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December 31st, 2000, 02:46 AM
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Re: Ring and Sphereworlds
Speaking of ringworlds has anyone built a RW in 8-9 turns (not counting the construction time for the 11 space yard ships) without custom techs? I have , and here is how I did it:
1) Create a starbase design with one Master Computer component and say 3 colonization modules, lets call it SB1.
2) Start building 11 of those around a star, @ emergancy rate (200%). It will cost you 3 x 4000pts/turn and be completed in about 4 turns IIRC.
...4 turns later...
3) Create a new starbase design that is as close to 50% more expensive than the SB1 design, lets call it SB2. Now create another SB design that's 50% more expensive than SB2... continue to do this until you have SB? that costs 2/3 of a "Ringworld SB", lets call it SB10.
4) In the same turn; pick one of your SB1:s and uppgrade it to a SB2, then uppgrade it to a SB3 and so on, all the way upp to SB10. Uppgrade SB10 to a "Ringworld SB".
Do the same procedure with the remaning 10 SB1:s, but stop at the SB? that cost 2/3 of a "Hyper - Density SB"/"Planetary Gravity SB". Then uppgrade 5 of those to "Hyper - Density SB":s and 5 to "Planetary Gravity SB":s.
5) Click next turn.
...1 turn later...
6) All the components that you need to create a ringworld are in place! Create the RW!
IIRC, it takes another turn for the RW to appear, or am I mistaken? Who cares.
Theoretically you could construct a ringworld in X + 1 (or X + 2) turns, where X is the number of turns it takes to build the SB1:s. So in the example above it would take 5 to 6 turns.
In my case it took 8 or 9 turns because I had not build up my organics and radioactives industry enough, so I had to wait a few extra turns to uppgrade all of my SBs. Needless to say this procedure uses up A-L-O-T of resources, but I never said it would be cheap, just faster.
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December 31st, 2000, 03:25 AM
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Corporal
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Re: Ring and Sphereworlds
Yeah they are awesome all right but right before you get the ringworld tech you get the tech to change all the planets into your atmosphere which if you have any decent number of planets going would give you so much population that it wouldn't freaking matter anymore. Not to mention the increase in resources. I never said the ringworlds weren't good I just said they were impractical for a serious war and are really only good for show. They just show up too late in the game and cost far too much research and resources to be worth it.
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Kagetora
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December 31st, 2000, 03:29 AM
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Re: Ring and Sphereworlds
How much anybody would care how many turns it took you can also be a formula. X+Y-1 Where X is how totally useless and impractical what you did was. Which in this case is near optimum. Where Y is the amount of over enthusiasm you showed for this useless and meaningless effort which was also extreme. Minus 1 is the amount your intelligence is below the sum in order for you to actually think it mattered enough to post it.
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Kagetora
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December 31st, 2000, 05:54 AM
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Re: Ring and Sphereworlds
What's your problem, Kagetora? Joda (politely) posted an interesting way to speed-build a ringworld, and you needlessly flame him for it?
Your other Posts (and everyone else's) in this thread are all nice discussion of the game. I don't see why any flames were called for here. Grow up.
Anyway, thanks, Joda - I thought it was an interesting and worthwhile post.
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December 31st, 2000, 08:50 AM
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Re: Ring and Sphereworlds
I'm now past 1600 turns on my first SE IV 1.19 game (continued after the tutorial). I own just two adjacent systems (which I have closed all access to), completed my research tree, and have built two sphereworlds. I'm in the process of completing facility construction on them, as well as building a huge fleet. I have no idea what size of map I'm playing in, but with the resources of these two sphereworlds at my disposal, I will be unstoppable once I reopen the warp points. It took me less than 60 turns to build one (that may seem like forever, put I like long term games). I love this game! (if they fix the resource check bug, I will love it even more)
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December 31st, 2000, 10:09 AM
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Lieutenant General
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Re: Ring and Sphereworlds
quote: Originally posted by Joda:
In my case it took 8 or 9 turns because I had not build up my organics and radioactives industry enough, so I had to wait a few extra turns to uppgrade all of my SBs. Needless to say this procedure uses up A-L-O-T of resources, but I never said it would be cheap, just faster.
Good comments.. cheesy, but good despite kagetora's harsh attitude. I was working on a similar idea, but I try to plan everything arround a simultanious turn game, where this wont work. you end up adding an extra turn for every upgrade step you have to do, so it is only practical to do one or two upgrade steps (which in turn means a more expensive initial SB design, i was thinking of using stellar manipulation components to up the cost). the good thing is, you can emergency build the heck out of the first design, because even if your construction ships are stuck in slow build for the upgrade turns, it does not delay the construction time.
alright, its cheesy and abusive. no i dont do things like that in multiplayer, no i dont cheat all the time, yes i like a challenge. flame me with that planetary napalm, my speed built RWs give me enough surplus population that I dont have to care..
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December 31st, 2000, 12:55 PM
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Corporal
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Re: Ring and Sphereworlds
To Nyx: Your old strategy of blowing up non-huge worlds and remaking them as huge no longer works. The planet generator in 1.19 (and the earlier 1.11 Versions) generates planet sizes based on the asteroid field's size it is constructed from. Hence a small asteroid field will only create a small world.
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December 31st, 2000, 01:02 PM
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Corporal
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Re: Ring and Sphereworlds
To Director Tsaarx: When making changes to population modifiers in the settings.txt file, the Last modification must be unobtainable (hence the reason the original had the population set at 200,000,000) or once you have obtained the Last modifer's population setting you will lose any modifier obtained. Your change of the population to 19,999 will mean that once a planet reaches 20,000 and triggers the Last modifier, it will not show bonuses of 200% as one would think, but in fact shows no bonuses for population size at all. Must be something in the coding.
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December 31st, 2000, 03:32 PM
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Lieutenant General
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Re: Ring and Sphereworlds
quote: Originally posted by Kagetora:
...looking for information and strategy that will allow us to play fairly and without exploiting the system against the AI and more importantly against humans in multiplayer. Not only did his post nor yours for that matter do this but now the programmers will have to fix this exploit.
sigh.. i should not bite on this, but.. lots of strategies get posted for this game. using retrofits is about as much cheating as using minefields that the AI cant use well. its about as much cheating as using ECM that is bugged and the AI cant use. its about as bad as applying the mine laying patch to allow minelayers to drop more than one per turn. its as bad as using tactical combat and taking advantage of stratagies that the AI cant use. its almost as bad as the people that like to use transports to deploy sats as a portable weapon pod against the AI early in the game, when it obviously does not work against humans quite as well.
hopefully people can exercise some restraint and good judgement when playing multiplayer games, and if not, hopefully people are bright enough to play with people they get along with.
there are lots of ideas bouncing around and this board is full of different ways to play the game. not everybody likes every way, but there is plenty for everyone to choose from and enhance their own playstyle. thanks for censoring an open forum, the internet is all about one person telling everyone else what is safe to read and think and do, glad you could jump in and help us there.
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December 31st, 2000, 10:51 PM
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Re: Ring and Sphereworlds
lol - pre-pubescent? I'm probably close to twice your age. You make an issue of maturity, but you're the only one flinging insults around.
Let me add a few things to Puke's fine response...
If I wanted to "cheat", I'd turn on the cheat codes.
Things that take advantage of flaws in the games' design and regularly brought up and discussed on this board. Many of them might be considered abusive, but it is valuable discussion, since it brings awareness (and possibly leads to improvements in the game).
Why is awareness of these things good? Because what seems like a horrible exploit to you might seem like a reasonable feature to someone else. (Calm) discussion and awareness allow players to decide on what the accetable behavior/tactics are in their games together.
I also want to point out that Joda's trick is hardly a game breaker. As you yourself point out in your Posts, the reasearch and material costs of ring/sphere worlds makes them completely prohibitive in a close game. Joda's trick speeds up the construction process, but makes the already ungodly expensive proceess ****EVEN MORE EXPENSIVE****. That'll certainly be a critical edge to help you win games. NOT.
Lastly, in your original flame post, you never once mentioned WHY you were flaming Joda - just that his post was worthless and he was an idiot. I don't play multiplayer SEIV an never will - your cheating issue never occured to me. If you had remained calm and just stated why you felt as you did, I wouldn't have jumped in and maybe might have sympathized a bit.
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