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November 4th, 2005, 12:09 PM
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First Lieutenant
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Join Date: Feb 2005
Posts: 693
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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.
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built bsy, which built another bsy
built colonizer
colonize large non breather in system, build mineral storage (for now)
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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.
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November 7th, 2005, 08:18 AM
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First Lieutenant
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Join Date: Feb 2005
Posts: 693
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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
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November 8th, 2005, 12:47 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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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)
__________________
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November 8th, 2005, 12:06 PM
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First Lieutenant
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Join Date: Feb 2005
Posts: 693
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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
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...
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November 9th, 2005, 11:49 AM
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First Lieutenant
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Join Date: Feb 2005
Posts: 693
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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  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.
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November 9th, 2005, 03:18 PM
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Sergeant
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Join Date: Nov 2004
Location: Silicon Valley
Posts: 280
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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. 
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November 10th, 2005, 12:43 PM
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First Lieutenant
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Join Date: Feb 2005
Posts: 693
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Re: Devnull AAR
I will try some more tonight 
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