Hi! [quote]willing to fund fixes[/quote] Ummm, well... If you say so. Let me see if you can match this: - HW and SW equipment the developer will use: $3000 - monthly salary for a developer: $4000 - monthly rent for a cubicle where (s)he'll work: $300 - expect him to work 2 months at least, but likely more. You still willing to fund fixes? ;) BR, Iztok
IztokBitenc
Hi! In DA I got negative diplo "points" for starting wars, for exterminating a race and for breaking treaties (econ and/or research one I gave to AI). But differrent races had different "sensitvity" for the first two events. You can avoid the first one with parking troop transport close to the race you want a war with, so they declare the war on you. The second penality you avoid by getting peace treaty just before the race is exterminated. E.g. you don'
Hi! I'm waiting for the weekend sale of the TotA. Who knows, meybe I'll even get it this year. ;-) BR, Iztok
Hi! [quote]Gal Civ 3 should have it tht the other races are not allowed to enter your space [/quote] ... but you could enter theirs, eh? ;) I'm against that. Too easy to misuse against AI: just colonize everything towards opponents, plug small gaps with starbases, and everything behind that "border" is yours. [e digicons]>:([/e] If you can't defend it, it's not yours. BR, Iztok
Hi! The TotA shares the same combat model with the DA. In both each weapon on each ship fires separately, and that makes some strange battles. In your case it's obvious Thalans have weak beams, so they have problems individually punching through your WRONG defenses, and even have problems depleting (removing) your defenses. If you really want to know how combat works, you should check what wiki has to say on <a href="https://www.galciv.wikia.com/wiki/Ship_c
Hi! [quote]Am I right to feel that Painful is much more difficult than tough??? [/quote] Shouldn't be. IIRC the Painfull level gives AI 5% more output (money, research, production). But the game depends quite a lot of simple luck at obtaining habitable planets. The AI(s) may just be lucky, or you unlucky at obtaining (good) habitable planets. I'd suggest you to check that first. BR, Iztok
Hi! [quote]the upper class will use us to carry them on our shoulders![/quote] C'mon, this is the 21st century. Wheel's already invented. We'll also not carry the top class around, that's so undignified. We'll be drawing their rikshas. BR, Iztok (Edit: fixed spelling "wheel")
Hi! [quote]Bikes.[/quote] Bikes will be for upper class. We mundanes will use shoes. If we get lucky to have them at all. BR, Iztok
Hi! [quote]Does anyone know what is relevant when the computer is calculating your military prowess?[/quote] It should be sum (all ships' attack) + sum (all ships' defense) + sum (all ships' hit points / 10). Just don't let it mislead you. The only thing that really counts is the design of your ship vs. designs of your intended opponent. In TA I've eradiced whole races, that had 50+ ships, with just a few ships of mine, not losing a single one. T
Hi! [quote]When IS it time for war, When do you decide to go ???[/quote] When I have ships that can beat his fleets with minimsl or no losses... in position to destroy his critical mining starbases and remove defenders from planets I want to take from the opponent in the same turn I'll start the war. When I also have troop transports in range to take those planets in the turn I attack. When lots of my troop transports is
Hi! [quote]The ASC is meant to give you +50% x your total production output..[/quote] A clarification please: has ASC functionality changed in TotA, so that it gives 50% bonus to ALL production, not just military, as it does in DL and DA? I'm asking because posts here indicate that change. BR, Iztok
Hi! [quote]Any tips on how to not die[/quote] 1) Ally with them and get the alliance victory. 2) Keep doing what you already do: conquer everyone else to get enough planets to fight Humans at the end, while researching the biggest hull and proper defenses for their weapons, and weapons they don't have proper defenses for. When there's no planets to conquer, build several attack ships and hit their mining space stations first: mil should be top priority,
Hi! [quote]colony rush in tiny / small galaxies ... first of all I should focus more on production in the first turns to build more colony ships faster[/quote] Actually no. In tiny galaxy there's only a very limited number of planets you can settle. With 3-4 opponents you can realistically count on only a few in your share of star systems. So building lots of factories to pump out lots of colony ships doesn't make sense. The low number of col
Hi! [quote]> "Mauna Roa Beaches" Strategy wise, I won by going for green, full steam. [/quote] That's the only option. Red is too far. I've won it by carefully watching green's movement. When I saw his robots moving north, I moved into its base my robots blocking its eastern exit. Before green could counter, I took one factory there, built defensive turret(s?) and moved all my forces to block the inner passage to his main factory. Since some
Hi! For weapons comparisson you may want to check the wiki for Ship_design_strategies#Further_analysis_of_weapons . Please note the article is valid for DL and DA. TA has slightly different weapons' stats. BR, Iztok
Hi! [quote]countering enemy fleets with a single ship[/quote] But you need to know when you should use what. Basically there are only few different combat situations that can happen in the course of the game: you can match firepower of opponent's fleet with defenses on your single ship. In this situation you use single most-defense ships. If opponent is using defenses, you use fleets big enough to remove defenses and deal some hull damage each co
Hi! Straight from wiki - Ship combat : When the firepower of the fleet becomes too great for the defenses, the rule of the day becomes all-attack single suicidal ship (firepower several hundred points), that destroys many of the opponent's ships in the first round of the combat, and by the "tie rule" maybe even survives. In mid and late game using fleets became conter-productive, because des
Hi! Five days ago archiving function in Impulse didn't work correctly. AFAIK so far you're stuck with either: - trusting Stardock to survive until you'll want a game again ;) , or - with burning the whole game folder (or ZIP) on the DVD and OFC checking the copy from the DVD to the hard disk works. BR, Iztok
Hi! Check wiki on gameplay and production , or more specifically for military production . BR, Iztok
Hi! [quote]What works best in my experience is lots of rockets and mortars with a few stunners mixed in.[/quote] I too prefer missiles. The usual composition is 3 fighter robots + 1 repairer, but for each choke point I thend to have 2 repairers to also repair each other. Only in this game I started using stunners, because I had minerals, but not free "slots" for bots. Stunners really work wonders, esp. in narrow passages. The bot that's hit stops, and so do all bo
Hi! SR-2 Reboot is IMO harder than original game. Since I've won original SR-2 on hard quite easily, I started this one on "impossible", but after I've been killed in the first battle with dominators by the tiniest dominator ship in just tree combat rounds, I decided I'm not such a masochist to keep trying impossible things. I mean, that tiniest ship had 28% shields, speed 650, and each of his two shots did 60+ damage. That's about level 5 in tech, while I barely got level-2
Hi! [quote]Iztok do you know why the battleship regenerated to 17 HP[/quote] That event has been reported quite often over at least two years, "fixed" once, but AFAIK never explained. IMO a game glitch. BR, Izitok
Hi! [quote]I still can't understand how it works [/quote] Neither can I. It looked to me that Yor's planet could be "flipped" as easily as planets of other races. Not that I did much "flipping". I prefered faster and more reliable methods. [e digicons]}:)[/e] BR, Iztok
Hi! [quote]Alright, I'm pretty sure this is a bug.[/quote] Nope. That's the tie rule at work. Check at the bottom of Ships combat's page . BR, Iztok
Hi! [quote]Even with the four-per-sector limit I could see more than four starbases affecting a single object in-game (by putting starbases in the corners of the sectors). [/quote] IMO you just answered your question: as many starbases ay you can make touch the "square" the planet or ship is on it with SB's area of effect. Please note the area is rounded up - each "square" the area border passes over is affected. [quote]I need to know how to properly space tr