LTjim

LTjim

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

I hope you saved at or near the start. Some folk would see the 7X tile as a chance to grab the civ and diplo techs early and then tech trade. That is, get advantageous deals, esp with Minors. Some would see it as a chance to go heavy into the eco and morale stuff, letting high taxes etc be feasible. Remember that you can get only N+1 tech gains per turn, where N equals the number of colonized planets. This could be limiting if you research some line and the

6 Replies 8,864 Views

Also, your total spending slider is a factor. That is, a planet's military production (excluding asteroid stuff) is a multiplication of (your total spending), (percentage applied to military), and (the sum of your on-planet facilities). Thus, you could be spending very little and have the percentage slider 100% the way to military and get little or no military production. Also a factor is the state of planet habitability. If you cannot colonize the planet (say

12 Replies 16,259 Views

The game has been issued in three different versions: - Dread Lords (DL) - Dark Avatar (DA) - Twilight of the Arnor (TA or ToA) I played DL and still play DA. I have not purchased TA, so I could not help you if the game you are playing is TA where it differs from the earlier versions. It sounds like that is the case.

5 Replies 4,557 Views

After a few JKs, I long ago decided always just to reload the previous turn and move on. I still have never had Pirates of Peacekeepers, nor have I seen the Dread Lords since my last post in this thread.

46 Replies 94,510 Views

This problem has long been known. One poster who first chronicled it years ago said it was as though the spies became archaeologists studying the dead race. He documented that if one had an intel level lower than the maximum for the agents-turned-archaeologists when the race ended, then one would later in the game get messages that said the intel level on the extinct race had increased!

4 Replies 4,741 Views

Okay, then. I wonder if each armed transport "thought" the other was its escort. As for the freighter case, the absence of an AF may have allowed the AI's script to attempt an invasion. As I said, it has never happened to me, but I will keep watching for it.

24 Replies 29,153 Views

I own DL and DA, and play DA often. I am disinclined to buy a game that requires me to somehow implement a third party mod to make it worthwhile. (For one thing, I am not very good at editing directories and all that stuff) The behavior of several AIs (e.g., the ones that build few or no structures on colonies) make the game not worth the time investment. Several players departed these boards when those flaws in TA became evident and there was no action taken to fix

18 Replies 17,858 Views

The intent of planetary defenders (in my defensive style/strategy) is NOT to repel a fleet invasion. As I have said, the defenders are simply to prevent cheap, snap invasions by transports only. I feel that it is simply not cost effective -- if it is even possible -- to have adequate defenses in place at every planet, or even every border planet in the larger maps. Now, one can try the improvements that allow orbital fleet defense and greater hitpoints, but they never st

24 Replies 29,153 Views

Although the AI does indeed sometimes put weapons on a transport, I can never recall an invasion of a planet by armed transports. Never. And I have been playing DA for years, and never lower than Tough, and usually on Suicidal. It may happen, but it has never happened to me. Instead, the AI will send transports at unguarded worlds, or will add an escort warship in a two ship TF, or simply embed the transport in a real fleet. The intent of the planet defen

24 Replies 29,153 Views

The game is winding down now, and both the Drengi and Altarians have been eliminated. The reduced population base and research base made the Disease event a heavy hit, and decisive as long as I had enough spies to keep them below the debt limit. At Suicidal, the AIs climbed back out of the hole in about 20 - 25 turns, but emerged with greatly reduced populations due to the low morale impacts. Many worlds went below 1B, and several went to 100M or lower. I did not

4 Replies 7,279 Views

Game still in progress. I really missed my chance as I let several turns go by w/o doing anything. Now, every turn I check the intelligence report screen where one can see what each AI is researching, how much research is getting done, and how long until the thing being researched is done. So far, after another 5 turns or so, no research, no production, and population keeps going down on worlds with low morale. A couple worlds had high population and stable moral

4 Replies 7,279 Views

In a current suicidal game (DA), I elected to try some different setup conditions. I chose: - gigantic galaxy (the biggest in DA) - max AIs and max minor races - RARE stars, clusters, abundant habitable planets The setup put me in a corner by myself. There was one other system there but, although I was a super adapter, there was only habitable one planet there (beside the two on the Home system). I managed to get a fourth out at the ne

4 Replies 7,279 Views

You also can gain planets without even being in a war. One way is by Influence flipping, another is by simple trading/buying, and a third is when one Empire surrenders to another. In the third case, an ally will generally give you its remaioning planets if it surrenders to an enemy. You may also get them when a non-ally surrenders to an enemy, but you have one or two treaties with the losing empire. You may also get them in other similar cases, such as being

7 Replies 6,378 Views

MarvinKosh is on target. I would note that stocking up on troop transports is a very good thing. I try to begin "harvesting" planets of population long before I end up in wars. If you have planets with a max population of, say 15B (or more), it is difficult to keep their morale at 100%, or even >70% for highest growth rates. I build transports and put them in orbit around those planets. Then, when the pop gets high enough to slow growth rate, I loa

8 Replies 7,212 Views

Look over the threads on Economy. My guess is that you have built buildings and ships, and that now the maintenance costs are getting you. Helpful factors: green star mining bases (with bonus modules each can boost your economy by 39%), getting minor AIs to grant you economic treaties, researching Trade and then selling to it to every AI you can (they will send you freighters and BCs), selling techs to minor AIs, and researching the economic techs and buildings.

8 Replies 7,212 Views

You can attack a ship in orbit around a planet with any ship that has an attack factor. You cannot attack a world. You must invade it. To invade, you must research Planetary Invasion and then build ships with troop transport module(s) on them. Next, launch them and (just as in Colonizers) you get asked how many troops to load. Then you click on the invasion target just as if you were trying to attack the planet or land on one of yours. One cannot inva

7 Replies 6,378 Views

MarvinKosh is correct, but I might add a couple bits. First, some races may start with larger (racial bonus) logistics value. Second, though one may build only ONE Logistics Center, one may CAPTURE others and gain +6 for each. The above two factors is why you will sometimes discover that an enemy AI has a larger fleet than you can assemble, despite the fact that you have maxed out the logistics research tree and built the bonus building. This is the same effect

7 Replies 6,378 Views