Maiden666

Maiden666

Joined Member # 3434576
0 Posts 259 Replies 4,512 Reputation

[quote]What I think is going on is that there's a certain date (the beginning of the 7th year: 2231 in DL, 2232 in DA, 2233 in TOA) before which AIs will not ally with each other, similiar to how they won't exchange treaties at first.[/quote] Intuitively you are right, but the correct date is 01. January and 4 years into the game (192 turns to be precise). However, because of the 1-turn-lag an alliance cannot be set up earlier as 8th January of this year. And

8 Replies 14,748 Views

[quote]I dont know what match you are talking about. Let me remind you that I am 22 y.o.[/quote] Final GER vs ARG 2:3 Although I loved both teams play, but Maradona scored a goal with his hand.

7,785 Replies 15,393,857 Views

[quote who="morpheas768" reply="5516" id="2670818"] but a player of the opposite team stopped the ball with his hand[/quote] even with both (!) South American teams seemed skilled in that (remember the Mexico '86? - now Germany got their payback on Maradona's 'Hand of God' goal !!!)

7,785 Replies 15,393,857 Views

That's true. In some way, the system with a few referee's is outdated. Could be supported with camera's which will see such things better.

7,785 Replies 15,393,857 Views

They have access to their own economic system "Efficiency Studies", which gives the same racial bonus as the usual econ-techs (Xeno Economics, Banks, Republic-Federation). And these techs do have lesser cost and are sooner accessable, and that taken together with their +10% stock bonus is one side of the advantage. The other advantage is that they can mine out resources pretty well - given they have their hands on some econ-resources can make a real difference. However, they o

30 Replies 105,625 Views

[quote]In earlier games, including when I played as the Yor, I think the speed of enemy ships in Yor space was reduced by 1.[/quote] This can be caused by Military Starbases, who can have 2 modules attached to it that nerf -1 and -2 movepoints. In Yorspace very effective, as it can reduced enemy ships to 0 permanently. It could also be caused by passing asteroids. Then, I've encountered alot of issues with move-points when entering a new turn. Esp. when a lot of ships

3 Replies 4,856 Views

Well, if you compare these zones then it appears that the +45% zone will get you the "cheapest" popgrowth ie. you'll loose lesser money but still have a bit popgrow. In the +70% zone the growth is only a slight bit better in growth - but in no way can it compensate for the loss of bcs vs. the +45% zone. The 100% zone is little bit worse in terms of an Econ-income/Popgrowth-ratio than the +70% zone. However, population is general is the best investment you can possibly have in

30 Replies 105,625 Views

Yeah, had alot of CTD with DA on my old rig.... doesn't happen anymore so guess the fault was on my side. Michael, if your CD is corrupt install Impulse and download the latest version. You only need to register the game with your serial. BTW it seems the approval-zones when pop is lost/gained is the same in all three games: 0-19%: loss of 10% 20-44%: population stays how it is 100%: double gain The other 2 zones (AFAIK 45-69% &am

30 Replies 105,625 Views

qrtxian, you made a good choice by upgrading to UE. You can only access the Tournaments via TA - once you see the games main-screen there's a button "Tournaments", just below "Metaverse". In order to play them you need to log into an existing MV account. From this point on, you can play them just like sandox - you don't have to upload any scores at all. I found these tournaments quite better than any campaigns, theri setup is really interesting. In each one of

1 Replies 4,998 Views

Some players don't build the starport directly after the colonization - leaving the planet empty until certain popgrowth has been achieved. This way, an excessive Colony Rush can be done without taking the economy down too much. Planets without a starport will show the MP in brackets. It is not used, and you don't pay for it. This applies also when there's no ship in the starport queued. The number which is shown in the brackets is the base MP - although put to the power of yo

2 Replies 3,734 Views

[quote]Watch this. It could save your ass if Eddy figures out where you live.[/quote] seems like the last encounter the guy had with a zombie didn't went so well for his brains...

7,785 Replies 15,393,857 Views

[quote]"Mr Anderson, welcome back....we missed you...."[/quote] "Mr . Anderson, welcome back.... we missed you...." don't throw stones in a glass house... [e digicons]XD[/e]

7,785 Replies 15,393,857 Views

I think the games research system works like your RP's are kinda filled into a *pool* - from which the techs are researched at the end of the turn. However, when something stops that, or it comes to halt, then, on specific situations, the RPs are funded back or flow back to this pool - and although you can't see or access this from nowhere in the game it is there, and you can direct it towards other techs in the tree. And as your RP's flow into this pool every turn it will sta

15 Replies 11,131 Views

[quote]Are you saying that excess research points can carry-over in a non-path-specific way?[/quote] Yes, exactly. I use this in every game even multiple times - if used wisely, you can research more techs than usual. [quote]That is, i often see that i have gained a tech or two and also made some progress on one more in a single turn ("carry-over"). But that carry-over was on the previous path, not able to be re-directed to a new path. [/quote] This is not what I ment

15 Replies 11,131 Views

[quote]W/O Space Mil: one might get Galactic Warfare, Space Mil, Space Weapons, Beam theory (say), and laser I. (or the equivalent down another track, or even a Defense path, depending on how the path is laid out.)[/quote] Yes, in this situation the game will actually proceed in a straight line to go on and research "Beam Weapon Theory" after "Space Weapons". But this is not an exception to the rule - because "Space Weapons" itself yields a beam-weapon (Particle Beam), ergo, belongs

15 Replies 11,131 Views

[quote]I do use sliders and take planets off research focus to avoid losing research points in those cases. In the cases where it is a 'retro-tech," there is still a serious loss of time or efficiency. In the war techs lines that branch out from a common root, I thought the Thalians started with the second +10% mil prod bonus tech (Space Mil) but not the first +10% tech (Galactic Warfare). Thus, researching the "retro-tech" of Galactic Warfare and having more than needed points will lead t

15 Replies 11,131 Views

and please note that the game won't show you this RP carryover at all, ie. you could even turn all your production to 0%, then select a tiny tech - and the game will tell you "never". But on turn-processing you might as well get this one if you have enough carryover. finally, the carryover will even overflow multiple times, that is, if you have an über-research output and only research smaller techs - or limit the number of techs that can be researched within one turn due to less

15 Replies 11,131 Views

[quote]I knew that ,if the researched tech was the last in its line, then the points were lost.[/quote] this doesn't hold true for all branches of the tree, for example, you'll get a RP carryover after "Sensors IV" or "Total Majesty" which will be taken in to other branches of the tree as well. And I think that there are more such "carryover endtechs", although I can't say for sure if the RP overflow will carry into all other branches or just a few specific ones. Problem is I

15 Replies 11,131 Views