LegacyCWAL

LegacyCWAL

Joined Member # 2663681
0 Posts 9 Replies 660 Reputation

One thing about building a power plant before a factory: it can be a good move IF you can't use lower-tech stuff. A Quantum Power Plant is only slightly more expensive than an Industrial Sector, but gives just as much production due to what the initial colony pumps out while having both a lower maintenance cost and (I believe) a lower production cost due to it being a bonus rather than raw IUs. So it looks to me like building the power plant first is possibly a symptom of the AI's refusal to u

32 Replies 18,072 Views

There are several posts to "depleting defense" in this thread. Can anyone explain to me what that is? I thought in DA each weapon got a roll from zero to it's value and vs. a defense roll from zero to the ships total defense (sqrt'd if appropriate). If the attack roll exceeds the defense roll the difference is taken as damage, otherwise no damage is taken. Is there some other mechanism that comes into play when a ship is attached multiple times th

69 Replies 31,985 Views

Honest question: why is the Secret Police Center worthless? An extra 20% to base approval seems pretty good, what with not being diminished by population the way a normal morale building is. I agree about the fleet manager being worthless though, for the AI's fighting style, if nothing else. It just means I can clear out all the worthless defenders in one go instead of having to hammer the planet over and over and over. And if it's protected by something nasty that would reall

32 Replies 18,072 Views

I just finished a game where a couple planets did flip after I built the MCC, so it doesn't prevent it entirely. However, it DID seem to prevent planets from flipping inside of my influence starbases' radii, because those that did flip did so well away from them. The flipped planets also took their sweet time doing so, seemingly at about the normal rate. <img src="http://images.stardock.c

45 Replies 23,568 Views

I think Refuge actually makes a lot of sense for the Iconians, given their backstory. Their Arnor masters slaughter each other and disappear, their Yor buddies rise up and kill virtually the entire Iconian race, then the survivors run away to another star system. Makes sense that they'd name the place where they're finally safe again their "refuge". <img src="http://images.stardock.com/sd/SDC24.

10 Replies 7,212 Views

Wow, talk about a fast-moving thread Also why are you two putting words in my mouth? Where have I ever said or hinted that the AI would be able to out tactic a human player?? Im talking about the very basic defensive tactics here and if thats not practical then the AI will always be easy to conquer and this whole thread is pointless. Right now the AIs only def

135 Replies 51,264 Views

It depends, really. Hitting a really BIG econ improvement - like the Econ capital - can cost them a ton of money, but if you want your spy to last more than 1 turn, you're going to have to go after something smaller. And taking down a factory on a low-production world is going to do a lot more to harm the AI than taking out one bank out of the dozens that the AI has laying around. Shutting down factories can also be targetted more. For the most part, a bank is a bank is a bank, regar

38 Replies 22,413 Views

I keep wondering what spies actually are to not give away their origin. I keep getting this mental image of a Drengin planetary governor... Gov: "So, you've captured a spy, huh? Excellent. Now if we only knew where he was from." Aide: "Well, he's metal and keeps calling our interrogators 'meat creatures'." Gov: "Surely, there must be SOME way of knowing who sent him!" Aide: "And he has 'Made In Iconia' stamped into his ass." Gov: "Maybe if we researched some wa

35 Replies 18,553 Views

You have the Drengin on one side of you, and the Korath on the other. The Drengin and the Korath go to war with each other. Drengin ships cross your border headed for Korath space, and vice versa. Do you, as a player, immediately declare war on both of them, despite the fact that they don't care one whit about you and would probably beat you senseless if you fought both at once? By your statements, you're saying

135 Replies 51,264 Views

And how, exactly, would I ask permission? They would have to do something like add an option on the trading screen that says "let me move through your space". Of course, once that was available, a human would just find a way to get the AI to agree to let him go through its territory, move in his transports, and then sneak attack anyways, putting us right back at square one. That's a whole lotta work on the devs' part to slow down an exploit b

135 Replies 51,264 Views

1-Research the Logistics tech 2-(answered) 3-What you see is what you get: the only ships in the fight are the ones on the combat viewer. If the starbase is on the viewer, then the starbase is fighting. However, if the starbase has abilities other than weapons - such as the weapons assist modules - those will affect the ships in its radius, allowing it to indirectly assist in the combat even when it isn't actually fighting. 4-Mostly yes for the first, yes and

8 Replies 4,330 Views

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. Or even less obvious: you're trying to do a sneak attack of one of your neighbours, and discover an influence starbase of the Drath close to the target planet. Drath sees your fleet closing, calculates a false positive that it will attack his starbase, and declares

135 Replies 51,264 Views

Hi again, thanks a lot for your anwers. Well, the strategy to send in little "cheap" ships with plenty of weapons and no armor - i´m using in the meantime!!! After them, my bigger ships are closing in! This works fine, but....those f****** koraths are so strong, that i can´t stand any longer! I countet 6-7 "11-ship" fleets, my losses are high, rebuild time for new ships is too long - i´ve seen, that the koraths are the strongest in military A

20 Replies 12,515 Views

Hi all! Well, DA is worth the money. Thanks ...no a very big "thanks" to the Developers. (my english is not good enough to express myself in the adequat manner - so please be patient). I´m very surprised about Fleet Combat, or better to say the new combat calculation. In my present game i´m in a bitter, very long and mercyless war with the Koraths. Wow, they really hurt me (AI-Level challenging). My problem is.....i researched big ship hu

20 Replies 12,515 Views

You say "(your) wallet went kaput". Did it go below -500bc? When that happens, all production shuts down until you get back up to a so-called "reasonable" debt load.

7 Replies 5,852 Views

A few ideas (which, now that I look at it, apply to DL as well) to add to all the ones thrown around in this thread: 1-Make the cursor appear closer to the letters when naming a new ship design. Right now, it can be tough to tell the difference between "Heavy Fighter" and "HeavyFighter" until after you're done typing. 2-I understand the reasoning behind not having a "make an offer" button in diplomacy, but it would still be nice to be able to open up the cash or infl

24 Replies 19,468 Views

Yeah, the Galactic Resort is pretty bad. In my last game, just to try it out and see if there was some side-effect not obvious in the description, I replaced a VRC with it...and the approval on the planet went down 5 or 6 points the instant I finished it with a rushbuy.

7 Replies 6,175 Views

This sounds like a problem I've been having in. When I invade a planet, any buildings that are on terraformed tiles simply disappear (and the ability to terraform those spots disappear along with them), but the buildings' effects sometimes remain afterwards until you reload the game. I haven't found much you can do about it other than taking the planet before it gets terraformed. Edit: just noticed you said in DL. You should probably send in a bug report, since mine showed up in DA.

1 Replies 1,847 Views

I also think Drengin's suggestion is a good one. So much so, in fact, that I was about to post that very same idea until I saw that he'd beaten me to the punch

21 Replies 10,868 Views

I don't think there's a way to do totally non-destructive spying. However, I've found that if you put the spies on a marginal improvement on some armpit-of-the-universe backwater, it'll minimize the damage done and, in doing so, maximize that agent's life expectancy.

38 Replies 22,413 Views

Ps. 100 for Spore weapons.... wow... prolly cause its a Super race ability (and the race ought to use it!)or whatever, but still... wow I think there's a gameplay journal around here somewhere where Frogboy plays against the Korath and is disappointed by how long it took them to research Spore ships...I guess this was how he fixed it

42 Replies 28,113 Views

I'm finding the AI in DA to be a LOT better than in DL, especially when it comes to fighting wars. In DL, even wars that I was completely unprepared for were little more than a matter of seeing how long it would take for my forces to massacre their navy and my transports to seize their planets. Now, even though I'm still outfighting the AI, I'm having to actually put a decent amount of effort into it since the AI's transports are better-protected and battles are much MUCH deadlier to my

135 Replies 51,264 Views

From what I've seen, they always tend to get out at least a couple trade routes relatively early. However, they do need to compete in the colony rush just like everybody else, and early on those trade ships and especially the "wonders" like Galactic Privateer can be really expensive, both in up-front cost and in opportunity cost.

11 Replies 5,562 Views