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-   -   New Game : Adamant Mod 15.02 10 Planet Small G. (http://forum.shrapnelgames.com/showthread.php?t=22062)

Ragnarok-X December 22nd, 2004 06:05 PM

Re: New Game : Adamant Mod 15.02 10 Planet Small G
 
Sssshh, dont make such a noise about. Your species will have a lot of room once....the time has come....for us...to prevail.........................

The Eee are playing rpg-ish as well, thats why i really love this game. Im quite into that rpg stuff, its really funny and interesting.

back on topic: Fyron, rework the monsters :p Maybe you should consider giving nomads and/or pirates a special colonyship hull or colonymodule which is quite cost intensive, so they can ready a colonyship after a construction time of 5+ turns on a average homeworld...? Wouldnt be very theme-wise, though, but maybe more players would be willing to play those traits then...?

Fyron December 22nd, 2004 06:12 PM

Re: New Game : Adamant Mod 15.02 10 Planet Small G
 
Quote:

Ragnarok-X said:
back on topic: Fyron, rework the monsters :p

Are you basing this on one bungled game, or more extensive play-testing? Perhaps you would like to make more specific suggestions.

Quote:

Maybe you should consider giving nomads and/or pirates a special colonyship hull or colonymodule which is quite cost intensive, so they can ready a colonyship after a construction time of 5+ turns on a average homeworld...? Wouldnt be very theme-wise, though, but maybe more players would be willing to play those traits then...?

Nah. That violates the entire purpose of them... They are more for RP style games, never meant for purely competetive play. If you want colony ships, play as a normal race instead.

Aiken December 22nd, 2004 07:32 PM

Re: New Game : Adamant Mod 15.02 10 Planet Small G
 
Since I'm a nomad player too, I'd like to share my 20 millibucks.
My current gross profit is about 90000/100000/90000 (35000/45000/35000 from trade), but my technological backwardness is very remarkable. It happend because I was in the production, not trade and diplomacy. Really, it's the only way to survive - to offer your services. Maint. free and fast ships, zero-gravity BSYs, some useful gadgets (I've picked a religious trait to get War and Death Talisman).
In the end you'll be probably obliterated by the ships you've sold to your former ally, but it's not a problem, because you can hardly expect to win such game as a nomad.
I've tried to gather some notes for adamantic nomad player, I hope they'll help.
During race creation: minimise your resource mining apptitudes, cunning and possibly intelligence (space born labs are not affected by your racial research setup), max your agressiveness, defensiveness and conctruction apptitude (110/110/150). Political Savvy doesn't matter, since you only can get 15% (10% cap * 150% max) from trade. Pick all usefull racial traits (except heavy industrual), pick Naturalist trait for huge amount of free points (even if you'll manage to get several colonyship, you won't be able to build any reasource/research/intel ganerating facilities).
In start build only BSYs and remote miners(sat or ships). Expansion is not very important (except if you have home system withou asteroid belt) and 2-3 scouts will explore several nearby systems easily. Build SYs in geometric progression but wisely, because you're spending you initial capital and have a miserable income from mining. In research go into stellar harnessing, ship construction, cargo, propulsion, mines and warheads. As soon as you get ship hull of 220-250 kt build dozens of such ships with small SY and recycler nodes onboard and send them to the outer systems with asteroid fields. Such small shipyard should be able to construct minimal BSY during the 1 year in emergency mode. After it's finished - scrap shipyard, build another one and send it to an empty system. Then start forging BSYs and storage bases (in case you use sats for mining).
Supplies are a huge problem for nomads - they usually nave no planets to resupply. So build transpot ships with a small amout of movement which are filled with reactors and solar collectors. Hide them in storms or nebulas. Also trade, do diplomacy all this time (I was not very good at it, but try to improve).
Such economy is very fragile - either someone will destroy your mining stations or he will start to convert asteroids to planets. I guess it will be the end of empire unless you have ovewhelming forces to protect yourself. But you had fun http://forum.shrapnelgames.com/images/smilies/happy.gif

Ragnarok-X December 23rd, 2004 04:05 PM

Re: New Game : Adamant Mod 15.02 10 Planet Small G
 
Not to forget something: Find a good partner http://forum.shrapnelgames.com/images/smilies/happy.gif

CovertJaguar December 29th, 2004 09:01 AM

Re: New Game : Adamant Mod 15.02 10 Planet Small G
 
Bump... We still need a few more players to get this thing started.

brianeyci December 29th, 2004 02:35 PM

Re: New Game : Adamant Mod 15.02 10 Planet Small G
 
Yep. Need more players. One withdrew as well, guess he got tired of waiting. Unless we want to change the game to be a smaller map, 4 players.

Brian

Ragnarok-X December 29th, 2004 03:29 PM

Re: New Game : Adamant Mod 15.02 10 Planet Small G
 
How withdrew ? The game still have one player for every spot...?!?

brianeyci December 29th, 2004 03:36 PM

Re: New Game : Adamant Mod 15.02 10 Planet Small G
 
Dunno I got a message in my e-mail that a guy withdrew.

Not the "Galactic Invasion" game, the new game I'm trying to set up "Adamant Brutality".

Brian

CovertJaguar December 29th, 2004 08:24 PM

Re: New Game : Adamant Mod 15.02 10 Planet Small G
 
Willburn was signed up. We did have four slots filled, but now we only have three.

Ragnarok-X December 30th, 2004 03:02 PM

Re: New Game : Adamant Mod 15.02 10 Planet Small G
 
My mistake. I was thinking about the galactic invasion. Anyways, i just applied for this game. Hopefully we can play it as a more "normal" game, which medium tech and standart rules. Anyways, i think we should get the game going within the next week.


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