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Devnull AAR
I'll try an AAR
The setup: devnull 1.71 simultaneous turns 2000 point game medium tech cost 1 good planet start low technology start FQM WPM Paradise Galaxy Medium (but I'll generate one that has a good amount of systems) No ruins AIs cue cappa drushocka fazrah praetorian norak xi'chung No neutrals No space monsters this time around Hard AI Difficulty (of course) Medium AI Bonus (I'd like them ahead of me but not too far ahead, wish there was an x4) To make things more challenging for an AI game, I did the following: Change atmosphere of everyone to oxygen (AI not good at race management and too easy to steal ai ships) Also use all rock planet types, for an added twist No Trade (but surrender allowed) Tweaked some of the weaker AI designs (Praetorian and Fazrah) My Empire: str 80 int 112 cunning 82 env resist 80 reproduction 110 happiness 105 aggressiveness 112 defensiveness 107 political savvy 50 mining 105 farming 90 refining 90 construction 120 repair 80 maint 110 Merchants Organic Advanced Storage Techniques Plan to min-max to an extent, but not too much so it'll be more of a challenge. Cosmetics: Shadri shipset, but change the race picture to use ur-quan. Not planning to act like ur-quan in the game, just enjoy the picture. I don't plan on any involved story here, this will be more of a gameplay AAR. Plan for early turns: Build three base space yards Retrofit space yards with a few storage components, siphon off some population for filling colonizers Have space yards building colonizers Homeworld will build colonizers, then small transports with sat launchers What other worlds build will depend on what I find http://forum.shrapnelgames.com/images/smilies/happy.gif Research (general idea, I'll try to list the exact order I research during updates) Base Intel projects (of course), Propulsion to 3 Organic Tech, Organic Weapons 2 External Mounted Missiles (for sats to guard warp points on borders) Fighters, Small Weapons 2 |
Re: Devnull AAR
2400.0
Home system has a med and large non breather, plus two huge ice and gas, some assorted moons, 1 star. It has 3 warp points and is at the lower middle left edge of the map. --- built bsy, which built another bsy built colonizer colonize large non breather in system, build mineral storage (for now) --- 2401.0 - Explored 3 systems. One of them (two away from homesystem) has a huge and large breathable, another has medium and tiny breather, 3rd has no breathers. Will colonize huge and large breathers to develop resources, and tiny breather for storage (it is moon of huge oxy gas, so later on it will be protected even if it has space port on it). Other planets in the system I plan to back fill later. 2402.0 - Colonized many (9) breathable with 2 more on the way. Most are large or bigger. Building space yards on some, while others I'm building research and mining. I think I'll start balancing development a little higher than exploration. The way the system branches out, there is only one area where further exploration won't cause me to have to split my (non existant) warp point defenses. research: basic intel human intel propulsion 2 external missles 1 propulsion 3 (completed 2400.5) organic engineering (completed 2401.1) repair (just something quick so I can get to ...) organic weapons 1 (completed 2401.6) ship construction 2 organic weaspon 2 (completed 2402.2) small weapons 1 construction No contact yet. I have a couple space yards coming online, I will probably build colonizers with those and fill in the systems. My homeworld is building small transports with satelite deployers. I think I'll switch to a smaller hull because I'm not building sats that fast. But the smaller transports double as pop transports, which will be helpful. I'm building sats with 7 external missles (seeking parasite II). These are ok for wp defense, but definitely need to be supplemented (they can be on the wrong side of a warp point and not be able to hit the enemies). I'm hoping to get fighters researched reasonably soon to help them out. |
Re: Devnull AAR
2403.0 No contact yet. I'm a little suprised, but happy as it gives me more time to build up. I'm starting to get ships headed to lay sats at wps, but nothing is up yet. Two turns to fighters as well. Pumping out colonizers to fill in systems - FQM paradise gives a lot of planets! 2404.0 Still no contact. It will be embarresing if I screwed something up and the AIs arn't active. I have all but two warp points covered with at least some defense, and those two have ships enroute. Since I have breathing room, and I'm swimming in resources currently, I'll start developing a monolith economy. research basic intel human intel propulsion 2 external missles 1 propulsion 3 (2400.5) organic engineering (2401.1) repair (just something quick so I can get to ...) organic weapons 1 (2401.6) ship construction organic weaspon 2 (2402.2) small weapons 1 construction small weapons 2 fighters (completed 2403.2) Military Science Ship Construction 3 Point-Defense Weapons 1 Combat Support Point-Defense Weapons 2 Ship Construction 4 Point-Defense Weapons 3 Organic Technology 1 Monolithic Construction 1 Propulsion 4 Cargo 2 Propulsion 5 Organic Weapons 3 Smaller Weapons 3 Propulsion 6 |
Re: Devnull AAR
Check your F2->players screen. Make sure the AIs aren't all neutrals.
(You can tell a neutral because their flags are nothing but a smoothly blended colour stripe with no symbols or anything) |
Re: Devnull AAR
I looked at some of the screens but they did not show anything for races until you've encountered them. I'll try the f2 one just to be sure. At any rate, I'm sure they are not neutrals since I added them manually. I logged in as one of the AIs (praetorian) and it had expanded some, so they are out there. Luckily that AI wasn't close to seeing its position shouldn't ruin the suspense http://forum.shrapnelgames.com/images/smilies/wink.gif More Research: Organic Technology 2 Physics Repair 2 Shields 1 Sensors 1 Engine Overloading Weapons 1 Deep Space Mining 1 Shield 2 Engine Overloading Weapons 2 Industry Shields 3 Engine Overloading Weapons 3 Applied Research 1 Computers 1 Point Defense Weapons 4 Shields 4 I've had over 50 turns of build up. I'm starting to build LC en masse. I wonder how close to MEE I'm getting... |
Re: Devnull AAR
I played about twenty more turns and still no contact. After that I gave up and logged in as the computer players. Turns out they were fairly bunched up on the other side of the map and I'd easily cover a 3rd of the quadrant before making contact. That would be fairly boring so I started over. This time and AI and I had homeworlds right next to each other http://forum.shrapnelgames.com/images/smilies/frown.gif I don't want to play a game like that either. Am I doing something wrong with the "Evenly Spread Players Across The Quadrant" setting? The last thing I do is generate the map (so I don't get ruins), do I need to add AIs after I generate the map so they get placed evenly? Anyways I'll try some more games and once I have something reasonable, I'll restart this AAR. |
Re: Devnull AAR
*sigh* I sympathize. The quest for The Perfect Game is a long and arduous one. I'm on my ninth experiment against the AIs; never got past turn 100 before deciding to try again with altered parameters. Yet each failure brings us a step closer to ultimate success, Grasshopper. http://forum.shrapnelgames.com/image...es/biggrin.gif
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Re: Devnull AAR
I will try some more tonight http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Devnull AAR
Here are the new settings I am playing with. I may have the numbers for my race slightly off, I changed them alot. I also did some min/max'd all the AIs (nothing really extreme). Turn Based wpm standard paradise 1 good planet start 3000 point races praetorian norak fazrah xi'chung drushocka cue cappa toltayan Advanced Storage Tech Organic str 80 int 120 cunning 82 env resist 80 reproduction 110 happiness 110 aggressiveness 112 defensiveness 107 political savvy 50 mining 110 farming 100 refining 100 construction 120 repair 80 maint 110 --- First contact - fazrah on 2401.3. The xi'chung showed up a little bit later. Both have declared war on me. The fazrah have glassed a couple of small planets, but I'm beating them back using frigates armed with seeking parasite II. It is fun trying to fight a war and expand this early on. My main priority now is to get some missile sats at the warp points to give me a little breathing room. Research Basic Intel 1 Human Intel 1 Propulsion 2 External Mount Missile Weapons 1 Propulsion 3 Organic Engineering Ship Construction 2 Organic Weapons 1 Repair 1 Organic Weapons 2 Military Science 1 |
Re: Devnull AAR
The AI beat me http://forum.shrapnelgames.com/images/smilies/frown.gif I was doing a decent job of fighting off the fazrah, but then the Xi'Chung came at me in force, and that finished me off. So, I've started a new game, which is going better. --- Turn Based (I like tactical combat a lot, although the 'everyone moves at once' part of Simultaneous is definitely cool) wpm standard paradise 1 good planet start 3000 point races praetorian fazrah xi'chung drushocka cue cappa toltayan norak Advanced Storage Tech Organic str 80 int 120 cunning 82 env resist 80 reproduction 110 happiness 110 aggressiveness 112 defensiveness 107 political savvy 50 mining 110 farming 100 refining 100 construction 120 repair 80 maint 110 -- encountered Xi'Chung early on. They were fielding frigates with capitol missile 1. Not much fighting but they had some succesful intel attacks (ship bomb, cargo bomb). I get a kick out of taunting them with various demands and threats in the diplomacy screens http://forum.shrapnelgames.com/images/smilies/happy.gif encountered praetorian shortly after Xi'Chung. they wanted a treaty but I'm not interested. they refused to fight the Xi'Chung for me as well. they mostly fly a ship or two between one of my systems. I plan to put up sats on the wp top stop this. Put up missile sats on the wp the Xi'Chung were using, but by this time they seemed focused on intel - I havn't seen a ship of theirs for awhile. I Have decent development in 2 systems, and starting development in 3 others. Encountered toltayan. I declared war, since I may want to expand in that direction. So far we have left each other alone. About to complete fighters, I sent a colony ship through the toltayan border, and see a fazrah ship. I wonder if they are at war. I've found the Xi'Chung homeworld, a few systems below mine. I may decide to expand that way instead. I currently have six systems fairly well developed. 2405.0 - I forgot to write dates down earlier. Still have six systems, but developing a seventh. Mass producing fighters to fortify warp point defenses, as well as an invasion. Xi'Chung broke through one of my warp points with a carrier. The carrier was destroyed by missile sattelites but it managed to release 2 groups of 10 fighters that destroyed the sats. However, I have been successful in containing the system using my own fighters, and am about to take the warp point back. In prepartion for invasion I am building a fleet of carriers, but I also need to build support ships with pdc (for mines) and supply - I'd like some solar panels. --- Research: Basic Intel 1 Human Intel 1 Propulsion 2 External Mount Missile Weapons 1 Propulsion 3 Organic Engineering Ship Construction 2 Organic Weapons 1 Repair 1 Organic Weapons 2 Military Science 1 Planetary Weapons 1 Small Weapons 1 Point-Defense Weapons 1 Small Weapons 2 Point-Defense Weapons 2 Combat Support 1 Construction |
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