Hi! REQUIRED 3 space spacing between starports From your further text it's obvious you're speaking of STARBASES in space, not starports on planets. The only limit they have is 4 per sector, resource ones excluded. I'm running edition 1.04 DreadLords GalCiv II Your version of the game is almost ancient. The last DL one is IIRC 1.50.060. And even in this one there isn't a Totalitarian party. Pitty I'd say. <img
IztokBitenc
Hi! I would have one ship with all armour, one ship with all PD and one ship with all Shields If you'll play DreadLords that would help, but would be terribly cost-ineficient. Small hulls aren't supposed to carry defenses. The medium hull is the one that has enough space to fit in the proper defense type for the opponent you're attacking AND enough weapons to destroy them before you ships are destroyed. In DL my usual ships' outfit had about 50% more defe
Hi! So on tiny hulls you could only mount the basic techs plus the following "level 1" weapons/defenses: Hummmmm... That would make ANYTHING small in late game next to useless. To alleviate this each level of weapons tech should give something to each ship class. Like: you discover Phasors, and the basic phasor would fit into any medium+ hull, but for smaller hulls you'd need to research Phasors-2 (or better called Small Phasors), with slightly smaller at
Hi! Now, i don't even think about them during a game - the only one that i look for are the military ones. I'd like to remember you on a fact, that even the small bonus from the first constructor can have a great effect on your empire: a 5% bonus to a 2k economy is 100BC. The constructor used for it is payed in 2 turns. The only resource I find pretty useless is the influence one, as I usually play in sparse universes with quite low amount of hab
Hi! the anomalies are all gone after the first year or two ... so make sure you got most of them. Create two-three cargo based ships (the number depends on the expected amounts of anomalies) with the survey module (Sensors 1 needed only), base speed at least 3, rest range extenders, and set them to auto-survey. Is there any sort of option to have anomalies spawn randomly as the game progresses Asked quite ma
Hi! Interestingly enough, it is vulnerable to agents. If the AI ever put an agent on my Eyes of the Universe, I'd be mighty angry...and impressed. AFAIK this shouldn't work. I did that to Korath and their Xanthinium Plating , and their small ships haven't lost any hitpoints, even in the next turn. The AIs don't really need the Eyes. At higher levels they got quite a large bonus to their sensor range. In one of my games at masochistic their warsh
Hi! Yep, there is a problem with weapons. They have a sizemod, which is about the most unrealistic thing about this system. A laser on a huge hull occupies more space than in a tiny hull, yet does the exact same damage! This is totally absurd. At the beginning (1.0 versions) the sizemod for weapons was so big you could IIRC mount on a large hull only twice as many weapons than on a small. <img src="http://images.stardock.com/gc2/T_DL/smiles/Mad.gif" borde
Hi! I been struggling playing as the Drengins in DA. Here are some of my racial stats ... I've noticed your race doesn't have any econ bonuses. From my experience is getting enough money in DA significantly more complicated as in DL, so taking 30% bonus for any race is simply a must. You're also playing in a duel, so you'll not be able to get money from trade. That's a double hit to your economy and probably the source of the problem you mentioned
Hi! In my opinion the smaller maps are even easier. Then you only need to develope 1 to 3 planets to win the game O yeah!?! Even easier, when at the end of the first year Drengin from the next door come after your planets with 5 troop transports and 15 heavy fighters, each with 3 plasmas, and your beast weapons tech is lasers-3, and you have only 10 tiny hulls with single cheapest weapon to fake you're strong, an not even a hint of a planetary invasion, b
Hi! My poorly numbered example: 6 Medium Hull 25 HP, 2 Gun, 4 Armor costs 1200 bc 6 Medium Hull 25 HP, 6 Gun, 0 Armor cost 1200 bc Sorry, but what gun and what armor? If you're speaking of the ultimate gun and ultimate armor, are numbers and situation quite different than in the mid-game, where most of battles are fought. BR, Iztok
Hi! I have won many Gigantic games on Suicidal. I played only one gigantic game with masochistc AI. My impression after finishing the game was the AI was not at masochistic at all. Compared to other maso games the AI felt way to pasive. So I'll qoute EberKain to get to my point: for a single player game the AI is lacking alot in terms of strategy. Gigantic map involves too much strategy over tactics. So if yo
Hi! > Huh? How's that? In my games I'm usually the one that starts attacking others Yes, in my games this 'WAS' the case. Now, however, no Erm, do you check regularly the relations (the pluses and minuses you have with that civ) and the graphs? Just from those two I can pretty well predict what will happen. But in your case it seems you've been a target of SuperManipulator (or whatever is that super ability called, that can make everyone declare war o
Hi! I have just finished that mission on masochistic and it really is quite hard. Here's what I did, or what I discovered while playing. The first thing is getting your HW runnign in high gear. The goal is to be able to build each second turn a ~150BC worth ship, and still be spending some 20BC in another area: building research centers, market centers, or reseaching. It helps tremedously if you have a good production bonus tile (300%, or 2*100%) on your HW. Then you put 100% spendi
Hi! In DL, one farm (on any planet other than your capital) produced 10K population. It appears that in DA, one farm produces 13K population. That one change may account for the need for 2 farms. Farm does not "produce" population. It gives food to feed them, and they grow to the max food or the max planet capacity. The food outputs are: - An Initiall Colony gives food for 6B pop. - A Civ Capital gives food for 12B pop. - A Basic farm can fe
Hi! I'd be interested to read what you find out Iztok OFC you'll do! That's the point of community. With this game I feel a seriuous lack of numbers. Being a long-time and successfull Stars! number-cruncher I need them here too!!! It seems
Hi! DL I found the best way was to mix farms, markets, entertainment as 1/1/1 in that ratio I too have been playing DL with about the same mix, with a bit less farms and more markets. However after I've read about taxes at 80% I began to wonder, and did some tests. What I found was quite surprising: if I held pop on all planets at 10-12B (only one farm, or none on small planets) without a single morale building, the rest Stock Markets (with their small mo
Hi! I'm finishing the 7th mission of the DA campaign (Defend Drengi, conquer all korath's colonies) with game version "v1.50 Dark Avatar last updated on: Fri Feb 9 14:05:57 2007", AI set on masochistic. I've already won it (Korath have only one small planet left, DreadLords conquered), but am just testing game mechanics and new features. I've noticed some problems: 1) Spying There are quite some issues I'd like to address: - Counter-espionage center doesn't work p
Hi! A perfect exploit, then! Build up an alliance, then sneak-attack when they least expect it! IMO there should be a "brake" to such kind of attacks. Like: - a player can not attack a race he's not at war with; - war MUST be declared in diplomacy window, but attacks can start only in the next week; - the Non-Aggression Pact can be broken only diplomatically. The declaration of war can not happen in the same week as the NAP was cancelled;
Hi! Adv. Farming X2 As others already said, never let a planet over 13B pop. Having it higher in current game mechancs means just too much hassle with rapidly dropping morale. So you should: - NEVER build any farm on the homeworld. It already has a food output of 12B. - NEVER put a farm on 300% food bonus tile, - put it on a 100% bonus tile only if there's also a morale bonus tile, or you can afford two morale buildings. Also never upgrade t
Hi! I remember reading that planets could only be terraformed to a PQ 30 I've read reports and seen pictures of planets of 50+ quality, so your Eden is not a bug. However it seems to me you were terribyl slow with building up that plant, if you had at the end of the game still room to build. IMO such a planet should get 5+ factories first, enough morale buildings to keep it at 100% approval up to 12B pop and a focus on social production until there are no
Hi! i think the root of this problem is that an entire fleet focuses on one ship until it's dead What I'm doing on attack now is I'm sending one or two single ships to fight a fleet first, in order to kill their most dangerous ships. Only then I use a fleet to mop-up the remainging low-firepower ships. If I'm lucky, then sometimes that's not necessary. Sometimes my lone attacker kills a whole fleet, and by the rule "in mutuall destruction the attac
Hi! if you're economy can support well-defended ships, i think it's worth it. well-defended ships make more sense in the long run It did in DL, and on attack, where the attacker couldn't replace lost ships easily. It also makes sense in DA if you face attack&defense balanced fleets. But most of AIs' fleets I've seen up to now were attack-heavy with only minor defense (attack 50, 1-3 defense). Against such fleets I WILL lose ships in EVERY battle, des
Hi! "the maximum defense rolls reset after each round" ... for surviving ships. Here's the catch. Cram as many firepower into a ship and you'll for sure destroy several times the BC as that ship costed you. And that's the whole point of battle: inflict more damage than you receive, and you'll win the war. In DA defenses don't change that, but do the oposite. BR, Iztok
Hi! For example if AI sees you amassing and moving a large fleet towards him then it should react immediately rather than waiting for you to sit outside his planets before reacting. I dont understand why this would be a problem ... Problem are false positives. Like you moving your ships to help Torians fend off an attack of their neighbour, but they calculate those ships as a threat and declare a war. <img src="http://images.stardock.com/gc2/T_DL
Hi! I remeber quite good how hot were debates about usefullnes of ship defeses in GC2 Drad Lords. But there's not a word about that theme in Dark Avatar with its new combat system. I've finished some DA games, got quite some experience and am ready to make a statement: IMO defenses in Dark Avatar need a mayor rework. Let me explain that statement. In DL defenses always worked, what was not so usefull against a small number of high-attack ships, but changed