeframe, so it would just be a matter
[quote who="Sole Soul" reply="2" id="2013808"] Quoting galacticdoom, reply 9 Although even at warp speed (or even warp 9 in Star Trek), it would still take quite a bit of time to cross vast interstellar distances, since i think warp 9 is considered 81c (81 times speed of light). Classic scale has warp 9 at 729c. TNG scale has warp 9 at ~1,516c. (Classic scale is simple-cube your warp for your velocity in c.) [/quote] Yes yo
[quote who="RougeTrooper" reply="23" id="2010841"]I reckon in the next GC2 update they should experiment with Cloaks. That black hole idea would be good... but what happens once it consumes ALL the stuff on the map? that might be a problem. but whilst we are on the subject, why not add comets? or meteorite showers? Add nebular to increase research of a planet just like the asteroids increase production. Planets look a bit static, they don't rotate around the sun
[quote who="antracer" reply="13" id="2009938"]Still, Black holes marching through space... [/quote] Black holes in the game would be more annoying than anything, now that I think about it. Just think.... Start a game on an immense galaxy map. A Supermassive Black Hole is floating around somewhere (as big as a solar system). Constanting having ships suddenly disappear from the game, whole star systems and planets sucked out of existence. Then way way way down the tec
[quote who="antracer" reply="8" id="2009105"] If all ships used thrusters only, you'd see them coming and you'd be able to intercept. But with Warp capability, I could pop up well beyond your ships, close to a planet and have my forces on the ground before you could reach me. This ability would get better and more precise as the game and tech progressed.[/quote] You make a good point. Although even at warp speed (or even warp 9 in Star Trek), it would still take quite a bit of ti
[quote who="tetleytea" reply="23" id="2006254"]I tend toward the opposite: I think there should NOT be choke points, dead man's land, boundaries, etc.. It's space. 3-dimensional, really really, big, and the vast majority of it empty, with a few sparse points to island-hop. No need to copy-cat other strategy games--the unique reality of space sells itself. [/quote] Well, Stardock has already used it to a small extent... moving throug
I read somewhere that minor races will not expand and cannot conquer other planets (which is different from the way GalCiv 1 was, where minor civ's could actually become quite powerful, sometimes more powerful than major civs. I've never tried giving a minor civ transports near someone elses undefended planet and in diplomacy making them declare war on that civ. Would be interesting to see if they take it or not. I wish they would have kept minor races the same way GalCiv 1 was, bec
[quote who="ElZoido" reply="20" id="2005671"] Rather, I would ask this question: Is it possible to generate two warp fields with one ship to any benefit whatsoever? The principle of the engines in this game is, iirc, to bend the space around them, bringing two points closer together. Therefore you could argue that two engines would allow a ship to bend the space further than a singel engine would allow them to. It would be simply a question of the a
[quote]Neutral zones and boundaries would be awesome. ~ Cypher ~[/quote] A really good thing they could do is to implement in some sort of way the Zone of Control that Civilization III had, but to a further extent. In this way, Influence would actually be something worth building instead of being an almost useless building (unless you are going for an influence win or to bring in some extra BC). Your influence borders would be seen kind of as your controlled territory. Initially
[quote who="Sole Soul" reply="11" id="2003318"]@galacticdoom No fleet bonus. What you're seeing is defenses depleting during a round, and replenishing in between rounds. [/quote] Ahh, ok i see... I was unaware of that. Figured it was something of the sort.
I checked on my game, and from the planetary screen, then the 'details' it gives a planet description, and tells if that civ colonized it and what year, or if it was conquered or surrendered. The torians had colonized all of their empty worlds several years before the game ended. They lost some of their worlds to the neighboring drath and iconians. But perhaps my situations only happens on the largest of map sizes.. because the only worlds that are not building improvements are the one
[quote]It's just a guess but so far, the results I'm seeing and some of the anecdotes I've read here don't disprove this. Does anyone remember whether those empty planets didn't belong to someone else at first - either through surrendering or through conquest?[/quote] In my game, the Drengin were in the bottom right corner, and torians pretty much expanded to a large porion of the left side of the map (except for the top of the left side, where I expanded too). The Torians were only a
[quote who="Mistralok" reply="12" id="2003788"]@galacticdoom: Did you ctrl-n when you started the game? There is still a bug in the game that may reset the intelligence of the AI to drooling idiot, especially if you do this multiple times. [/quote] I've heard that causes what you mentioned somewhere else here on the board, I used to do it, but now just start a new game. The game does say 'Incredible' for the AI's on the foreign relations stats screen.
[quote who="gallagher118" reply="9" id="2003237"] I think the crux of the problem, is that the AI does not make any periodic checks on it's planets. Hence if it takes over planets or misses the fact that it finished building, it never wakes up to redevelop it's planets. (or develop them) [/quote] It's probably something very simple like that, a mistyped letter in the code somewhere. I don't remember this ever happening in DA, perhaps it did. I think 2.0 was the l
Hey just to add my two cents... about ships firing individually (they do but they must get a fleet bonus) Often I find that the total amount of fleet offense does make a difference and causes each ship in that fleet to do more damage (even more damage than they are capable of). Many times I have noticed that large fleets of small hulled ships going against a couple of my destroyers sometimes do a higher damage roll than the single ship can. E.G. (and I cant remember exac
[quote who="WIllythemailboy" reply="3" id="1993542"]Quite a few of the civ-specific techs are non-stealable. [/quote] That's what I thought also, that civ-specific techs were unstealable (as well as untradeable), but apparently they are. In my last game of ToA 2.02 (i believe that is latest version), I stole Merchant Trade Complexes from the Iconians (which are pretty powerful) after I conquered one of their planets. I also stole Interstellar Bartering and Merchant Emporiums
[quote who="Cypher" reply="17" id="2002564"] I know that the highest class that I've ever gotten was a PQ 40 world - needless to say that is ridiculously high. [/quote] I went back and looked, and it appears I overstated the PQ's of most of my planets up there, i do have 1 in my current game that was over 40, but most are 15-20, with a lesser percentage over 20. Like Wisp became bigger than Altaria (21 to 19), since it seems ocean squares can never be usuable, so Altari
[quote who="Sole Soul" reply="6" id="2002900"]My question was this. Do you conquer planets from the AI that have little or no improvements when you have the tech for said improvements? Or do you conquer planets from the AI when you do not have the techs for said improvements, and then do not notice any improvements on the planets? Because in TA when you take over a planet and don't have the tech for improvements that have been built there, those improvements a
[quote who="antracer" reply="1" id="2002514"]Their last two planets didn't have anything, until they built a starport on the 2nd to last and started rush buying a ship a turn, alternating fighter troop transport. [/quote] Yes I did notice a few planets where Torians built only a Starport and nothing else. Then the ship they were building showed it would take 268 turns to complete lol. Probably because they had focus on Social Improvements . Masochistic is not suppose