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Finaly! realised the use of Radiation Bomb
Ok, i've started a new game today and it finaly came to my why there is the Radiation Bomb, a question which i've been thinking over for the Last half year.
it does not seem to be a very effective weapon indeed - it is not as effective as plague and does not damage the planet in any way, instead making it useless to *you* when (if) you capture it in any way. Indeed. But have you ever considered this is the doomsday weapon of the early game? So you research planetary weapon on the first turn, build an escort on the second. And if there are any aliens nearby you just run the escort on suicide mission, launching that small bomb against the enemy. Boom. Now their probably only resource production planet has its condition around DEADLY meaning a penalty to happines (IIRC), as well as the race would be unable to use the population from the planet to hasten the pop. growth of the other planets meaning ever less production... Thats an early game. If your enemy is within 10 turns they are probably dead for the future as their deadly homeworld will realy slow their expansion. On later stages this bomb can be used on those developing planets that are too well defended to take on direct assault. Ruin their pop. growth and happiness and it will be an easier target later on. This also should prove to bea much more powerful weapon in Proportions, never played that yet. |
Re: Finaly! realised the use of Radiation Bomb
Radiation bombs are good for "scorched earth" tactics when you don't want the enemy to recolonize a world, especially if you can't colonize that type, or wouldn't be able to hold it if you invaded.
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Re: Finaly! realised the use of Radiation Bomb
I realy wish there was value damaging weapon..
Dont tell me i can mod it http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Finaly! realised the use of Radiation Bomb
Actually, the planet does lose value whenever the owner is wiped off the surface. The default is 10%, but you can always mod that in settings.txt!
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Re: Finaly! realised the use of Radiation Bomb
This gave a quick idea for a mod.
I went in and played around with the happiness modifiers and anger percentages in the happiness.txt file. Made a new empire type called Earthlings. About the only way to fight wars with them for more than a few turns is to A) use the Powell Doctrine resulting in no losses B) do not fight in your own systems as even victories result in anger C)do not lose any planets. Even troops on worlds cause unhappiness. Impossible to kill population without using napalm and just killing 1 million pop results in extreme unhappiness. The modifiers are now very harsh. Happy results in a 100%. Jubilant is 125. However, Indifferent is 75%. Unhappy is 50 and angry is 25%. I think what this has done from a test game, is even if a race of the Earthling type is the most powerful race is galaxy, some coordinated assaults can grind production to a halt. I am not entirely sure that losing drones or fighers register as losing ships. If they do not, then simply because of their lack of impact upon happiness they are good offensive weapons. But then again ships provide happiness when built or in systems. |
Re: Finaly! realised the use of Radiation Bomb
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Re: Finaly! realised the use of Radiation Bomb
Interesting.
Can you apply attributes that increase happyness to Weapons Platforms, (I doubt it), Planetary Shielding, Other Defensive Faciites or Units? |
Re: Finaly! realised the use of Radiation Bomb
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Charles Manson on Geraldo. http://forum.shrapnelgames.com/images/icons/icon7.gif However, planetary shielding will cause a local increase in happiness because it is a facility, but you can't attribute it to cause happiness directly. Troops do produce happiness or anger...whatever you like. |
Re: Finaly! realised the use of Radiation Bomb
It would be funny to make a type that becomes happier when they lose and upset when they win.
You could call it the Fenwick empire. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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