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August 1st, 2004, 04:08 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: Updating Player Guide and Walk Thru
i cant really promise that its a new and good strategy, but my first 4 turns are usually emergency building 4 base space yards. I think it may turn out faster than emergency building 10 colonizers.
Using "my" strategy you will have 4 base space yards by turn 4. Then you start colonizers on homeworld (6). So by turn 10 you will have 4 base yards and 6 colonizers, and in addition 4+ colonizers from the base yards.
It mainly depends on 2 values, primary the build cost of the colonizer (do you need 1 or 2 turns when emergency building from each yard for one colonizers) and your construction appitude (which may provide enough construction output to allow each base yard to build one colonizer each turn with emergency building).
So by turn 12+ you will have outrun the standart "emergency build 10 colonizers" build order.
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August 2nd, 2004, 04:38 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Updating Player Guide and Walk Thru
I need help in describing the Quadrand Types. This is what I have so far.
Mid-Life – Standard Game Map. Good planets and resources.
Cluster – Good for Play By Web and Hot Seat games.
Galactic Edge – Never played it, I have no clue.
Spiral Arm – Never played it, I have no clue.
Grid – Never played it, I have no clue.
Ancient – Really bad resources, few planets.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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August 2nd, 2004, 04:58 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Updating Player Guide and Walk Thru
As I recally, all except the ancient quadrant have the same distribution of systems & planets, and merely different warppoint connection patterns.
You could probably generate a few and comment on the relative number of chokepoints, cluster sizes and whatnot, but I think its mostly an aesthetic thing.
Grid - systems are laid out in a square grid pattern. No chokepoints, free roaming. Right angles everywhere.
Spiral - looks pretty. Chains of systems near the outside, cluster near the inside.
Galactic Edge - like midlife. If you have only a small number of systems, the warp connections will be spread more evenly.
[ August 02, 2004, 03:59: Message edited by: Suicide Junkie ]
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August 2nd, 2004, 05:38 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Thanked 30 Times in 18 Posts
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Re: Updating Player Guide and Walk Thru
Ok, now I need to know what each of the racial traits strong points are. Just basics. This is what I have:
Crystalline Technology
Good Armor
Organic Technology
Good Armor and Weapons
Psychic Technology
I DON'T KNOW
Religious Technology
The Tailisment
Temporal Technology
Good Shipyards
Can any one offer brief additional info for each of these. Thanks.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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August 2nd, 2004, 05:54 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: Updating Player Guide and Walk Thru
Quote:
Originally posted by Atrocities:
Ok, now I need to know what each of the racial traits strong points are. Just basics. This is what I have:
Crystalline Technology
Good Armor
Organic Technology
Good Armor and Weapons
Psychic Technology
I DON'T KNOW
Religious Technology
The Tailisment
Temporal Technology
Good Shipyards
Can any one offer brief additional info for each of these. Thanks.
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Well with Crystaline tech you get weapons that skip armour. Drawback is shields stop that, also if you rely on crystal armour than weapons that skip armour are a threat (such as weapon or engine destroyers)
Organic technology. Missiles are quicker, and you actually make use of any organics you grow. Drawback you have to grow organics, something other players ignore unless they are colonising.
Psychic tech allows you to mind control other races. When they get computers you lose your advantage.
Religious races do get Talismans, eventually, but everyone is paranoid at you getting such power and will turn on you if you appear a threat. You also get shrines
Don't know much about temporal tech.
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August 2nd, 2004, 06:27 AM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
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Re: Updating Player Guide and Walk Thru
Organic also get facilities that increase the population of your planets. Armor that regenerates.
Religious tech gets a facility that increases the value and condition of your planets.
Psychic tech gets a facility that trains all the ships and fleets in the system.
Temporal tech gets weapons that do quadruple damage to shields and also weapons that skip armor and shields.
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August 2nd, 2004, 06:35 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
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Re: Updating Player Guide and Walk Thru
Thanks guys.

__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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