Is there something specific in the campaign, or did I make 'the wrong choice' at one of the colonization events? For some reason, during the first mission in the DA campaign, I looked and saw my influence at -41%! It went up as normal when my survey ship discovered the +1 influence anomolies though.
Matt Sontum
Yeah, from what I've heard luck does not affect combat rolls, just random events and occassionally critical hits. At one point it was bugged so that it didn't do anything. As for all of the combat skills, I don't think they're all that useful, since going for a better economy means you'll have more of everything (ships as well) And I'd rather go for pop growth and have more troops than go the soldiering route.
That is riciculous, of course there is a best, there is always a best! Given a certain type of starting condition, where everyone is making optimal decisions, someone must come out on top based on attributes. Then you just have to look at which starting positions come up the most often and which strategies are the most effective. In addition, the abilities are not close to being balanced, some are better to buy with points, some are better to get through political affiliation. Some scale up with
Yeah, going into it I thought Hive or Breeder. Hive since I'm always building tons of factories early on, and Breeder because it makes it easier to colonize quickly without getting into a money crunch. Well I figure whichever one you pick, you can always select abilities that give the other's strength, so you could buy extra social production with the breeder, or extra population growth for the Hive. This means that the Hive will probably turn out better, since they have decent ability
Well, I looked up the abilities for the various political parties, and what they would cost to purchase in their respective ability points, and I came up with this ranking: 1st. Technologists 5 pts 2nd. Universalists 4.5 pts 3rd. Industrialist, Pacifist, Mercantile 4 pts 4th. Populists, War Party 3.5 pts 5th. Federalists 3 pts So it looks like the technologist party presents the best overall value. (Just like real life :))
In order to build the most effective empire, which race is the best to start with? I imagine that your choice would be made mainly based on Super Abilities. Since the point total costs of most of the starting attributes outweigh the 5 extra points you get with the custom race, I would imagine you'd pick the race with the best Super Ability and start from there. Unless you wanted Super Breeder, since the race that got that one only has 8 points to spend and poor abilities. That being s
In the descriptions, they give a general feel for what the Super Abilities do, but no hard numbers. For example, someone on here wrote that the 'Super Breeder' ability gives you +300% population growth when your approval rating is at 100%. In the description is just says that they breed faster. So I was wondering, by the numbers, what do the other Super Abilities really do? As a related question, which one is the best in practice? My guess would be either the Breeder,
Sure, attacking would give you some sort of bonus, like +5 to speed for the purpose of getting initiative, smaller ship size or sensor range could help as well...
I'd be all for different weapons having different attack initiative speeds, but it seems like a complicated change at this point in the game. I still think fighitng the dreadlords with this change will be suicidal, they produce such a ridiculous number of ships, you can't afford to lose an extra ship per battle against them. I think that there should still be situations were the defending player does not get to fire back.
The Dreadlords will eventually build ships with defneses against whatever weapons you use the most. This didn't happen to me in the mission I can up with this strat on, but they did start doing it in the next mission. I started with beam weapons, they got shields. When I switched over to missles they started using point defense. Luckily at that point it was almost over, so I was able to lose a few ships suring the final push.
It says that in version 1.2, the defender will get to fire back, even if killed during that combat round. If this is true, how will nayone defeat the DreadLords ships? The only way I was able to do it in the first place was to create ships with enough offense to kill them in the initial strike. Otherwise, you would lose at least a ship in every battle, since the Dreadlord ships vaporize your ships with a single attack.
Well, I used this strat for Achellies heel and it worked perfectly. The AI could have beaten my fleet by attacking it, but they didn't. As long as you are attacking single ships you should be fine. I'm just now trying the Apocolypse mission, although this one has other races so I might have to try another tactic. Good idea on the priavteer thing, that would definately help.
If the case is for specialization, I have never seen a computer planet dedicated to Industrial Capacity (Aside from some Dread Lords planets in the Campaign) It is always much better to build ships than to buy them, and I've gotten a number of planets that can crank out a ship a turn once they stop producing domestic improvements. The AI is pathetically easy on 'Painful' and below, because they do not make factories and often mass produce ship designs without weapons. On higher diffic
Some error with the AI has caused me to invade many AI worlds only to find them without factories. At best there will be 2 factories on a 10 rated planet, usually 1 or none. The computer should use at least 1/3 of the planet space for production, I am starting to suspect that this is why they never able to build decent fleets.
I don't know why it took me so long to come up with this, but since the Dreadlords will vaporize any ship with a single shot anyways, it seems as though you might as well go with Cargo Ships filled with Plasma as your entire offense. A winning strategy seems to be this: Load a Cargo Ship with 4 Plasma cannons and 1 Impulse Drive and 1 life support, giving it 8 attack and 4 movement. Then research advanced Logistics so you can put 3 of them together in a fleet. This fleet should have a resonably
I just got to thinking, this is the whole way to balance out offense vs defense. If the computer feels compelled to build ships with more offense than defense, perhapes they can be rewarded by only having my ships attack once or twice a round. It seems to me that if it takes awhile to defeat all the ships, I should have less movement points afterwards. maybe the attack itself could even be broken off after the first 5 rounds or so...
The thrid mission played out without the Drengin building any ships with weapons as well. They built a number of ships with a 7 shield rating around their planets. Again, it seems like a simple piece of logic, do not build a ship with defense if it has no offense, it's pointless.
If this is true it should be more widely known. I was playing on 'Painful' diffuculty level and expected more of a challenge. Maybe you could let the computer design ships every 8 turns or so instead, or anytime they get 3 new ship technologies. I mean, the diplo screen said they had plasma weapons, they really should have used them.
During the second mission of the Campaign, the Drengin AI did not build a single ship with weapons. I had a ship stationed outside one of their planets, and every other turn they built a new weaponless ship to defend it. They continued doing this despite having Plasma weapons in the diplomacy screen. In the third mission, which I haven't finished yet, the Drengin have been building ships with shields but no weapons.
Other things for 1.2 Still need to fix the turn after loading the game bug, it seems as though planets still do not produce anything the turn after you load a saved game. Would like some easy way to tell if a race has any technologies that I don't currently have in the diplomacy window, I hate checking all of them every five turns or so in a ten player FFA. Have the computer place a higher priority on getting Star Republic and Xeno Ethics, any halfway competant p
I've also noticed that a lot of the AIs tend to run themselves into serious bankruptcy early on in the game. I am able to avoid it by tech trading around with everyone. The more AIs to trade with, the more money I get and the longer I can run my economy at 100%.
Even at crippling difficulty, the game seems too easy. So far I havn't been attacked by an overwhelming force, I was able to get all of the important 'wonders' and trade goods. The enemy still sends far too few escorts for their transports, and since I've been tech trading, all of the AI are far behind in technology. Does anyone else think the game is too easy, I guess I'll have to see how this one finishes out, but right now I have about 30% of the galaxy in a 10 person game.
Every game I end up using the same invasion tactics in each battle: Standard when I plan to win by a lot anyway, and don't want to use up funds. Information warfare when their approval rate is below 50%. Mini Soldiers when I have the tech for it. It just doesn't seem like any of the others are worth it. Anyone out there use the others in specific situations? In general?
They were in a fleet but the fleet was disbanded prior to upgrading the ships.
In my current game, i disbanded a fleet of ships and had each of them move to a different square to upgrade. I accidently moved two ships on the same tile, and it won't let me move either ships, or upgrade the second one. The next turn it still won't let me move the second ship, although it is listed as having movement points. Anyone else have this issue? Also, how are you supposed to upgrade ships while still in the same fleet or