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  #91  
Old November 10th, 2001, 06:54 PM
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Default Re: TDM-ModPack 2.00 BETA

Surprising turns of events in my test game.

Diplomacy for turns 50/51:

Mi-Go (me, 2nd/3rd) - Rage, None (despite my repeatedly killing lone scouts and unescorted colony ships); Terran, MA; Drushocka, TA/War (without any provocation at all)
Earth Alliance (6th) - Norak, NA; Drushocka, MA
Norak (5th) - EA, NA; Terran, None (First Contact on 50)
Rage (1st) - Mi-Go, None; Terran, War
Terran (3rd/2nd) - Mi-Go, MA; Norak, None (FC); Rage, War
Klingon (effectively 7th) - destroyed by EA on turn 50
Drushocka (4th) - Mi-Go, War; EA, MA

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  #92  
Old November 11th, 2001, 02:54 AM
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Default Re: TDM-ModPack 2.00 BETA

Psycho - thanks. That is really screwy..it was fine yesterday before I went and deleted a bunch of the previous ModPacks from my uploaded files...Hmmmm...
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  #93  
Old November 11th, 2001, 04:27 PM
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Default Re: TDM-ModPack 2.00 BETA

More statistics and comments:

For the comments it might be a good idea to read the ones from turn 45 again, so you know what I am talking about .

Rage (turn 80): The Rage are doing a great job. Colonizing, destroying the enemy, mining warp points, creating new planets, everything is there. Good job, AK . They have managed to secure the contested system with the Norak and Pyrochette and have driven them out from the neighboring home system as well. Also they are making progress in the direction of the Xi'Chung. AK, I really love the idea of building planet creators early. I have some suggestions for improving the designs, if you like to hear them (either per email or here).

Toron (turn80): Great job by the Toron, the current leader, as well . They have all colonization tech now and have colonized every world close to them. Now they are sending their colonizers everywhere. We will see how the other races like that. They have driven the Piundon from the contested systems, but have not followed them to destroy the rest as there is an asteroid belt between them now. Due to the partnership with the Vaxin they have many contacts and know a large part of the galaxy. They also have met the Rage in this turn, because they have a fleet in Pyrochette space with whom they have a military alliance. I hope we see a clash of the Titans of this game soon .

Xi'Chung (turn80): The Xi'Chung had a long period of total stagnation and not used their good starting point, because they wouldn't build colonizers. I have recently changed the files a little bit (moved colonizers before attack/defense ships in the queue without changing the numbers), but as the Rage have already started to set up colonies on unused planets in the Xi'Chung home systems, I fear it is too late, because their ships are really outdated by now (mainly frigates with two seekers I).

Dra'Kol (turn80): The Dra'Kol are slowly losing the war against the Vaxin. They have been driven from one of their home systems. However, they have set up colonies away from the Vaxin in systems unclaimed by any other races and they have just discovered rock colonies. So, there is potential to regroup, rebuild and strike back. Due to the lack of colonies their Intel is not very high and so far I have not seen any project come through against the Vaxin defenses. Speaking of defenses, the Dra'Kol protect their colonies well with a mix of sats, WPs and fighters giving the Vaxin a hard time.

Piundon (turn 80): They have managed to recover their early losses against the Toron and hold their ground well now. In fact they have gained some ground and make incursions into Sergetti space. The Toron-Piundon war has died down somewhat, because there is an asteroid belt between them now.

Colonials (turn 80): The Colonials have lost all their homeworlds and have only one system remaining with a Viking fleet already in it. They did explore away from the Vikings and have met and made peace with the Dra'Kol and Vaxin, but have not settled any worlds, because they are trying to resettle the worlds they lost against the Vikings (hard code).

Norak (turn80): The Norak have lost one home system to the Rage. They are still not building enough colony ships, there are a lot of wasted opportunities to set up colonies towards the Vaxin and Dra'Kol space which will probably be taken up by the Toron soon. They have the Talisman for some time now.

Vaxin (turn80): They are making progress against the Dra'Kol and have just recently destroyed all the worlds in a Dra'Kol home system that can now be scheduled for resettlement by Vaxin colonists. That will give them a boost. Except for their vendetta against the Dra'Kol they have really good relations with all other races. Small addition from turn 90: the Vaxin have not settled the worlds in the former Dra'Kol system, yet. IMHO, they don't build enough colonizers (esp. in the attack state).

Vikings (turn 80): They Vikings have pretty much destroyed the Colonials and taken over their space. That has gained them some nice planets. One of their exploration attempts away from the Colonials has resulted in contact with the Vaxin and after some time they had a partnership with them. Now the Vikings know a lot of places to send their ships which really has more cons than pros as there are less focused on the Colonials now. Colonization attempts away from the Colonials and into Vaxin and Dra'Kol space has mostly resulted in triggering mines and has only gained one extra colony so far. They have made contact with the fast expanding Toron as well (war). That should be interesting as both races will be fighting over the Ice planets in Vaxin space. (turn90) They are in a state of stagnation for some time now as they do not get any new colonies or lose ships in battles. I think that they need to research other colonization tech sooner.

Sergetti (turn 80): The Sergetti have made good progress against the Pyrochette in breaching the minefields (resulting in some heavy losses) and driving them out of their systems. On the other hand they are losing ground against the Piundon. All the ships are tied up against the Pyrochette and the minister totally ignores the threat the Piundon are posing. That's hard coded, though. Other than making more fleets available (which also has negative effects resulting in smaller fleets) there is nothing a modder can do about that. Even if the Sergetti had an extra fleet that doesn't mean it would be used against the Piundon incursions. I guess that is just bad luck.

Pyrochette (me): (turn80) Not getting the bonus the Pyrochette are now being overwhelmed by the Rage and Sergetti. Luckily they set up some colonies deep in Toron space and if the Toron take no offense at that, this will ensure the Pyrochette survival (and I can keep this test running without interfering ).

diplomacy (turn 90)
Rage: none with Toron, war with Xi'Chung, war with Norak, none with Sergetti, war with Pyrochette
Toron: none with Rage, MA with Dra'Kol, war with Piundon, MA with Norak, P with Vaxin, war with Vikings, TR with Sergetti, TA with Pyrochette
Xi'Chung: war with Rage, NA with Sergetti, MA with Pyrochette
Dra'Kol: MA with Toron, MA with Colonials, MA with Norak, war with Vaxin, war with Vikings
Piundon: war with Toron, P with Vaxin, war with Sergetti, MA with Pyrochette
Colonials: MA with Dra'Kol, MA with Vaxin, war with Vikings
Norak: war with Rage, MA with Toron, MA with Dra'Kol, NA with Vaxin, NA with Vikings, none with Sergetti, war with Pyrochette
Vaxin: P with Toron, war with Dra'Kol, P with Piundon, MA with Colonials, NA with Norak, P with Vikings, none with Sergetti, P with Pyrochette
Vikings: war with Toron, war with Dra'Kol, war with Colonials, NA with Norak, P with Vaxin
Sergetti: none with Rage, TR with Toron, NA with Xi'Chung, war with Piundon, none with Norak, none with Vaxin, war with Pyrochette
Pyrochette (me): war with Rage, TA with Toron, MA with Xi'Chung, MA with Piundon, war with Norak, P with Vaxin, war with Sergetti

More later...

Rollo

[This message has been edited by Rollo (edited 12 November 2001).]
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  #94  
Old November 11th, 2001, 07:03 PM
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Default Re: TDM-ModPack 2.00 BETA

Rollo:

Thanks for the compliments on the Rage. You can go ahead and post any thoughts on designs here. One thought I have had was to include a repair component on the planet creators. I took a definite minimalist aproach on the Rage stellar manipulation ships.

I need to look into the Vaxin Colonization. It seems to me like they don't expand as well as they used to.
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  #95  
Old November 11th, 2001, 07:05 PM
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Default Re: TDM-ModPack 2.00 BETA

Thanks Rollo for the insight.

Could you post savegame files; I would really like to take a look at them (to check the designs and tech progress of my races).
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  #96  
Old November 12th, 2001, 02:47 AM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by Alpha Kodiak:
Rollo:

Thanks for the compliments on the Rage. You can go ahead and post any thoughts on designs here. One thought I have had was to include a repair component on the planet creators. I took a definite minimalist aproach on the Rage stellar manipulation ships.

I need to look into the Vaxin Colonization. It seems to me like they don't expand as well as they used to.



Yes, repair bays was exactly my thought. At least for the create planet ships. It speeds up the conVersion of asteroid belts a little bit, as the ships only have to return to refuel. The current design has 50kt unused (that gets filled with a shield and an armor) which I would put one more solar collector and one supply storage in. I have seen in one case where the ship didn't have enough supplies. If you consider using repair bays, I think the CR hull would be good to fit extra suppies in. If you have a Quantum Reactor, a LC is big enough. Anyway, I think if you have more efficient ships you need less of them and effectively save resources (currently the Rage has 3 planet builders and another one in the queue).

I agree that the Vaxin need more colonizers.

Btw, I would consider researching Mineral Extraction3 before stellar manipulation3, so they build mining facilities instead of monoliths on mining planets. I do think it is a good idea to have the AI build monoliths on farming and refining colonies and I do that for the Vikings, too, but IMHO mining worlds should build the faster and cheaper facilities.

Rollo
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  #97  
Old November 12th, 2001, 02:49 AM
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Default Re: TDM-ModPack 2.00 BETA

Daynarr,
here are all the saves from turn 10 to 120. When trying to follow what happened, please keep in mind that I have changed the construction_Vehicles on my computer for the Xi'Chung to build more colonizers around turn 75 or so.

edit: To be more specific I have changed the order, so that colonizers get built before attack ships, but didn't change the numbers.

Rollo

[This message has been edited by Rollo (edited 12 November 2001).]
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  #98  
Old November 12th, 2001, 03:13 AM
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Default Re: TDM-ModPack 2.00 BETA

Sorry, no comments this time. I'll write some tomorrow. It's getting late in this part of the world...

Good night,
Rollo
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  #99  
Old November 12th, 2001, 08:00 AM

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Default Re: TDM-ModPack 2.00 BETA

The Orks Research file has a typo. Repair 7 comes before Repair 3. I think the 7 should be a 2.
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  #100  
Old November 12th, 2001, 08:32 AM
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Default Re: TDM-ModPack 2.00 BETA

Turn 80/81:

Mi-Go (4th/3rd) - Rage, None (Rage offered TA around turn 75, and refused my counteroffer of NI); Terran, MA; Drushocka, War.
Earth Alliance (5th/4th) - Norak, War; Rage, None; Drushocka TA/War. Most of EA's construction queues shut down on turn 80 due to minerals shortage.
Norak (2nd) - EA, War; Terran, MA.
Rage (1st) - Mi-Go, None; EA, None; Terran, War.
Terran (3rd/5th) - Mi-Go, MA; Norak, MA; Rage, War. Lost 6 ships in a black hole on turn 80, with 9 more about to go in the next two turns.
Drushocka (6th) - Mi-Go, War; EA, TA/War. Once again the Drushocka go immediately from TA to War.

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My first SE IV mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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