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October 22nd, 2006, 06:20 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
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SEV 1.08, Balance Mod 0.91
After finally getting a copy of SEV, I downloaded Captain Kwok's Balance Mod and started playing.
Map: Galactic Edge, Large, all connected
Empire Options: - Tech Cost: Low
- Start Resources: Medium
- Home Planet Value: Good
- 1 starting planet
- Home Systems evenly distributed (This is NOT working!)
- Can view all scores
- Starting Tech Points: Medium (100,000)
- Starting Racial Points: High (5,000)
- Number of computer players: High
- Computer Player Difficulty: High
- AI Bonus: Low
Player Empire:
Devnull Confederation, ruled by Dude Devnullicus
Ice/Hydrogen homeworld
Government: Anarchy
Society: Artisans
Traits: - Mining Aptitude
- Smart
- Foolish
- Builders
- Cowardly
- Physical Weakness
- Environmental Resistance
- High Reproduction
- Mechanoids
- Natural Merchants
- Hardy Industrialists
- Crystallurgy
Extra Starting Techs: Sensors 6
Turn 2400.0:
Started in a binary star system with 1 warp point and 2 other (huge) ice worlds, both unfortunately Carbon Dioxide and thus not breathable.
Seeing as how I was starting in a binary star system, I wanted to get solar collectors as soon as possible as that would dramatically increase my resource production. So I started building a couple colony ships for the 2 other planets in my system and began researching Crystallurgy.
Turn 2400.5:
Researched: Crystallurgy 1, stellar harnessing 1, missile weapons 2
Colonized: both of the other worlds in my home system, 1 as a research compound and the other as a mining facility.
Built: a couple of scout ships.
As soon as my first scout left my system, I get a message that I've made first contact with the Amon'krie. So much for evenly spaced starting positions! Seeing as how I have 1 warp point out of my system and the only exit is blocked by another home-system, it's already time to go to a war economy. Sheesh.
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October 22nd, 2006, 07:52 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
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Re: SEV 1.08, Balance Mod 0.91
Turn 2401.0
Researched: Armor 2, Crystalline Tech 1
Colonized: nothing
Built: 2 space shipyards, LOTS of new frigates (2 missiles each). The space shipyards are incredible as they have a construction rate of 4913! I can produce a frigate every turn per base)
The Amon'krie started things off by sending in a scout the very next turn. I didn't have anything ready by then except 9 fighters I'd placed at the warp point. The scout pretty much ignored those as 5 of them immediately ran away (out of supplies??) and the other 4 quickly died. The scout got almost to my homeworld, but didn't attack.
I sent a treaty proposal to the Amon'krie, hoping to buy some time.
The next turn, I had a couple of frigates + a retrofitted scout, so I attacked the scout. The scout's point defense was good, but couldn't stand up to a missile barrage from 3 ships and it soon died without getting in range to do any damage to my ships. I sent the "fleet" to my warp point.
Before they got there, though, another Amon'krie scout came through my wormhole. I was able to take it out, too, though with my small fleet. The Amon'krie replied to my treaty offer with a not-very-surprising "no thanks".
With my warp point secure for the moment, I started converting my homeworld resource production to solar generators (which I had finally researched) as well as my mining colony. My radioactives were getting low because of the massive ship-building program I was on.
Finally, with a fleet of 5 frigates built up, I went through the warp point. With my good sensors, I found the Amon'krie homeworld right away and sent the fleet there. It had only a single defender. I managed to take his homeworld down by about a third before I ran out of ordnance and had to retreat.
Note: I like that the Balance Mod cut down on the ordnance supplies stored, but I do think it went overboard. Only having 50 extra ordnance per ordnance supply component is just not enough.
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October 22nd, 2006, 08:42 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: SEV 1.08, Balance Mod 0.91
I've actually already increased the ordnance storage in the upcoming v0.92 release.
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October 22nd, 2006, 09:29 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
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Re: SEV 1.08, Balance Mod 0.91
Turn 2401.5:
Researched: Crystallurgy 2, Crystalline Weapons 1, Bombardment Weapons 1
The Amon'krie never seemed to recover from the initial pounding I gave their homeworld. I sent my fleet home, resupplied it, and sent it back to pound their homeworld again. Once again, I couldn't do much damage, but it did damage them enough to prevent them building up a fleet against me.
For some reason, they still hadn't declared war on me, though their mood went to murderous.
Realizing that I just didn't have the firepower yet to take out a homeworld, I researched bombardment weapons along with Crystalline weapons.
(Side note: imagine my utter annoyance, when, after spending 90,0000 points in research, I was rewarded with a torpedo that was less effective than the silly level 1 capital missile I started with! Grrr)
After researching bombardment weapons, I constructed a couple of planet-killer ships armed with 4 planetary napalms each. On 2401.5, my new fleet arrived at the Amon'krie homeworld and glassed it to rubble. The Amon'krie finally declared war on me.
I'd gotten a few scout ships through during this time and explored some surrounding systems, but had been too focused on warfare to build any colony ships. Now that it was just a matter of mopping up the Amon'krie, it was time to embark on colonization again.
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October 22nd, 2006, 09:39 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: SEV 1.08, Balance Mod 0.91
The Crystalline Torpedo has 80 damage at level 1 that has 90% penetration (ie skips armor) while the CSM 1 does just 100 normal damage.
At least the AIs are building units in decent numbers - unfortunately in v0.91 they aren't launching fighters to space though...
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October 22nd, 2006, 10:40 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: SEV 1.08, Balance Mod 0.91
Yeah, I've been noticing that. They do build lots of fighters, but when I attack their planets, the fighters just sit on the planets and get destroyed. If they actually launched them, I have a feeling I'd be fighting a much tougher set of battles.
I didn't realize that the crystalline stuff skipped armor, actually. Now that I look for it, I see the note under "damage type". I would have expected to see a note about it under the "abilities" section for the weapon.
Given that it does skip armor, I'm still debating if it's worth 90K in research, but it's definitely better than what I thought.
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October 22nd, 2006, 11:22 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: SEV 1.08, Balance Mod 0.91
I have the AI launching fighters in v0.92, which I'm trying to get finished for tonight. It will be save-game compatible and can hopefully rescue the other AIs somewhat before they hit the wall circa turn 50-75.
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