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March 18th, 2001, 09:35 PM
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Captain
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Join Date: Jan 2001
Location: Chandler, AZ, USA
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Re: The Rage Collective Version 1.0
quote: Originally posted by Q:
I understand your feelings Alpha.
After about 5 years of game the Rage still do well. Just one weakness I found until now: You gave them two designs for attack ships, one of them with a maximum size of a destroyer. In the later game or as in my case with full technology these destroyers are to weak compared to larger ships. Because of the limited space they do e.g. not have a combat sensor. I understand that you wanted large fleets of small ships, but destroyers are to small.
At the moment they are at war with almost every other empire but especially they are in a fierce combat with the Earth Alliance. They destroyed several of their colonies, however the Earth Alliance took revenge and burned some of the Rage planets.
The speech of the Rage is really great. I had quite a few laughs.
The bit with the destroyers is an unexpected side effect. My actual desire was to get a small change in design philosophy when the size went from destroyer to light cruiser. I didn't realize that it would continue to build the destroyer size ships. Oops!
Once they have been out a little longer I will put out a fix. This is just like any other software development process. As soon as I get it out the door, its time for a patch!
__________________
My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)
Ursoids of the Galaxy, unite!
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March 19th, 2001, 12:37 AM
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Sergeant
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Join Date: Jan 2001
Location: Syracuse,NY USA
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Re: The Rage Collective Version 1.0
Shouldn't a machine race be emotionless and be free from plagues?
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March 19th, 2001, 01:16 AM
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Captain
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Join Date: Jan 2001
Location: Chandler, AZ, USA
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Re: The Rage Collective Version 1.0
quote: Originally posted by Emperor Zodd:
Shouldn't a machine race be emotionless and be free from plagues?
Well, there is a pseudo-science reason they are not and a real reason they are not.
The pseudo-science reason for the emotions is listed in the race description: their processing systems are organic, so over time they developed emotions (or, you could think of Data's emotion chip from Star Trek being taken a step too far), and I suppose that you could say that the organic nature of the processors also leaves them vulnerable to plagues.
The real reason is that I wanted this race to be as competitive as possible. My concept for doing this was a race with propulsion expert and advanced storage characteristics. That didn't leave me with racial points for emotionless. Besides, the speech file would have been far less fun if they had no emotions. The real reason I chose to make them machines was that I could only figure out how to make a race portrait that looked pretty much like the ships, which made them pretty much machines themselves. Of course, once I made the decision to make them machines, the Berserker reference came to mind and I just had to magnify their aggressiveness.
Buy into the pseudo-science, and I think you will find this an interesting race to play against.
__________________
My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)
Ursoids of the Galaxy, unite!
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March 19th, 2001, 06:13 PM
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Corporal
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Join Date: Nov 2000
Location: New Jersey
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Re: The Rage Collective Version 1.0
So far I have enjoyed this race as a worthy addition to the modpack... the only issue I really noticed has already been addressed (the destroyers being too weak for a long game)... but as a first time offering - good job
Jason2
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Jason2
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March 20th, 2001, 10:39 PM
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Private
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Join Date: Dec 2000
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Re: The Rage Collective Version 1.0
Hi Kodiak,
I´m in the first half in a game with three AI races against me. I´ve used 3000 racepoints and used the Sergetti3000, the Xichung3000 anf the Rage 3000. I´m second, the Rage are first, then the Sergetti and the Xi chung. I´m using Modpack 1.61, God Emperors Research mod ( very good, btw. ), a AI friendly system ( withhout black holes ) and a slightly modded components file ( only some adjustions , no new tech ) and get my *** kicked by the rage.
I´ve seen two Rage fleets, one with fourteen and one with twentyone ships. The first killed my Borderdefense fleet, and the second killed two of my systems and now really tear through the Xichung. Poor buggers.
My race is psychic, propulsionexperts, political -50%, bonuses to mining, maintenance and intelligence.
Best game I´ve had so far with SEIVand 1.30.
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March 21st, 2001, 01:04 AM
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Captain
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Join Date: Jan 2001
Location: Chandler, AZ, USA
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Re: The Rage Collective Version 1.0
Thank you all for your responses to this point. I am glad that people are finding the Rage enjoyable (albeit deadly).
I am in the process of testing the fix to the destroyer production issue. I am also fixing a couple of other issues like the fact that in the late game, the Rage will try to build atmosphere converters. Since they are a no-atmosphere race, this is an exersize in futility, so I am going to have them stop doing that.
I am also updating the shipset slightly based on suggestions from John Beech of Universal Shipyards.
If there are any other issues that you see while playing the Rage, please post them here so that I can fix them. I hope to have a new Version ready to roll out in another few days.
Thanks!
__________________
My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)
Ursoids of the Galaxy, unite!
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March 21st, 2001, 01:10 AM
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Corporal
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Join Date: Dec 2000
Location: Irving,tx,usa
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Re: The Rage Collective Version 1.0
Do you have a problem with them wanting to strip away the atomsphere of the planets they are on unless they are on gas giants and then it doesn't work.
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