Wow, I'll check the Mind Control Center in my next DA game. I also need to check the Secret Police.
tetleytea
So has anyone played a game on painful or higher with all AIs set to 100% aggression (without hitting ctrl-N 100 times and/or restarting after you've found all the choice planets to colonize)? Is it entertaining? Yeah, I did a small/abundant/abundant with 3 aggressive AI's on crippling. It's most definitely entertaining, because they're aggressive toward each other, not just toward you. Plus I get to do the military starbase thing that I swear by, whi
Hey, since the campaign backstory says that Spore works a lot like mad cow disease, I propose adding an alien race of cows, that are immune to the spore.
I got that economic event in the DA beta when I was playing Super Hive, and let me tell you, that thing put my economy on steroids. Free & instant industrial sectors + lots of money, you do the math. I won that game.
In DA that's a 100% military production bonus instead now. (from Artificial Slaves)
Teching up the engine tree up to Impulse I during the colony rush is most definitely still a viable strategy in DA. The +1 Speed alone is worth it; it's not just your colony ships, it's your survey ships.
I think the Spore Ship AI problem isn't so much that the AI doesn't adequately defend against it, it's that the Korath AI doesn't adequately take advantage of it.
I win at the highest level and on medium galaxies, although I usually don't play there. Too stressful. Let's get the simple cheats out of the way first: I Ctrl-N my start, and I save & reload sometimes. Past that, there are most definitely holes in the AI and in the game that I exploit. I'll just share one of them: the Xeno Ethics treasury bug. You know how Xeno Ethics resets your treasury to zero if you don't have the money to pay for an alignment? Well guess what: it reset
I'm finding the campaign surprisingly easy, too, and it looks like some of you are figuring out why. What I found a little cheesy was that Bribery scenario--you know the one where you plant 4 spies on Dagor(?) and then the Dread Lords pop up. Then you get this cheesy story about how some Dread Lord tidal wave swept the sector and it zapped all your planets & starbases except for your starting planet. In other words, "I want you replay the same map but this time with Dread Lords, and
You can trade w/ the AI for their mining ships, too.
I posted a bug about the Secret Police Center & Galactic Resort in the DA beta. I only tested the Galactic Resort in DA Gold, and what I know is that it is just another 25% morale building. For a Super Project, you would expect it to confer some special morale bonus, but it doesn't. Secret Police Center I haven't tested yet. But I did in the beta, and it was just another 20% morale building. That was more problematic, because in the blurb it says the SPC is supposed to improve th
I found a nice use for asteroids: micro. I'm frequently in the habit of rush-buying projects that are almost completed. Which works right away, if it's a social project. But if it's a ship, you have to wait a turn, and all the military production that turn is wasted. Instead what you can do is shift the asteroids around and get those ships out one turn earlier, and without spending 20bc to get that last kick out the door. Then you can shift the asteroids back. Helps with the
I assume the industry you get from asteroids is free? I will always take 1 free point of industry over 1 credit any day.
It seems to me, the current espionage system is missing a corresponding tech tree. Im aware of the "counterespionage" tech, but that isnt quite what Im talking about. Im talking about a tree that increases the effeciveness of, or reduces the cost of training agents over time. Good point.
You're talking about the start game, so I think it's too early to start thinking of specializing planets. My early game, I'm thinking two things: colony rush, and which planets do I want to build first. I don't have the money to build them all, so my class-5's often will sit there producing nothing for awhile. Planets with manufacturing tiles are getting Starports and putting out constructors, colony ships, and Diplomatic Translators. Research tiles are getting Xeno Labs, period. At oppo
Military starbases will not help, i am suprised people seem to think they will! Sure they will help skilled players who know how to make a productive economy that can produce '4' constructors then create the starbase and manage to defend it with some ships all befor the enemy fleets are wiping you out, but no good for less skilled players. I was there once, i remember trying to use military starbases... it is simply too slow to be a useful strategy. Well that's what i
These pictures are all great, but is there a way we can download and use others' designs in our own games? I don't like to design ships, but I need the distinctive looks.
We've got a similar thread going on about starbase defense. It's hard to code the AI to make suicide attacks and then follow it on with another.
I've got a question: has anyone out there done any analysis of how asteroids stack with power plants and economy starbases? Does asteroid output get multiplied, free IP, all that? But yeah, without some multiplying, asteroids seem to be largely a non-factor. Although you can beam their output to weak worlds that need a jump start on their manufacturing capacity.
Small ships are good at the start, but when you get going and are researching bigger and better hulls and ships you can't beat getting a huge hull and creating a Battlestar class starship! That's the point, as I see it. Large hulled ships work nicely when you're already winning, but you need small ships to pull out a win when you're not. It doesn't take much strategy to win a game you're already winning. You can't just research up to Huge hulls and
Or better, simulate a battle a hundred times during the game's development, and distill the results down to a polynomial equation as a function of weapons, defense, and hit points. Starbases tend to win early on because of their hit points.
Galactopedia is geared toward Dread Lords. It's a useful aid for Dark Avatar, but not the end-all authoritative source for things. For starters, just look at the engines.
How about this one: can you build a military starbase to back you up I will answer this... NO! going by his current skill level, and remembering when i was at that same skill level, i certainly could not construct a military starbase in time. What is so incredibly difficult about building 4 constructors?
One thing I like about the campaign is that you're already at war, from the get-go. So it's okay to slap a laser on cargo hulls early on and go survey-ship hunting, and otherwise reek havoc on his asteroids and colony ships. It's liberating. You could easily set everybody to "at war" in a sandbox game, too, but...who does....
They are pretty useless, but theoretically you could get some use out of them if you've got farming bonus tiles. A planet's morale bottoms out at 25 billion population, so if you can somehow keep the morale up just enough to keep it growing after 25 billion, it will never stop growing. Then theoretically that ctr. would be useful. Also you have to consider the initial colony's farming. It only takes one +300% farm tile to pass the break-even point, because that's the equivalent of