The AIs won't give Economy Treaty early too but Research Treaty are much easier to get early using Terrans. I played with 9 AIs in one game using Terrans and I traded/bought Research Treaty with each AIs (including Korath and Drengin) in about 4-6 months from the game start date. This doesn't happen when I play any other races. So if you want diplomacy to work FOR you in the early and mid games, use Terrans. First of all, clarify me if I'm wrong on t
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the only race that can do a bit of tech trading right now is the Terrans with the tech rate at slowest and 5 points to diplomacy. In one of my current game on Small with 5 AIs and painful difficulty, I gotten all of their starting tech and more in about 6 months. If I were some other races, I would not have made any trades like that. So basically, tech trading is pretty much exclusive to the Terran now So you mean tech trading is out
Few opinions about dual monitors (used such setup at a friend's place for few times): - in most uses it's just like having one 19" monitor (most uses referring to situations when you have only one application in use) - when using multiple applications it becomes personal, my friend obviously likes his setup as he bought it after long consideration (and I believe some testing at his work place) but OTOH I find the "gap" between screens really annoying and the for me the viewable
Unless I'm playing games online I always cut off my net connection and turn off the anti-virus program. Anti-virus progs have a habit of eating lots of resources. With games the slowdown becomes very obvious as the autoscan (or whatever that's called in the AV program used) scans every file the game reads every time they're read. But I have to agree that GC2 and DA are quite heavy on the machine. My older computer (AMD3200+, 1Gb, 7900GT) slows down quite a bit with all those Dominator C
Only problem with wide screen monitors are that they offer less viewable area compared to their 4:3 brethren. Go and compare 19" wide screens with 19" 4:3 monitors and you'll see what I mean. I guess if you game and watch a lot of media, that's fine. But if you work with a lot of docs, you'll find yourself scrolling a lot more. That's the only con, pretty much, with wide screens. Reminds me of another discussion where someone said tha
What game are you playing? I have to sell my soul in order to get one of the AIs older weapons techs. Look at what I had to offer for Harpoon II. What I meant was this: if you're trading that Harpoon II don't forget to take all earlier missile techs as well because AI seems to give them for free with the more advanced one. You may have to give a lot for tech you're actually wanting but in many cases all the techs prior to that level don't increase the pr
I'm quite happy with the current tech trading. Most of the times AI's don't agree to trades I'd wish to do but with persistence (checking the diplo screen almost every week to check if they've got something new and making lots of propositions) I get numerous good trades each game. I personally do not give away weapons or defenses to anyone. So why should the AI? I believe that a restraint like this to your trading will harm you in the long run.
There's something wrong with the Thalan AI. They always seem to build excessive amounts of space miners. At least twice I've been in a situation where everyone else has a decent army ready while Thalans had couple of dozen miners orbiting their planets and not a single military ship built Games have been on a large map, tough, occasional asteroids and with 5 AI's so I can't see how even aggressiv
Once, I started out with a +700% and a +300% (to manufacturing). This reminded me of something totally off topic: I once started with 2x +300% and 1x +100% to... FOOD production Somehow my fingers slipped to CTRL-N right after that.
Where the displayed build/upgrade times for ships and improvements are coming from. Noticed that yesterday when I was moving the production sliders to have just enough research or military to finish current project in 1 week - unfortunately couple of times I didn't finish in that promised 1 week. That's really annoying to notice that you've practically missed one week's research or military production for one planet.
That tells me that defense is just too strong. Heh, no offense meant Roxlimm but to me it seems that everything tells you that In that game I was just trying the tactic that was described as invincible. My initial ships were exact duplicates of ships that were supposed to defeat complete armies alone but somehow they failed me. I don't find solace in def
They have Logistics advantage because you weren't maximizing yours. Despite having a theoretical parity, they ARE fielding larger fleets. That gives them the advantage, even if you both theoretically had the tech, since the tech simply wasn't useful to you. Err... I found that extra logistics quite usefull when trying to fleet 3 medium hulled ships. They have weapons advantage. Yes, because I chose to ch
Your enemy had sizable weapons, logistics, AND manufactuing advantage. As you said - they were dominant. They had weapons advantage but that's to be expected with defense heavy approach I took. They didn't have meaningful logistics advantage as I traded logistics at the start of war. Due to AI's terrible planet design they didn't even have meaningful manufacturing advantage. They had the advantage in the amount of military, number of planets and therefo
I did research just medium hull, plasma weapons, PD combo, and some miniaturization. I'd say comparable costs to Photonic torpedos and 2 more levels of logistic. But with just 2 medium ships (3 plasma, 1 engine, rest PD-combos) I removed Yor with Harpoons and Photonic torpedos from the game. Okay. I wanted to test so I started a game with Krynn (+50% Defenses) yesterday. I built medium ships with 1 engine,3 Plasmas and rest PD-Combos. My settings were as
To me it seems that the upgrade (or perhaps more accurately buying) bug works like this: - Any improvement bought straight costs the full price of the improvement. No cost reductions for upgrading from older building of the same type, no cost reductions for Super Hive etc. - Improvements on build queue can be bought on the correct price. For example upgrading Adv. Market Center to Stock Market costs 1158bc if the upgrade is not put to queue first. From queue it costs 7
Governors: A checkbox to either have or not have governors automatically doing their job on your planets. I do lots of micro management with planets and it's tedious to empty the update queue from each new planet you conquer. There already is one of those in the colony details screen. Not exactly. Now there are checkboxes in every planet's details which I can uncheck after I've gained contr
I'm facing stronger fleets: 2 mediums and 2 small with missile attack around 100. My counter is a large hull with 3 photonic torpedos, 1 engine, rest PD-combos. In my opinion the problem in the above is not the defenses but the fact that AI has not been able to adapt to the current military environment. AI is still waging war with tiny and small ships like it used to in DL while large and huge ships have become much more powerful in DA. If your ship woul
Couple more things I forgot from my first post. Documentation : Ingame documentation of planetary improvements, techs, super abilities and pretty much everything is often very poor. It should be quite easy to check what everything really does and update all ingame infos to be both exact, clear and up to date. Governors : A checkbox to either have or not have governors automatically doing their job on your planets. I do lots of micro management with planets and it's
Thats the Drengin super ability, where they get swarms of tiny Dominator corvettes every time they declare war. It's quite useless, to be honest... At the very least it isn't very... uh... super
You either build a one-defense ship, a no-defense ship, or a max defense ship. No other ship design makes sense. At least on Tough I've been quite happy with dual defense ships, so I hope they make sense as well. As for math, don't put too much stock in that. Math can be misleading, and it's made many people misinterpret what has been said. Math and simulations aren't misleading. When it comes to gam
The fact that they're fantastically useful isn't a bad thing. The fact that they're ALWAYS fantastically useful is. How is that a bad thing? Are you also arguing that it's a bad thing that weapons are always fantastically useful? Or money? Somehow the fact that there are two distinct types of players, ones who claim that the defenses are broken and others who have mathematical proof that they're not worth the credits and research, makes me very
Been away from the game for few months but got back to biz after DA came out.Generally I can join the "horde" that mostly agrees with Wyndstar so let's get started with the stuff I DIS agree with him. Take all of these with a grain of salt as I've only played a handful of games in last 4 months or so. Starbases : I don't see any reason to make them huge to start with. Instead I'd give them more HP with each added module (military modules might give more HP than others) so th
one requirement is hardcoded, I already asked for the option to use more required techs for more complex tech trees, no answer yet and the thread is somewhere on page x already, not even one answer, not even from someone who like the idea Hey! I sure do like the idea - I even included it on my feedback mail to CariElf a while ago concerning the
And since you cannot prevent races from simply trading techs off without disabling tech trades entirely, you really can't have truly race-specific techs. I don't see tech trading per se as an obstacle for race specific techs. Unfortunately when it's combined with a certain limitation that appears to be hard coded into game, the race spec
After some testing I'd like to rephrase the first question to... 1) Model tag ' is the name of a Bink file to represent the tech ', but where are these Bink files and is it possible to include new Bink files in Mods? I'd also like to add couple more questions: 5) What are the actual effects of different Alignment values? Terms like 'Evil' or 'Chaotic Good' are just too vague when trying to create a new race with certain kind of behaviour in mind. <br/