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December 22nd, 2004, 02:17 AM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Quote:
Suicide Junkie said:
"Maintenance-free, biocrystal-armored, talisman targetting, grav-driven, living warship with Psycho-temporal weaponry. You know you want it!"
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Don't forget the free Neural Combat Net from the special religious/temporal combo crew quarters IIRC.
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December 22nd, 2004, 01:15 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Thanked 18 Times in 12 Posts
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
In additon brianeyci, your species in the galactic invasion has a quite high trading ability, so i suspect you are gaining at least 130% trading income. I guess you have at least trade and research alliance with each player, this should give you a quite HUGE amount of ressources and research points without remote mining or research teams at all. I dont really get your point. I offered you to construct colonyships for you several times, you didnt replied. Cant tell if you simply missed the turns though.
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December 22nd, 2004, 01:17 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Oh about your thingy it still takes you 2 turns to construct bases at homeworlds. I have optimized my empire for this game as well, and i was able to construct colonyships in 1 turn when emergency building. I suggest you to maximize and test your empire in sologame until using it Online
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December 22nd, 2004, 01:21 PM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Well I did miss a couple of turns. And I am getting a huge income even without remote mining, too much for me to store.
Yes, I will trade for colony ships. Drone 869 will trade... I sent you a message Last turn, dunno if you got it. Must have gone missing, fook.
Suicide Junkie -- what is a Von Neumann base? 2^5 bases, holy cow, I have a few things to figure out then lol. Obviously Nomads can kick butt from how you played them, looks like I've been looking at them from the wrong angle.
Brian
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December 22nd, 2004, 01:29 PM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Colony ship in one turn in one thing, research outpost in one turn is another. And, from what Fyron said, Nomads aren't supposed to use research outPosts anyway.
Building a 0 maintainence research ship still takes 2 turns, even with 20% construction and 25% space yard feat er trait too much D&D lol. But then again, the Nomad's high trading ability should make up for that.
Brian
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December 22nd, 2004, 02:46 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Anyways, i didnt meant to offend you. I played the latest turn after posting my msg, so everything is ok. Colships will come
Anyways, think about it: Aiken, the other nomad player only has the standart 100% trading ability, so you are in fact at an advantage. If i may ask, how is your income, M/O/R/Research-wise ?
thanks a bunch
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December 22nd, 2004, 04:26 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Quote:
Ragnarok-X said:
Oh about your thingy it still takes you 2 turns to construct bases at homeworlds. I have optimized my empire for this game as well, and i was able to construct colonyships in 1 turn when emergency building. I suggest you to maximize and test your empire in sologame until using it Online
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Tell me you took an absurd level of construction aptitude...
Quote:
brianeyci said:
Suicide Junkie -- what is a Von Neumann base? 2^5 bases, holy cow, I have a few things to figure out then lol.
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Build a base space yard. That BSY builds another BSY, all while the HW is building a BSY. Each BSY builds another BSY, for as long as you need to get the desired amount.
Of course, you must keep in mind that SJ was playing with the P&N Mod, not Adamant, so the numbers will be different...
Quote:
Obviously Nomads can kick butt from how you played them, looks like I've been looking at them from the wrong angle.
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They didn't kick anybody's butts, but they did do a hell of a lot of trading. The enigmatic Vorlons were their largest customer.
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December 22nd, 2004, 04:38 PM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
I get about 45k mins 45k orgs 40k rads.
Brian
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December 22nd, 2004, 05:05 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Well as mentioned, i maxed it out. I made several testgames until i was able to get a proper colonyship in one turn using large homeworlds.
Construction 130% and Hardy Industrialists Trait. I really tested the empire in several games (only the first 2-3 turns to get the result i wanted).
Its a 5k game btw.
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December 22nd, 2004, 05:08 PM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Yeah.
Since it was a 5k game, I thought I would go for fun and create a themed race. It was okay, this is an rpg game anyway. The Eee are pissing a lot of people off though, once the space monsters are dealt with things might get nasty =D.
Brian
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