Noctilucus

Noctilucus

Joined Member # 2747539
0 Posts 2 Replies 8,271 Reputation

Heh, I'd say it's both At least in half of my games I do get a sizeable part of my income from trade, especially early in the game just after the colony rush it helps me to get in the green faster.

18 Replies 14,186 Views

Quick question: is there a way to start a Metaverse game, save it and resume it at a later point, while still being able to submit the Metaverse score at the end? Also, is it possible to start a Metaverse game, continue it offline , then submit the score once you're back online? (I do tend to travel a lot --> from time to time I'm not near any internet connection)

115 Replies 165,328 Views

In addition I thought it's worth mentioning that with Stardock I'm always certain that any expansion pack will be worth its money and more, not just some scrap they heaped together but a full package that hugely increases gameplay. And that is extremely rare...

18 Replies 35,511 Views

Also, don't forget you can make a few thousands selling non-essential technologies to your opponents. Have you reached your maximum number of trade routes + do you have research potential on economic technologies / trade technologies?

22 Replies 8,820 Views

That's a harsh way to end the game... I've had before that I lost 2 planets to that minor extremist race in the same fashion, but at least I still had a few left. I didn't know it was even possible that they took all your planets.

7 Replies 4,939 Views

However as of DA you can no longer bother the AI as often as you want to sell tech (depending on their stance towards you), so selling some at once may give you your cash earlier.

22 Replies 14,453 Views

Thanks everyone! The main point that got me puzzled is that in the regular reports, it mentions "you have X million inhabitants, which is Y more than last year..." and it seems to hint that the happier your people, the more taxpayers and the higher your reported population. Will definitely try a 20% morale next game, just as a taste!

51 Replies 32,495 Views

First of all, the advantages of a high morale early in the game or during war are clear (population grows/regrows faster, etc.) In addition, some 60 - 65% morale is needed to ensure that your political party stays in power, whether in war times or in peace. But what if your planets are fully populated and you're not at war, what would then be the advantages of lowering your tax to increase your population's morale above those 60 - 65%? A happier population is supposed to me

51 Replies 32,495 Views

I tend to build a few small ships early on when I notice about 2/3 of the AI is building up some military capacity, to avoid getting bullied. Especially when I'm focusing a lot on research, weapon upgrades will keep these small ships competitive throughout part of the mid-game. By the time they're entirely obsolete, I've usually researched at least large hulls. To the point of the 400-bc-and-up-dreadnaughts: even my medium custom designs will cost some 500 - 800 bc, and for a large

20 Replies 18,351 Views

Indeed in only stops sneak attacks. In practice this means that you can still attack, it only puts some time buffer between your first hostile intention and the first point in time you can actually attack. Just go ahead and pound those AI's, keeping in mind the time buffer

3 Replies 3,414 Views

Have you checked the virtual memory usage when such problems occur? (use task manager, the tab "Performance", then look at the bottom-left part called commit charge) DA is renowned for using more than the 2GB of virtual memory that Windows will allocate to a program, see other threads in this forum. However since you "only" have 512 MB physical RAM, first check how much virtual memory your machine is currently set to (control panel > system > advanced > performance settings > advanc

4 Replies 2,222 Views

Terran: Typical diplomats with decent trading abilities. In the early game, focus on tech trading, using your superior diplomatic capacities to swindle the AI out of loads of money, or even better useful technology. In order not to give away too powerful techs, some typical options are - minor techs (e.g. sensors, the very basic weapons, extreme world colonizations AFTER you've colonized those particular planets) - helpful techs to allies (e.g. trade, alliances, some bas

5 Replies 4,579 Views

There used to be an excellent strategy guide for Dread Lords detailing the bonuses, etc of each race which allowed for an easy comparison... (based on the advantages and techs it should be straightforward to decide upon your strategy) Unfortunately the creator of that guide seems to have given up his e-mail address, so I have no idea whether there is a similar guide now or in the making for Dark Avatar. Oh well, since this may lead to some interesting points of view with people play

5 Replies 4,579 Views

... I'm guessing the AI doesn't specialize their planets, and so they put starports everywhere. The AI does specialize its planets. Probably not as extreme as most human players, but still from time to time I've seen some pretty dedicated specialization. Advantages of having a starport at almost every planet (yep, discovered those the hard way, I tended to have too few starports): - even with little spending going into production, you can

12 Replies 8,005 Views

And keep in mind that the initial idea of freighters is to generate money, so the more expensive the freighter, the less economical. I'd prefer making a dash for a galactic privateer with that money...

18 Replies 14,186 Views

1) At first sight I would say you're a little overdoing the "converting enemy worlds to econ/research" in the later stages: what if you'd kept one more planet as a production center? Seeing how vastly superior your weapon technology was + with a profitable economy I think you would be better off cranking out some battle ships - unless you see this as going against a fundamental part of your strategy. If your military rating is too low, you get squeezed by many AI's at the same time, taking b

6 Replies 5,657 Views

"But how come this isn't effective later on, and to what level of tech is it effective?" Like you say, later on in the game the AI will usually combine 2 weapon types in their design, meaning you need to combine 2 kinds of defenses which leaves preciously little space for any offensive capabilities. And on top of that the AI will often have some defenses as well, so you risk having an armored/shielded/... sitting duck that is incapable of dishing out any damage. Iztok mentions

13 Replies 11,743 Views