LTjim

LTjim

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

djcityscapes - I'm not sure that OS Card strat will work at Suicidal with a full galaxy. Let me know if you manage it, and how. ;-) I had to use different ones at Suicidal.

12 Replies 8,307 Views

djcityscapes - Great! As I moved up in difficulty, my experience was that I had to choose where to exceed the AIs, where to keep parity, and where to let them forge ahead and try to catch up later. As I got more and more efficient, I would get so as to need lass and less of that third category. Then, I'd move up again, and repeat. At high enough levels, if you match in warship #s, they out-tech you. if you run down the tech paths, they grossly outnumber

12 Replies 8,307 Views

General_Fear - Ah, you may have a basic misunderstanding of military starbases. All they do is assist ships within the zone of the base by increasing their attack, defense, and/or speed. If the planet is in the zone or effect perimeter of a military starbase with various modules, the base will boost the effectiveness of the SHIPS in orbit at that planet. The base will NOT help the planet itself.

12 Replies 8,307 Views

The easiest way is to kill the transports before they reach the planet. Any ship in orbit will prevent an invasion until the orbit is empty. If you put ships there, the AI will send ships/fleets until the orbit is swept clear. SOmetimes, the AI fleet will have transports in it. I have found that the AI often will send unescorted transports to planets w/o any defenders in orbit. One trick is to build a few very fast transport interceptors,

12 Replies 8,307 Views

When my gifts/trades included colonizers, sometimes they colonized new planets, but not always. In the one case I mentioned, my gifts made them by far the greatest power in the galaxy. I had had some Influence value well into the 90s% and wanted to test the possibility that a Minor could win an Influence Victory. (I did not get a Defeat Screen, so it seems Minors indeed canNOT win an Influence victory) In that game, the remaining 4 or 5 AIs began to scrap among

6 Replies 7,076 Views

In some games (DA), I have enjoyed trading/gifting stuff to one or more minor races just to see what would happen. One time, I was close to an Influence Victory but wanted a Research Victory, so I gifted every single piece of tech, every ship, every base, and every planet to them. The only things i kept were one research planet, one orbiting fleet, and 20,000 BCs.

6 Replies 7,076 Views

There are two easy, one fairly easy, and one not so easy points nearby. I think the patch that went from 1.50 to 1.51 is what did it. On the DoW boards back then, folk were saying "no problem" with Orks in Mission 4. But 1.51 came after those threads and I saw a few "what-the-hell?!" posts after that. With 1.51, the Orks start with 30 or so resource points and maybe 10 energy points, with no already captured points and one small generator. You do not start wi

72 Replies 190,855 Views

I don't seem to start off with that Ork Mek, and I do not have the resources to build one at the start. In 1.51, the Orcs start Mission 4 without even enough to build a builder unit. If teleport requires research, then the Orks have to research that, as well, also with resources they do not start with. I will have to tinker on this, but I will explore that approach some. Thanx!

72 Replies 190,855 Views

Yes, that is not the case. In fact, one can switch back-and-forth between Chaos and Orcs in that mission all the way up to the point where the side you are playing accomplishes some or all of the victory conditions. One can do the same thing with the Eldar and the Imperial Guard in the Order Campaign on this same mission. That is, in this mission, one can win it with any one of the four sides. When you win it, you watch the other race on your side perish un

72 Replies 190,855 Views

On DoW Winter Assault, I seem to be stuck on Mission 4 of the Disorder Campaign. I've won the Order campaigns with both sides. I've won the Disorder Campaign with Chaos. What I cannot seem to do is get past Mission 4 (of 5) with the Orcs. The 1.51 version starts the Orcs with almost no resources. The closest I've gotten so far has been playing Chaos long enough to kill a bunch of Order units, including the LandRaider, summoning the Bloodthirster and

72 Replies 190,855 Views

Adding slightly to MarvinKosh's reply, the invader is given a bonus not reflected in those numbers. That bonus has been explained by the Devs to represent air superiority, which is inherent in the restriction that invasion transports cannot land troops unless there are no defender ships in orbit. I have seen AI planets with planetary defense improvements built on them, but I have no idea if the AI ever utilizes any of the invasion tactics available to the human pl

3 Replies 4,187 Views

I just began during the Xmas holidays playing the DoW campaigns after buying myself the DoW Platinum Edition last fall. Finished the first, finished the Order campaigns in Winter Assault and am mid-way through the Disorder campaigns. Pure fun! I confess that I like best the Imperial Guard, those poor unit-per-unit underdogs! The Orks are also turning out to be a LOT more fun than I had ever expected.

72 Replies 190,855 Views

I generally play DA on the largest maps with all-abundant and the only times I toggle the Governor is to disable auto-upgrades (as soon as I research Manufacturing Centers) and auto-terraform (as soon as I begin invading or flipping).

2 Replies 6,029 Views

Until one gets to the very highest difficulty settings, there are many ways to win and there is margin for error and inefficiencies. At the highest setting before the AI gets bonuses, one can simply outdo the AIs by careful research choices, better colonization choices, and weapons/defense research based on the most likely first enemies. Go up a few settings, and one can still win by going after diplomacy techs fairly early and getting all the AIs in at least two wars before t

45 Replies 54,956 Views

You need either to have one ship still with 1+ HP after the DL fires, or you need a ship that rates as better than the DL ship in that fleet (either HPs, or DF or AF, whatever the tie breaker is). You can achieve the first either by enough ships or by enough combined DF. That is, count the weapons on the DL ship - call it N. Can you have N+1 ships in your fleet?

18 Replies 70,575 Views

As the others have posted, the number of systems and the % that have planets that can be colonized are both affected by the settings selected in the game set-up screen, in the same screen where you choose the size of the galaxy. The max is achieved when both of those settings are "abundant".

6 Replies 4,960 Views

I am not sure that explanation is correct. I thought that - in cases of mutual annihilation - that the one ship that survives with 1 HP is always the ship with the highest ... something. I think the "something" is either DF or HPs. (Keep forgetting) The combat results state that your seven ships had 175 HPs total, or something between 20 and 30 each. The DL ship had 50. Similarly, the screen shows your fleet with 133 AF and 0 DF, while the DL ship had 6

18 Replies 70,575 Views

Wauke is correct on the Alliance biz. That is, both you and the race with which you want to ally must BOTH have completed that research. Note that the other race and you must be at the "close" level before one can form an alliance. If you get to that point and "Alliance" is not one of the choices, then you probably have to trade them the "Alliances" tech first. Do not close out from the screen after you make that trade, though, or you will have to wait (or reboo

5 Replies 48,087 Views

Higher approval ensures no election problems (one can keep morale low and drop taxes just before each election, but I can overlook that announcement) and helps refill the planets for invasion transports more quickly. That is, I build a transport at every planet and fill it as soon as that planet maxes out population. The transports then get sent to a rally point where I also send warships. Oftimes, I make that point the nexus or intersection of many starbases with speed

11 Replies 71,937 Views

BTW, if you get a "Starship Bonus" planet with a particularly juicy high bonus, give that one some extra thought as to what to build there. If the planet is a low PQ one, keep in mind that ships retain their as-built % bonuses even if they are refitted later. That is, a huge hulled, engine-less ship with one laser and one ecm built with a 53% bonus, will have that same 53% bonus even if refitted on the other side of the galaxy 100 turns later with 20 black hole e

11 Replies 71,937 Views

Well, the AI seems unable to cope well with late game situations, as a general rule. Actually, let me be a bit more general myself. The AI seems to be optimized for a game that is in the middle in all respects. That is, just as a gauge reads best in the middle of the display range so, too, does the AI seem to do best with all conditions in mid-range, whether it be early or mid-game or late, or small or medium or immense galaxy, etc. In the larger galaxies, especial

29 Replies 22,301 Views

With few exceptions, I limit populations to 12 or 13B per planet. If you are willing to be content with 9B, then one can generally manage w/o morale buildings. Since invasion fleets require lots of 3B invasion transports, I normally go to 12 or 13B with one morale building. If I invade a planet and find it with excess farms, I build over them promptly. As Iztok posted, the morale bonus all high PQ planets get can allow higher populations. If th

11 Replies 71,937 Views