PeskyFly

PeskyFly

Joined Member # 2912009
1 Posts 107 Replies 18,018 Reputation

I hear, it is good to have 4 in every section that you can get them in. It is good to put 4 in every sector in which you have trade routes. So that it doesn't consume your entire games, it is useful to have all your trade routes covering the same path, and for that path to be short. That way, you don't have to build so many starbases. and do you realy have to make a construtor for every damn upgrade? Yes

8 Replies 5,087 Views

OK. So today I started my first game. As you must know due to my pesky buzzing around here that I was going to start with the Terrans. Well... at first I did. But then my game crashed after alt-tabbing in and out many times to take screenshots. Or rather, it was taking too long to get back to the game using alt-tab, and I thought it had crashed, so I ended the application. So next time around, I decided not to go with the Terrans and create a custom race instead - I had been wanting to

8 Replies 43,589 Views

Install DA 1.6 on a computer that has Gold Edition installed but hasn't got an internet connection? This computer I post with has had a broken CD drive for the past 2 months and has lousy performance anyway, so today, I installed Gold Edition on my gaming laptop. I installed Stardock Central on this net computer and registered my game. Yeah it was valid of course, but how to I download and save an update to a USB drive? There's a big fat 'Install' button which I'm not clicking since I f

2 Replies 2,737 Views

15 credits a turn is not money Your not going to strike gold if you just set up 1 effing trade route and let it sit there. You must set up 8-12 trade routes, depending on your ability, all covering the same path between one of your planets and one AI planet. That AI becomes your trade partner, who you must keep alive and at peace with you. Then, in each sector that the trade routes are passing through, set up 4 Economic

18 Replies 14,260 Views

I had created some designs like that, which I call 'Bombers' a few weeks ago, before I had the box, but then I scrapped them, because I thought attacking soft targets meant declaring war and having it expand into a true war. The designs were Medium hulls, with lots & lots of engines, some life support, a survey module(thats all you need when you've got Eyes of the Universe), and the rest is either weaponry, or one weapon and lots of defenses. The Vengeance Raiders appear to be

13 Replies 8,472 Views

Good ol' alpha strike. Build a TS at every AI planet overnight, and win the game the next turn. Not possible now that it takes turns to install high-end modules. But that gives a new idea - instead of building a Terror Star and having it chug along at 1pc/wk, with it's escort fleets resisting the urge to go faster, rather it would be better to send fleets of faster-moving Constructors to the destination star system, have battle fleets secure the

12 Replies 12,743 Views

I got a message that the "Fundamentalist" minor race had been created. It said that they had over thrown several of my planets. Well, I only had two planets at this point, and guess what? They over threw them both! I hit end turn and that was it, I had been instantly defeated by this minor race! Is this normal or has it ever happened to anybody else? If it is of any relevance, I had encountered one of those moral choice

7 Replies 4,997 Views

p.s. when your logistic is 9 try this. 3+3+3 all small is default. But when you 2+2+2+3 you can have 4 firing ship instead of 3. when 15 2+2+2+2+2+2+3. maxed out logistic use. one small ship should feel like commanders ship. That's what the Torian A.I. did in the Terran Ascension AAR(with DL). Draginol's medium hulls kicked them up. Anyway, the more ships you have, the more space-per-fleet is taken up by engines and life support to m

2 Replies 3,466 Views

And keep in mind that the initial idea of freighters is to generate money, so the more expensive the freighter, the less economical. sorry the idea of frieghters in da is diplomatic not cash Wrong. It depends on the game setting. If you've got hundreds of throwaway planets at your disposal, even a maximized trade array with as many Economic Sta

18 Replies 14,260 Views

Get your logistics up near 60 and put 19 or 20 of these in a fleet and it wipes out pretty much anything. You take a lot of losses so you need to have lots of replacements but for DL games nothing can beat this combination. I assume that for DA this may not work at all given that each weapon can fire at separate targets, but in DL anyway this strategy rocks. For DL, true. For DA, it's a different story. To the point of

20 Replies 18,403 Views

Ok, is the terror star going to be just a ship with a weapon to destroy ships, or are they going to moon sized battlesations like the death star? I've read that Terror Stars destroy stars, but what effect would that have on the planets in that star system? Would those planets die? And if it can destroy stars, does that mean that It can destory individual planets. I can see how there would be situations were you would want to destroy individual planets, but not whole st

12 Replies 12,743 Views

I think Small Hulls should only be used to fill in logistics gaps that bigger hulls leave behind, relegating them to usage as 'escorts'. Otherwise, Medium Hulls are the most effective early on, and then you get Large and Huge hulls later which are even better, but in most cases(IMO), uglier . As for Tiny Hulls, you can bolt on one defense and one weapon and anything else in the remaining

20 Replies 18,403 Views

But they have enough defense to block the 'mostly defense' fleets and can thus sit out 300 volleys until the mostly-defensive ships get exploded by the time limit. But this means: All Attack > Balanced - due to the tie rule Balanced > Most Defense - as above Most Defense > All Attack - until late-game So early and mid-game are a rock-paper-scissors thing, but end game is either all attack or kamikaze+defensive combos.

13 Replies 11,769 Views

What is Creativity bonus? According to the wiki, it's some sort of thing that gives you a free tech once in a blue moon. What's the use of this at all? Also, does Luck in DA also give you more bonus tiles, or does it just give you better minimum rolls?

42 Replies 19,507 Views

Maneuvering thrusters ... GalCiv 2 missiles are extremely, extremely maneuverable and travel at faster-than-light speeds. Since ships in combat aren't going FTL, there's no way even your most advanced sub-light maneuvering thrusters will prevent a Black Hole Eruptor from sucking away part of your ship(or all of it). With the long distances involved in space combat, thrusters wouldn't be too effective against beams either. Several miles worth of dodging only equates to a f

176 Replies 350,296 Views

There's a way around it. Leave the United Planets. You lose all your trade income, but you don't have to stand the limitations they put on you.

3 Replies 3,430 Views

custom races don't get inherent bonuses, and in the base game you can't buy logistics points. you can mod both of these things, however. WTF! That means that custom races can never have any logistics or miniaturization bonuses without modding. So that means custom races just have 15 pt for customization instead of 10? Is it possible to add the same bonus multiple times, at least for customs?

51 Replies 107,348 Views

In early to mid game it's simply a killer strategy. What I need for it to start working is: - medium hull, - 10-15 spaces for weapon(s) - any type my opponent doesn't use defenses for. Attack strenght 2-4. - 10-15 spaces for engines (Ion or Impulse III). If small uni or lack of space on ship, then even none, - in remaining space I fill the proper type of defenses for the weapon my opponet uses. Defenses are usually strenght 2-3 each, 6-8 pieces on a shi

13 Replies 11,769 Views

Iztok's Ship Design Strategies article on the Wiki says this: There are actually only two feasible ways to build ships in DA: all-attack one and most-defenses one. All-attack means only best weapons and engines (0-2) in biggest hull available. You'll be losing some of those ships, but by "in case of mutual destruction the strongest ships survives" rule (and this design will probably be the strongest), not so many you'd expect. Most-defense me

13 Replies 11,769 Views

Nope. My last exam is on the 17th, so I'll be installing Gold Edition and all required updates on the 18th, and beginning my Terran game. After the Terran game has been won, I'll try out Super Annihilator, the Good Alignment, and Iztok's 'Mostly defense' ship design strategy, using a custom race I've planned called the Yor Rebellion. They're some sort of seriously mis-programmed Yor who began preaching goodness and rebelled, and want to bring 'peace' to the galaxy and unite all the less

51 Replies 107,348 Views

Come to think of, it's not only speed that should transcend onto smaller ship, but a range as well. In fact, the range is more important, since in RL naval carriers are much slover than planes they carry. That's because real aircraft carriers move on water while their planes move through air. In GalCiv, both the carrier and fighters move through space. However, the smaller a ship, the less space must be folded to make it move, and thus, it SHOUL

176 Replies 350,296 Views

Yes. In Twilight of the Arnor, you have: Atlas - Gives a 10% attack bonus to all ships in fleet except for the ship carrying it. Fortitude - Increases HP of all ships in fleet except for the ship carrying it. Driver - Increases speed of fleet.

176 Replies 350,296 Views

Yeah, but... a Colony Module carries 500 people in 25 space. A Troop Module carries 500,000,000 people in 20 space. And they don't care about comfort, so it's fine even if you cram 1 billion people into a 12 space Advanced Troop Module. I've devised a Super Annihilator custom race setup for Good Alignment with these stats: Yor Rebellion(Custom Race): 1 pt - Luck 4 pt - Economy 3 pt - Research 1 pt - Pop Growth 1 pt - Mora

12 Replies 9,561 Views