The Altarians definitely can build Slave Pits, and have done so in the past of my games, hypocrites that they are. It's one reason I don't feel very guilty about attacking them when I myself am a good race. More generally, if it can be traded, you can use it.
qrtxian
Just one of many "politely" worded tribute demands in the game. The one I really like is when the AI declares war "to halt race X's ruthless aggression", or words to that effect, when race X is not the aggressor and is already losing. It's blatant dogpiling, but has a very real-world feel to it. The Arceans seem fond of this one too.
Just a note in explanation of my remarks about our weapons pick, which wouldn't work very well in-character: The unique Arcean second-tier mass driver tech, Neutron Drivers, are not particularly good. Compared to the pulse cannons most of the other races get, they take a long time to research and are a little expensive. About the only thing they have going for them is that they're small. As we are planning to go neutral we have no particular need to research any weapons (beams are by
Councilors, commander, As with the rest of the council, I am in broad agreement on the issues. I wish only to say two things: My first suggestion is that we attempt to cultivate good relations with the Trilarians, similar to the Gnolams. Should another trade route become legal, I recommend that we send our next freighter to them. I also strongly support trading with them for both available technologies. I believe it is best that we focus our research attentions on beam
This is what I refer to as "illegal time travel". It's not technically cheating... but it's sure not playing 100% fair either. And it's not the "neutral" option - that would be, in my opinion, abusing ctrl-n to get a really good homeworld, as that's only done once, instead of between every single planet. I wonder how many other people do this? Might shed some light on people who claim even the higher difficulty levels are too easy.
As the Drengin AAR is itself now on hold, I intend to resume work on this shortly.
Note: Due to the fact that I am currently spending most of my time on TOA, I don't plan on resuming this game in the immediate future. While I will finish at some point, the AAR will be put on hold as soon as I finally put the posts up that lead to my current save point. However, as the game for my Galactic Wars AAR was finished before I ever started it, I will resume and finish that sometime soon.
Slimy little frogs, aren't they?
Just churning out posts now, are you? Good stuff - will post more detailed review later.
[quote who="LTjim" reply="4" id="2880990"]qrtxian - Good catch![/quote] I had Dread Lords alone for quite a while before I got the expansions. It makes remembering things like that a lot easier then if I had bought all three at once.
While I obviously can't speak for the devs, the forums, at least, are still in action. An ongoing modding project has straightened out some of the main bugs; here's the link: https://forums.galciv2.com/400674 .
Yes on TA, no on the earlier games.
Personally, I like it better this way. Space, as the game tells us repeatedly, is BIG . That said, I occasionally make maps in my spare time, and there might be an immense map or two out there. My maps probably would suit you, though, as they tend to have even less planets.
[quote who="Elestan" reply="48" id="2879079"] Quoting qrtxian, reply 47The whole problem with making tactical combat "optional" is, again, the issue of balance. In almost every game where this is possible you will do better by playing out a battle in tactical combat then by letting the AI auto-manage it. There isn't always a huge difference, but playing out any battle not overwhelmingly stacked in your favor is usually the correct choice, which means that it's not really so "optional" af
The whole problem with making tactical combat "optional" is, again, the issue of balance. In almost every game where this is possible you will do better by playing out a battle in tactical combat then by letting the AI auto-manage it. There isn't always a huge difference, but playing out any battle not overwhelmingly stacked in your favor is usually the correct choice, which means that it's not really so "optional" after all.
[quote who="Elestan" reply="88" id="2878534"]64) The Mind Control Center does not work as it should. It appears to make flipping a planet nigh-impossible, instead of nigh-certain.[/quote] What? This has been fixed in Twilight, though it is still a problem in the other games.
Also, note that this was only introduced with the Dark Avatar expansion. If you're playing on the original game, then you can't play against custom opponents (short of mods, but that's a whole different subject).
[quote]Korx got crushed. I don't know exactly what it is, but they never keep up. My guess is that they are researching their unique techs too soon. They spend the first year or so on that and don't get a chance to upgrade their infrastructure before the arms race. Being stuck with Traditional Factories and Labs in year 4 and 5 is a death sentence.[/quote] I'm not sure what the big problem with the Korx is, but they've been steady at the bottom of the pack. The idea that thei
Research Advanced Computing : 5, 2, 7, 4, 1 Advanced Diplomacy : 6, 1, 8, 2, 4 Basic Logistics &nbs
And if you merely want to own the planet, there's always just trading for (or demanding) it.
[quote]Needless to say, I quit in frustration, and many hours of gameplay lost to a whim, IMHO. Has anyone ever run into this? An invincible pirate fleet?[/quote] The pirates are usually pretty tough, but as far as I remember, I've never seen the prison break pirates do that. Usually, compared to the normal pirate random event and the "mega pirates" introduced in DA, the prison escapees aren't so tough. I also don't recall them moving around like that; pirates usually stay in a small
Councilors, I too concur with Councilor SarcFa. Our preferred alignment should be neutrality. I would like to note, however, that we must be careful tying ourselves too closely to the Thalans. It remains unclear how much of a danger they might pose, but unless we are able to negotiate a formal alliance we can never entirely trust them. I therefore recommend that we make sure to send freighters to other races as well - preferrably the Gnolams, as was suggested during the previous sessi
[quote]The Jagged Knife haven't struck yet, neither have the Peacekeepers or Dreadlords, and the Pirate Invasion spawned only ONE ship.[/quote] Slightly off-topic, but one ship? Are you sure those weren't just the normal pirates?
Just wanted to say that I wholeheartedly concur with the suggestion that putting the Drengin on AI 8 will help them out. I tried switching them from AI 11 today, and they're a monster - ranked #2 in the game, but really #1 in just about everything but economy. They actually haven't really started a major war - just bullied minor races and joined the swarm of opportunists descending on the Korx after the Yor beat them up. Recently someone paid off most of the galaxy to attack them, so we'll se
[quote who="TOV" reply="104" id="2871748"]Why is this thread suddenly so quiet. It's creepy, like a haunted house. Anyway, I noticed that I had set the AI for the Arcean's Unique techs too high, and they weren't researching space weapons any more. A simple AI value change fixed the problem I suggests that you do not set the AI of these techs to be much higher than that of space weapons, if you do not wish to reach the same fate. [/quote] For my part,