Plasmatrons with positron bouncers and accutrons are better.
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Ascendancy
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Originally posted by cyclotron7
waiting for a response.
AsmodeanIm not sure what Baruk Khazad is , but if they speak Judeo-Dwarvish, that would be "blessed are the dwarves" - lord of the mark
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I still replay ascendancy occasionally. Definitely a game with unrealised potential. Just getting the AI to build the right buildings on the right planetary resource tiles would have been nice.To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
H.Poincaré
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Originally posted by cyclotron7
Plasmatrons with positron bouncers and accutrons are better.
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No matter what platform become available, I will keep one to run all my old games. I learned the hard way to hold on to them, even if I only start them up for a few turns.
Alien Legacy is one of those games I like to play just a bit, but find it hard to finish any more. Just to refresh my memory.
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The most unbalancing part of ship design is the wave scatterer; fill half the hull of an enormous ship with those suckers and you can make yourself totally invulnerable (except from a disintigrator). Since they don't use power, even a nanomanipulator will never get through, ever.
I suppose the only ways to pierce a defense like that would be disintigrators, shield blasters, and gizmographers (if they do what I think they do). I always thought it was interesting that any multiplayer ascendancy would probably hinge on those specials, which aren't used very often in single player (if you're like me).
On the other hand, maybe the Myrmidonic carbonizer could crack open a wave-scatterer ship at ideal range, but it's pretty hard to figure out exactly what that range is. Now that's a pretty wierd weapon.Lime roots and treachery!
"Eventually you're left with a bunch of unmemorable posters like Cyclotron, pretending that they actually know anything about who they're debating pointless crap with." - Drake Tungsten
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Too me the one thing I was miffed about was the lack information, not the crappy AI.
I had been playing Moo1 and when I got the guide for Ascendancy, I was shocked. It had nothing, ideas, no concepts, no data. Just a bunch of generalities about each item.
So as you say, we do not know the range from the docs.
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If you mean the strategy guide, it's true that it didn't give much in the way of hard numbers, but most numerical variables seemed pretty evident; i.e., the power of weapons, power of shields, output produced by buildings, aren't too hard to see with the interface. The kicker is range, which involves a lot of guesswork to "know" where you must be to be out of the range of a hypersphere driver but in the range of a plasmatron, for instance.
Ideally, in Ascendacy 2 selecting a weapon would bring up a "range sphere" around a ship, so you could see what your range was (and in the case of a carbonizer, tell where your ideal range was).
Of course, if you look up "Ascendancy FAQ" on google, you'll find a lot of FAQs that claim to know range values for various weapons, such as this one on neoseeker. Of course, I haven't checked these figures, but they seem about right.
So, would anyone contribute to a ship design contest?Lime roots and treachery!
"Eventually you're left with a bunch of unmemorable posters like Cyclotron, pretending that they actually know anything about who they're debating pointless crap with." - Drake Tungsten
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Originally posted by Earthling7
Talking of online play. Is EVE Online something for old Asc. players?To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
H.Poincaré
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I'm not sure there is much in the way of an equivalent game, at least not that I've played. I'm not exactly sure why a lot of Ascendancy's basic ideas were never copied.Lime roots and treachery!
"Eventually you're left with a bunch of unmemorable posters like Cyclotron, pretending that they actually know anything about who they're debating pointless crap with." - Drake Tungsten
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