LTjim

LTjim

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

Thanks for the reply. I wonder if there is a turn # BEFORE which the DL cannot arrive, and a tech level AFTER which they cannot arrive. If so, then the DLs may never arrive in a normal tech rate Suicidal game because the tech level gets exceeded before the turn # is reached. Maybe, maybe not, but that is the only reason I have been able to come up with. And I STILL want the Pirates or Peacekeepers mega event, and I've never had those either after ~100 games a

13 Replies 20,649 Views

Does anyone know if the Dread Lords ever show up in DA sandbox games? If they can, does the game difficulty setting play a role? I have now played a great many DA games on Suicidal and they have never shown up.

13 Replies 20,649 Views

As Gaunathor suggested, different races have different strengths/weaknesses. Thus, you might be better off with a strategy that best fits the features of your race for that game. As G noted, Terrans are advised to use their diplo strengths, etc. One thing would be to try a game with a custom race for which you chose all the characterist

5 Replies 12,457 Views

It is a random event. I have played 100s of games and never had it. If you have a save game from the turn before the event, you can always reload the turn. I do that with the Jagged Knife event because it is simply too annoying. (It guarantees a win, but it is t e d i o u s) On Peacekeepers, I have seen others post that you simply research and wait. Eventually, you will be strong enough and, in the meanwhile, no other AI can do anything either.

8 Replies 8,834 Views

On Suicidal, it is tougher to tank the AIs' economies. On wars with AIs, I always prioritize taking out their mining bases, with the red ones the top target, followed by the green ones. All the others are way down the list. The other top priority is to kill off as much population as I can by spy targeting farms. After that, the next priority is the highest economy buildings, like stock exchanges. That second phase does little, though, unless one has 20+ s

15 Replies 9,700 Views

Ah. Thanks. The change I am interested in is not the change in the contribution of native ability, but the change in the final planet number. The cost to build out a mining base is not cheap, both in credits and opportunity cost. I try to gauge the bottom line effect, especially before the late game when I am usually awash in resources.

15 Replies 9,700 Views

There are also the morale/approval anomalies to be considered. That is, placing mining bases (and extra modules) on the yellow anomalies improves morale/approval. I have never been able to figure out how much of a contribution they make, though, despite the numbers the station/modules state. Additionally, survey ships sometimes harvest anomalies that state that each adds ~+2%. Even more to consider is that certain techs and trade goods supposedly boost morale/approva

15 Replies 9,700 Views

I play DA and I know TA has many differences. Nonetheless, at the higher difficulty levels, it is very, very difficult to stay ahead of the AIs in military rating while doing any of the other vital infrastructure research and production, much less managing a decent colony rush. The one relatively easy thing that can be done to gain time is to get the other AIs fighting among themselves. That is, as son as you know what AI is on which border, get them in a war (an

6 Replies 10,722 Views

That is a great Q! Please post it also in the bug report area if no answer shows up here. Of course, just like the player can prevent a Culture victory by declaring war on the about-to-win AI, I imagine the player should be able to break the alliance and prevent any Diplo victory.

8 Replies 7,579 Views

Regrettably, there is no civ-wide toggle for that. I never build the last manufacturing building except when I can put it on a high bonus tile. Farms are another problem. Whenever i build a farm on a farm-bonus tile, I immediately turn off auto-upgrade for that planet. Similarly, whenever I build a morale building on a morale bonus tile, I check off the upgrade for that planet also, as it will usually be an unneeded expense to upgrade.

4 Replies 9,815 Views

If you have a high intel level on the Iconians, you might consider looking at their racial stats and jotting them down. Then, maybe 10 turns later, check to see what changes have occurred to those numbers. IIRC, the event causes incremental positive changes in racial abilities every x number of turns. This event has happened in a few of my games over the years and never seemed to change anything, especially when the lucky race was low in the galactic pecking order.

8 Replies 8,954 Views

I believe ToA is similar to DA in this area. If not, disregard what follows. In DA, one can see the net influence on a planet by cursor rollover or by clicking the cursor when on it. I think it also works for asteroid mines, but am not sure. Also in DA, one gets the unhappy face (showing high foreign influence) before it switches sides. Building one or more influence bases is generally the best tactic when not near a planet. If a planet is near, buildin

4 Replies 5,905 Views

Yes. In a few games I did it just for fun. If you arrange them right, there will be a square or four where all over-lap for the full slingshot bonus. They are most effective in smaller galaxies, of course. Get the bonuses from engine tech, the linear one, and add maybe one hyperwarp and I think you get something in the low-40s. For example, I think I once conquered the entire map in one turn. I simply stacked all my attack fleets and invasion fleets on

23 Replies 18,784 Views

IIRC, the defense value of the "wrong" defense is the square root. That is, a 100 shield rating = 10 armor or 10 anti-missile. Meanwhile, each attack is "rolled" separately and is a random value between 0 and the max weapon rating. The fleet is not a combined roll. Since one ship can kill multiple others in one battle "turn" even each individual ship may not lump all its weapons into one combined attack. There have been multiple threads on this over the years, so

13 Replies 13,238 Views

Okay, remember that I did warn you! REPEAT! SPOILER EXPLOIT WARNING! Before I start, be advised that it works best if you have high intel level, though it is not strictly necessary. The corral approach is based on the AI near-inability to change target so long as the existing target continues to exist. You get an AI ship or fleet chasing (or seen to be targeting) a ship or something. Next, you bring 8 ships -ultra cheap

13 Replies 13,238 Views

On your mining base Q, I have a few thoughts: 1) Are you sure the second base is on a red mining anomaly? 2) One way to test the effects is to jot down attack/defense #s, save the game, destroy the bases, save it again, and reload the destroyed base one and compare the #s. The corral approach is an well-known AI exploit. Are you sure you want to know it?

13 Replies 13,238 Views