LTjim

LTjim

Joined Member # 3435984
0 Posts 31 Replies 10,290 Reputation

I have somehow done something such that - in mid-game - I do not get notifications of ship completion. I see in the "Game" page list the ability to turn off social notifications other than with an emoty queue, but I cannot figure out how the ship completions came to be no longer displayed. It is a major pain going around the 200+ shipyard planets to check if they completed a ship this turn. How can I get the ship completion notifications back on?

0 Replies 3,584 Views

Not wanting spam to get the last word, I decided to throw in a comment here. [Ed - the moderators deleted a spam post directly above this - so this is not any sort of dis of MarvinKosh whose post NOW is the one above this] I read a lot of books. One common element is that certain scenes or events make or break books for me, and I doubt I am alone in this respect. Such scenes might include a big battle, or chase, or even a romantic sequence.&nbsp

59 Replies 78,811 Views

In the case of the TirQuan (sp?) building, I had the spy there for many turns before the invasions. BTW, I had always wondered what that building did, exactly. Now I know that it adds +2 to the "Advantage" for invasions. So, no matter what, I have gained that knowledge out of all this.

6 Replies 9,025 Views

I routinely try putting spies on morale buildings right before I invade to allow me to determine if the information warfare choice is better than the mini-soldiers one. Thus, that one also does not involve a one turn delay. Still, I would have thought this would be well known by now, one way or another, but I have found nothing on this!

6 Replies 9,025 Views

I know there are Improvements upon which one cannot place a spy. One enemy got to the TirQuan (sp?) training trade good and built it before I could, getting the soldiering bonus. I put a spy on the building and presumed that it negated the bonus, since the game engine let me put the spy on it. I also put spies on the Hyperion Shrinker and the Hyperion Logistics buildings. A few turns later, I proceeded to invade four planets of that enemy on the same tu

6 Replies 9,025 Views

In a Suicidal game (DA, largest galaxy, all abundant, etc.) an amusing UP resolution just set the min speed for constructors at 7. So, with Impulse and the +1 trade good, even non-engine constructors have speed 9. Just built one and confirmed it. If I go up in engine techs, I'll get another +1 or two. Hmmm, I wonder if two modules would be speed 18? I think I will redesign all my warships to have a constructor module and no engines!

11 Replies 50,062 Views

I found - as I moved up the difficulty levels - that I had smaller and smaller "windows" that I had to get through. That is, on lower levels, I could colony rush for a while, over-extend a bit, and still recover, perhaps with treaties and playing off one AI against another. On higher levels, I learned to be more disciplined when I stopped the colony rush so as not to over-extend, to focus my research on specific goals, and to get future enemies into early wars. The Drath

4 Replies 5,615 Views

Sadly, I have never had either the Peace Keeper or the Pirates mega event, though I have played 100s of DA games over the years. I also have not had the Dread Lords for a lonnnng time. Does playing on Suicidal make those less likely to happen? Or, do the triggers include the human player being in a very strong position early in the game? Or, at least not dead last, as I generally am for the first many turns in Suicidal. By the time I turn the tide at Suicidal

46 Replies 94,575 Views

The gifting of a warship w/o engines to initiate wars between opponents was an idea I suggested. It appears that a better approach may be to gift a troop transport (even with very low troops). The downside is that the gift receiver may need to have Invasion tech. That is, I am unsure if one can invade with a troop transport w/o having the tech. W/o the tech, the troop transport gift might not be seen by the other enemy as a threat. I suppose one test would be t

12 Replies 8,418 Views

I have long noticed that AI fleets would ignore juicy targets on their way to their attack destination. I wondered to what extreme that could be taken. As a test, I constructed a base in an AI zone, pre-positioned a lot of tiny 1-gun defenders there, let war be declared, and waited for the enemy fleets to show up with that base as their attack destination. When the first fleet approached, I constructed a wall ahead of the fleet, and it went around (rather than

4 Replies 7,474 Views

Damn. Have been unable to repeat it. I did, however, close/restart the entire game, and choose 5 races, set 3 to Neutral, and left the other 2 as "Unknown" and got about the same indications. I am confident that I had set them all to Neutral those other times, but I am at a loss to explain why I saw the behavior as though I had not. Maybe something I did elsewhere in the setup reset those Neutral settings? HeckifIknow. If i see it again, I shall repost.</

4 Replies 6,977 Views

I decided to try a Suicidal game with 5 specific opponents, and set it up that way in the pre-start screen. When the game began, the treaty status and other screens showed just 4 opponents. I restarted, again specifying five, but changing one for a different one, and this time the in-game screens said there were just 3 opponents. Any idea why that is happening? I do not want to put a lot of hours into the game and find out that there really are 3 instead of 5.

4 Replies 6,977 Views

All the economic capitals were built before I began the invasions. The Scotts surrendered to them after the invasions, but there is no economic capital on that planet. Does a player get the bonuses from more than one? I also captured a second or third shrinker, and did notice those additional effects.

4 Replies 7,194 Views

I'm p laying a DA Suicidal game and the Drengi (sp?) declared war on me early. I'm crushing them now, many turns later. No empires have yet fallen, including all original minor races. As I began to invade, I deployed all the rest of my spies and noted that there were economic capitals on several Drengi worlds. How did they do that? When I finish taking all their worlds, I may have 5 or 6 of them! Anyone else ever see this?

4 Replies 7,194 Views

In one game I'm nearing the end and I do not think I get the "too busy to talk" elay any more. Mine is the most powerful empire with the most influence and I've completed the diplo tree. ALong the way, I built the Translators, the Restaurant and the SHowcase, or captured them. I wonder if the delta between the empires gets large enough, if that delay is waived. I think it is also waived between allies, so there IS a precedent in the game engine for no delays. D

6 Replies 4,338 Views

I think an AI can be bribed to attack another that has a higher military ranking. IIRC, I have managd that several times, including a current game (more below). I do agree, though, that if an AI has a high mil ranking and another has a low one, that it seems impossible. In a tight game, it can be vital to keep track of which AIs have treaties and trade routes with each other. For example, even trade routes produce income for them and a war declaration stops that

6 Replies 4,338 Views

I believe a planet's Influence also increases with population. That's why a player can let the AI colonize the low PQ planet usually found in the Homeworld system. Eventually, the Homeworld's greater Influence will flip the lower pop planet.

8 Replies 6,189 Views

I explored this over the weekend and had some surprises. I noted several enemy planets with the skull and crossbones, then saved the game and reloaded. The planets did not appear with the symbol, as expected. Next, I attacked the planets' defenders. After each attack, the symbol reappeared. Next, I reloaded the saved game again. I had the highest espionage level on that race, and just toggeld the "View" option for each of those same enemy planets

6 Replies 5,549 Views