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  • #91
    t48 R-batle pods, 3rd AF, HW biosphere
    t49 buy AF on 3rd (waited to make it cheaper)
    t50 srt bio on 2nd and 3rd ( 2nd is 3/6 and 3rd is 2/3)
    t51 HW make spy (paranoid)
    t52 scout got tech for mass driver (not bad), 2nd house, 3rd marine
    t53 R-academy

    Thoughts- since i can not build a ship yet I may as well get SpaceAc for when I will.
    Likely I would be wise to get a colony ship or a cruiser going, I just had to do it at this point and it may be why I fail at imposible so often. Anyway got to get some other things done now. This is a sure way others can follow the process as nothing useful is left out (I hope).
    Last edited by vmxa1; June 29, 2002, 19:36.

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    • #92
      Those are right out of the game I fired up at the time (today) to give an example. I have that game going now. They do men 3510.0 or 35150.0. I know this as I have seen a few of them and was able to duplicate the early steps. If they were talking about 36xx.x then I take back all my protest. The game is setting at 3505.3 now as I had to do my floors and ride my lifecycle.
      Last edited by vmxa1; June 29, 2002, 19:38.

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      • #93
        t57 spy done make another, R-f. rifle
        t60 Hire Crassis, R-fusion drive
        t61 srt acad on HW
        t64 R-d. fuel cell
        t66 srt colony ship, moved sci to worker, reassign workers on Nasin III to sci
        t69 R-pollution processor, contact Mrrs
        t72 spy killed
        t80 send c-ship out, srt crusier (nuc FST & HA)
        t82 reassigned to make star base on Nasin II/III colonized SungI, Sung II splinter (hot dog), srt AF on both
        t83 R-Ecm Jammer (907BC piled up)
        t87 Sung II srt PP
        t88 R-Tach Comm
        t90 hire Galis
        t93 R-space port
        t95 Sung II srt RL
        t96 HW srt PP, also srt on II/III
        t97 Sung I srt marine, Nazin I srt PP
        t98 HW srt Cruiser (refit to have Ecm and Mirv), Sung II srt Bio
        (whoops, I may have bought one or two items after a day on Sung, can't recall)

        So I am at turn 98 and just getting going. I would now start to move hard. In a MP game one could get humans to resign when they see the hand writting, but the AI will have to be conquered or voted out. With 7 races, it will take time, more than 50 turns. If tele, it would/could be easier, but still in a large universe, that is a lot of space to cover and defend. I will soon see if anyone shows up with over whelming force before I can gear up, that is my main concern now. I will start with my auxilary planets in the plan to make a bunch of spies and steal to get the holes filled. If that works and it will if I survive, I will get out in front with the Dems boost to research and production. Add in the +1 I took as a trait and I will be in chips and buying stuff. Anyway at this junction, I may be ok or I may be drawing dead.
        Last edited by vmxa1; June 29, 2002, 19:40.

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        • #94
          Excellent Vmxa1!

          Now I have a few questions.

          I noticed that you picked Liv and Dem. I've forgotten what exactly Liv is, but isn't it you need not atmosphere and no food??
          Therefore, you can put all of you workers on research and production which gives you all of your dem bonuses. Plus the mineral rich selection maximized that! Wow, that is pretty powerful now that I think about it.

          I also notice that you went for +1 prod instead of +1 research. Interesting....

          With the Liv and Dem and mineral bonuses you are getting things way before I would ever get them. However, it looks like you decided upon selections that maximized your production and research.

          Anyway, keep on with the summary. Just give us the highlights at this point, I think that I've learned a lot already. I'd like to see another game where you do not choose liv, dem or min rich.

          R:PM
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          • #95
            I did it this way to get Garths race the best shot I could. The production was because I tend to have trouble getting things built early and I will have plenty of research anyway. Liv is a sillicoid, they eat rocks, so they need no food. These allows me to grab hostile planets which are rich/ultrarich. The Dem give +50 to sci and prod, so the race is a super sillicoid. No need to make freighters until you want to transport pop, so you need just a few. The hydro/biosphere choice does not happen, you get only bio.

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            • #96
              The individual research choices are at times open to debate. In some cases, I put off a given choice, as I knew I could not use it yet. So what I am saying is it could be that I could have chosen better. Anyway I keep detail logs until around t160 and then note only research and steal until t279 where I got Orion and t280 where I got Evolution. There I dropped LIV and got Cyber and Warlord, +spy and dumpped -ship defence. That caused me to go -89 food. I had to move people to farm and build the weather station and by t281 I was plus food with about 7 or 8 pop. Orion gave X-armor so I could go to war. Stopped at t442 last night (2am). The game is a lock, but it is very slow taking planets as I have no AMC or Arm Barracks. I have to surpress lots of rebels. I finally got smart on that end, by using Unload transport to fill up the marine count to the max level or nearly so. All tech is done and I am well into hyper tech. I have captured tech and stole tech and have many of the missing pieces, including Battlestations and Star Forts (can you say command points). I do not have titan or doom construction, but my BB have 1500 arm and 500 structure, class X shields, 15 plasma cannon with HV and 6 HV disrupter cannons, so I can crush titans and planets. If I had titans I would add a stellar converter to destroy planets and prevent recolonization (yeah stole or capture SC too). I have max spies on defence and about 40 on the two races I am at war with and adding a few each turn. I could afford to do more, but I am too lazy. You have to watch out as I do not know what happens to spies you make when you have 63 already, it seems they disappear.

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              • #97
                It looks like I wasted the effort to research and build defence, such as ground batteries as no one ever attacked me, but then it could be that is why. Now they can't.
                t99 Naz2 spy
                t100 naz1 space acad
                t101 naz2 " " , Sung II starbase
                t102 R-cloning center, Naz1 space port
                Note I often put up SP before it is really useful.
                t103 Sung1 PP (polluction proicessor
                t104 Naz2 sp, naz1 move 3 to sci srt spy
                t105 Naz2 spy
                t108 R-n, scanner, NazII trade movework to sci, nazIII SP
                t109 Sung srt SP, attacked Ameba @ Pindar
                t111 HW srt colony ship
                t114 R-robominer, SungII srt clone (RP 115
                t116 Sung I srt clone
                t118 Sung II srt SP, naz I spy
                t119 Naz3 c-ship to Pindar (+5 CP, Mrrs make contact I never get dip relations with any race. contact Klacs
                dropped workto sci , make spy
                t120 R-stabilizer (beam def needed
                t121 Sung II srt robo, Naz2 srt robo, colonize Pindar III srt AF
                t122 Contact Meks, Sung I srt Lab, buy AF on Pindar.
                I tend to buy a item on the second day until I have more than 10000 BC piled up, unless required.
                t123 hire HourI, Pindar srt Marine

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                • #98
                  t124 naz3 (HW) srt robo move 1 sci to prod, naz1 srt obo, sung2 srt spy move 2 spis to Mrrs
                  t125 contact Tril
                  t126 R-n. scanner, NazII spy, Sung2 spy, buy barracks on Pindar
                  t127 srt robo (whoops where?
                  t128 sung2 spy done, move work to sci
                  t129 Naz2 srt freighter to move pop
                  t130 naz2 spy, sung 2 lab, HW srt c-ship mov1 pop to Pindar
                  t132 sung1 bio, buy robo@ Pindar
                  t133 R-supercomputer, contact Humans, Naz2 spy, Pindar srt PP, move spy
                  t134 steal I. fuel cells, Gnolam contact and say want to form bond but can not do any dip only war/surrender, naz1 done, Sung1srtstarbase, buy PP @ Pindar (rp 181
                  t135 Vote and I am on the left, Pindar srt clone, Naz2 spy
                  So you see I am building up the new planet and cranking out spies. Will start built capitol ships soon. Then just keep making spies and ships, grab a new planet when I can.

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                  • #99
                    Excellent insight, thanks Vmxa1. So when folks are talking about winning by turn 150, what is the secret....Taking out the Antereans? Small map??? I mean, even though you kicked serious booty, your still not even done by T450...I still do not get it?
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                    • My record is winning by turn... 7. Yup. 7.

                      Will consider letting you guys in on my strategy if you offer enough cash incentives!
                      "The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
                      "I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.

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                      • My log isn't as detatiled as vmxa1's, but here we go.

                        Race Creative, Subterranean, telepathic/ lowg, -spy, -GC

                        Impossible, huge, 8 players, average start, organic rich.

                        Note: for techs researched I am only listint one from the set.

                        5 First Colony
                        10 got tech, reinforced hull
                        22 got tech, auto factories
                        35 got tech, hydro farms
                        46 got tech, research lab
                        58 meet Mrrshans, got a trade deal
                        74 got tech, neural Scanner
                        79 research treaty Mrrshans
                        91 got tech, Supercomputer
                        93 got tech, fusion rifle
                        98 got tech, battle scanner
                        101 got tech, battle pods
                        104 got tech, class 1 shields
                        108 got tech, tritanium armor
                        112 got tech, fusion drive
                        118 built ship (cruiser)
                        119 got tech, pollution processor
                        125 got tech, spaceport
                        133 got tech, robominers
                        built colony base
                        135 got tech, space academy
                        137 built ship (cruiser)
                        144 built colony ship
                        147 founded new colony
                        148 got tech, atmos renewer
                        154 built colony ship
                        155 got tech, alien control center
                        157 founded new colony
                        built colony base
                        162 got tech, neutron blaster
                        165 built ship(cruiser)
                        168 Declare war on Mrrshans
                        Take colony, and planetary gravity generator
                        Meet Sakkaras
                        170 Take Colony
                        Meet Klakons
                        172 Built ship(cruiser)
                        173 Take Colony
                        Got tech, graviton beam
                        174 Take Colony, and recyclotron
                        Meet Sillicoids
                        175 Take Mrrshan Home World
                        176 Take Colony
                        177 Take Colony
                        179 Got tech, Microbiotics
                        180 Bomb colony, Mrrshans Dead

                        Sorry I didn't take note of all my builds, but that would have taken too much work. I will note that in the early game I got to hire two leaders with the +5 research which was nice. Plus I got a megawealth leader.

                        At this time I still have my 4 cruisers, I am losing money big time but that will fix itself as I grow. Since only the klackons have planetary defences I can roll either the Sakkara, or sillicoids next. I might ordinarly take a small breather next, but since you want a fast kill this is the best game set-up I have had for that in a long time.
                        Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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                        • Lets try and attach some saves.

                          Ok they are zipped and are turn 0, a little after turn 100(I forgot to save right on 100), and turn 180 when I finished the Mrrshans.
                          Attached Files
                          Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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                          • Wow, great! Thanks Garth. Hopefully I can follow along. Can you provide any insight into win by T150.

                            Moom,

                            get real!
                            We're sorry, the voices in my head are not available at this time. Please try back again soon.

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                            • Insight, yeah small galaxy, advanced tech. I'll do that later in the weekend.

                              If you are looking at the saves, don't mind the strange homeworld names, when I restored the races after using the meltpot editor they didn't go back to normal. I don't know why. Probably because I was playing with that version 1.32 patch that was posted here. At least the races went back to normal.
                              Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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                              • Well that would be the fast way to win, I would think as you can not get a vote that that early (well maybe if charismatic and stuff). I tend not to play with Anties as they are just bore, unless you are Kinzki or how ever you spell it. Anyway I do not bother capturing ships, I seledom have any of the marine type boost and almost alway take -combat. No assault shuttles and so on.

                                Moom, is it another one the CivIII deals where you use the editor? I know you can make a high score in Civ3 by making a second or first day win. One AI Civ on a map where only one city can be founded and you go first.

                                Whoops, I do not see a legit way to get antarians in 120 or so days either as you need D. Portal tech and then build it. We will just have await a post with the logs from the masters.

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