.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #11  
Old October 11th, 2005, 12:04 PM
inigma's Avatar

inigma inigma is offline
Sergeant
 
Join Date: Sep 2005
Location: Colorado, USA
Posts: 214
Thanks: 0
Thanked 0 Times in 0 Posts
inigma is on a distinguished road
Default Re: The Mentality

5. Is it true that if you take the religious trait, and you employ tailismans, that your attack bonus is effectively overkill, and as such you can drop it to 50% in the race creation window without any adverse effect?
__________________
Space Empires Wiki
Reply With Quote
  #12  
Old October 11th, 2005, 12:21 PM
douglas's Avatar

douglas douglas is offline
Major
 
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
douglas is on a distinguished road
Default Re: The Mentality

Except that Aggressiveness has a minimum of 75% instead of 50%, yes. It will drastically reduce the effectiveness of your direct fire combat ships until you get the Talisman, but once you have the Talisman all normal offensive combat modifiers, including racial and cultural, are completely meaningless. This is a major reason why Deeply Religious is considered overpowered and banned in many PBW games, as the normal importance of combat bonuses in stock makes 120% Aggressiveness almost mandatory, and you can save 2050 points off of that by dropping it to 75% instead - 550 MORE than you would have to spend on Deeply Religious. Considering it this way, you actually gain a major benefit for a NEGATIVE cost when you take the Deeply Religious racial trait.
Reply With Quote
  #13  
Old October 11th, 2005, 12:21 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: The Mentality

Quote:
inigma said:
5. Is it true that if you take the religious trait, and you employ tailismans, that your attack bonus is effectively overkill, and as such you can drop it to 50% in the race creation window without any adverse effect?
Yes, for any ship that has the talisman installed.

Up until you get that, you'll be hurting.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #14  
Old October 11th, 2005, 12:32 PM
Wolfman77's Avatar

Wolfman77 Wolfman77 is offline
Sergeant
 
Join Date: Jun 2005
Location: Rockford, MN
Posts: 269
Thanks: 0
Thanked 0 Times in 0 Posts
Wolfman77 is on a distinguished road
Default Re: The Mentality

Yes, but there is a catch. You don't get the tailsman right away. If you start close to another empire, they will walk all over you untill you get it.

You will also fall behind in other areas of reaserch if you want to get it sooner.

It's kind of a gamble to do that, but it could work out for you. If for example you start a game with a large galaxy with only a couple of players, then you could reaserch it and enough other techs to make it useful. On the other hand if you start a small galaxy with 20 races they will likely crush you before you get anywhere.

It also might be considered a bit gamey in a PBW game, so if it doesnt't say in the game description it might be best to check with the owner before trying it.

I have done (80% I think was the lowest I could go) it in a single player game once. Got crushed in about 20 turns.

Alot of mods reduce how far you can drop attack and defense, some remove the tailsman, others change it to just an attack bonus, so it isn't so overpowering in the late game.
Reply With Quote
  #15  
Old October 11th, 2005, 02:15 PM
inigma's Avatar

inigma inigma is offline
Sergeant
 
Join Date: Sep 2005
Location: Colorado, USA
Posts: 214
Thanks: 0
Thanked 0 Times in 0 Posts
inigma is on a distinguished road
Default Re: The Mentality

6. Would the psychic trait be a good trait to take in a high-tech game where everything is allowed? Or should those 1500 points be better spent elsewhere since most people would employ MCs to counter the psychic subverting advantage?

Aparently, pairing up subverters with computer viruses is a worthless endeavor.
__________________
Space Empires Wiki
Reply With Quote
  #16  
Old October 11th, 2005, 02:19 PM
Alneyan's Avatar

Alneyan Alneyan is offline
General
 
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
Alneyan is on a distinguished road
Default Re: The Mentality

Note that having a very bad attack rating and the Talisman can backfire, should your Talisman be destroyed. That scenario is only likely to happen often with leaky armour in place, though... or a mod creating some sort of weapon able to easily destroy the Talismans.

I have never seen much use for the Psychic trait, except in the early game where the other players might spend valuable resources countering your Psychic traits, even if you do not actually use it. If all tech is available right from the start, Master Computers are a lot cheaper than human components, so your trait isn't all too great.
Reply With Quote
  #17  
Old October 11th, 2005, 02:28 PM
douglas's Avatar

douglas douglas is offline
Major
 
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
douglas is on a distinguished road
Default Re: The Mentality

I think the only significant bonus of the Psychic trait is the system training facilities, and that's mostly just because they can stack with normal training facilities for a faster training speed. I don't think this is worth 1500 racial points.
Reply With Quote
  #18  
Old October 11th, 2005, 02:32 PM
inigma's Avatar

inigma inigma is offline
Sergeant
 
Join Date: Sep 2005
Location: Colorado, USA
Posts: 214
Thanks: 0
Thanked 0 Times in 0 Posts
inigma is on a distinguished road
Default Re: The Mentality

So the psychic trait would pretty much be out the question in a high tech game. The Mentality should instead then focus on boarding parties, which can be countered by shields and security stations which are more effective per kT than bording parties and depleters.

hmmm...

In a high tech game, for the Mentality to survive then, they would need to focus on specialized ships: dampners, dispersers, depleters, and boarders. Would that be your assesment - and still keep the Mentality as a pacifist missionary-boarding/capturing race intent on taking over your friends and eventually you too? Would they survive in such a game?
__________________
Space Empires Wiki
Reply With Quote
  #19  
Old October 11th, 2005, 03:22 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: The Mentality

douglas said:
...system training facilities... can stack with normal training facilities for a faster training speed.


Which is made more or less irrelevant when you build moon training centers.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #20  
Old October 11th, 2005, 03:41 PM
inigma's Avatar

inigma inigma is offline
Sergeant
 
Join Date: Sep 2005
Location: Colorado, USA
Posts: 214
Thanks: 0
Thanked 0 Times in 0 Posts
inigma is on a distinguished road
Default Re: The Mentality

system training facilities...

7. ...which are made even more irrelevant when you employ talismans?
__________________
Space Empires Wiki
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:20 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.