Like DivineWrath said, pay someone to exterminate them - it's a BIG diplo hit to attack in that situation. While AIs are really defensive about their econ treaties, they are much less possessive about their research treaties. Start early, and trade (or outright buy) any treaties you can. You get free research points, and more importantly, no one else does. It's not uncommon for me to have [I]everyone's[/I] research treaty by the middle of the second year :D
WIllythemailboy
[quote]This needs to be fixed in TA. It's a very tedious bug. If it's not fixed- I may have to mod it out if that's possible. [/quote] Tell me about it. I play a very influence-heavy custom evil race. Winning without the MCC adds at least a year onto every game - although now that I'm used to it, I don't know what I'd do with that much extra money.
[quote] Destroying the base and building a new one, or trading for it are the only ways to take over a resource starbase. As of yet I have never seen any Normal difficulty AI trade away a resource starbase for any price. Can't say if they will trade them on lower difficulty. [/quote] The AI is understandably reluctant to trade mining bases at any difficulty level. The only practical way I've found to trade for one is to wait until a civ comes beggi
[quote] that's my one worry so far. creating and saving my races in DA was the only thing that kept me playing after a while. i just hope the editors will be easy enough to use that this is still viable. Yes I must agree: the tech trees are really cool, but I really hope that this will not mean that the flexibility in making your own races and civs will be suffering. Will we be able to custom-make our own tech trees for our own races, or will
The Mind Control Center does restrict how easily planets flip, even though it was supposed to make it easier - I think they changed the description so it doesn't say that anymore. Either way, it's annoying. Your best bet is to build your reeducation center on that planet (to prevent it from flipping back to you) and then sell the planet to someone else (preferably an ally so you won't go to war with them). Selling to a minor civ works, and you don't need the reducation center. If all el
[quote]Hmmm...too bad for me. I was the one with the fleets of smaller ships. I have a new question tho...I am playing a game where I can actually see the destinations of enemy vessels. It seems very unfair, and I hate taking advantage of it, but...is this a bug or what? [/quote] It's related to your intelligence. You planted spies on other races, and when you get to a certain level of intelligence on their civ (low? maybe medium?) you can determine what each fleet's orders ar
[quote] Star Eruptor Solar Eruptor Couple random ideas... Either of these are good, I prefer the first one but not by much. Good suggestions! Also we could just go with Star Destroyer [/quote] Nah, if you want to go that route it would have to be Sun Crusher.
Yes, you keep the bonus - trading the goods to someone else gives them the bonus as well. However, in the case of diplomatic translators and marine training, selling the bonus is conterproductive in most cases. You keep the bonus, but anyone you trade them to also gets the bonus, effectively negating your bonus. Diplomacy is based on the difference between your ability and theirs, so boosting both sides by 25% is pretty much the same as neither side getting a bonus. Soldiering is the same way.
Open your domestic tab, then select the economy tab - it's the same screen that allows you to move your tax slider. The window on the right itemizes your income sources and expenses.
[quote]Oh yeah...just found another thing that should be looked into. Committing genocide with a Terror Star doesn't invoke the movie of a race being killed off. ~whistles as he walks away from the vaporized Dregin planets~ Can't prove I did it...it woulda been on GNN! What? That Terror Star? Naw...um, he's just out to pick up bread and milk. Next milestone is to create a scenario that the only colonized system remaining in the game holds one of my planets and another...and blo
[quote] No, not really. All they really "proved" is that the fabric wasn't entirely responsible. Any idiot knows that, that's the equivalent of saying the spark plugs provide all the power to run your car. The hydrogen did in fact burn, but the skin is what started it burning. And the way the ship was designed, a pure hydrogen fire wouldn't have been the catostrophic failure that actually resulted. no they found that the paint job burnt real
[quote] Someone doesn't know their history - the Hindenburg burned because the skin paint contained iron oxide and powdered aluminum (google Thermite if you want to know how that works) and wasn't properly grounded against static electricity. Not that hydrogen doesn't have some serious safety issues, but gasoline does too. sorry the mythbusters busted this one. [/quote] No, not really. All they really "proved" is that the fabric wasn't [I]entirely[
I have the beta, but simply lack the time to do it properly - any game I played would be obsolete by the time I finished. I do pay attention to what others say, though (what else would I do while bored at work?) So, my suggestion for trading racial techs: Would it be possible to make truly unique techs (such as the korath/drengin farms, torian research techs, etc) be traded something like trade goods? Usable as techs for the buildings and passive bonuses like they are now, but tradable
You raise some valid points. Hydrogen is less efficient than electricity in the fact that you lose energy making it, then again when it is used where electricity only loses when you use it. That's a basic principle of thermodynamics - a process with fewer steps is inherently more efficient. The one bonus hydrogen has is that it is a great storage medium, and storing electricity is a pain. Take a good look at an electric car, and compute how much of the cost of the car is batteries. Batteries wea
[quote] If you search by class wont all the uninhabitable planets (class 0) be at the bottom. Not in DA, at any rate. You can have a class 26 world, just as an example, which would appear at or near the top of the list that you can't colonize because it's toxic and you haven't researched toxic colonization yet. [/quote] Ah, that's why the question seemed a little off to me. I didn't know you could search by extreme type in TA. I preordere
I think you misunderstood his post. He was commenting on the OP's concern about hydrogen cars releasing water vapor. Water is a major byproduct of burning gasoline, to the point that the Army is experimenting with a system that condenses and cleans the water from Humvee exhaust to make drinking water for the soldiers in said Humveee. More importantly, this water generated by burning oil is water that was not already in the water cycle, so it could be considered to be adding additional g
[quote] The market sets prices, and the market sets correct prices not always. Prices are often set on speculation and projection. Take for example, the housing market bubble, Tech bubble, stock market crash of 1929. We don't operate on a pure supply/demand economy. There is a lot more to the modern economy - credit, investment, foreign events, speculation. [/quote] Speculation and projection are often what causes demand curves to move. In fact, th
Above the listing of planets, there is a line that tells you how the planets are sorted - by name (alphabetically), by sector, etc. Click the arrow on the side of the box (right or left, both will work) until it says "class". The planets will then appear with the highest class unowned planets at the top of the list. Very useful for tracking down class one planets after the colony rush is over. This works in DA, and I can't see why they would change it for TA. Don't know about DL, it's b
I have that happen occasionally, and I'm NOT playing the beta (1.8c I think). It only happens when the asteroids have not been improved at all, at least in my experience.
What I'd like to see is a chance at bonuses on terraformed tiles. Those class 1 planets can get up to class 19, but they are entirely devoid of bonuses. Not that I would expect to find a precursor library under that swamp I just made usable, but getting something would be nice. We need more types of bonus tiles. One, three, and seven times bonuses are nice, but where are the massive influence bonus tiles, insane morale tiles, and even better [I]negative[/I] bonuses. Terrain tha
Dread Lords are a real pain to kill in DA due to the tie rule. If both sides of a combat will be destroyed, the last two surviving ships will be compared and the stronger design will survive with one point. Low tech ships simply cannot kill a Dread Lord any more. Instead, tech up fast. Huge hulls, psionic beams, and engines are all you need. Yes, it will be expensive. Yes, it will take a while to research those. But you only need one ship to win.
[quote] It's gas prices that will kill us all and not to mention George Bush's stupidity! [/quote] Go live in Europe for a while, then complain about gas prices here. Somehow their economies haven't collapsed from high fuel prices. The reality is that Americans take artificially low fuel prices for granted, then whine when reality starts showing through. Twenty years from now $3 gas will seem dirt cheap - assuming we still use gas at all. I won't speak to the
Congradulations, you realized something that has been going on since the Industrial Revolution. For that matter, how many accountants did Quicken put out of work? Of course, this can also be seen as a good thing in many cases. For instance, we now have these cool mechanical gizmos for picking cotton - a job we used slave labor to do for us before these gizmos became available. Some people might see that as progress.
[quote] They steal all your techs, but no AI techs. This is balanced by the event where a Minor Race steals all techs of so-and-so AI Major Race, so I guess it's fair. Not at all, it destroys the strategic intricacy and advantage of the players chosen technology path. [/quote] I just had this happen, so I checked the JK techs. They get [I]everyone's[/I] tech, not just the player's tech.
[quote]The Galactic Guide Book does NOTHING. I built it, but still nothing could survey but the ships I had put the survey module on. Very depressing, especially since I couldn't deconstruct it. [/quote] That isn't a bug, or at least not a new one. You still need to put a survey module on each ship. The guide book drops the cost of the module to zero, but you still need to build the module. What irks me is that the survey module still takes space. I'd rather pay for th