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  • Well I have made 3 passes and can not make contact before turn 1xx. Last one was 109. With only std fuel you can only reach Vhe (scout killed), Borea (colony soon), Shih, Gazelle, and Musator. Without a research treaty and maybe even with one and no Sci leader, the milestone are out of reach. That is not a problem except to still be on the timeline in any fashion. Must be bad Karma or something.
    Last edited by vmxa1; June 29, 2002, 23:57.

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    • Originally posted by Garth Vader

      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
      well with one pop only on Industry and the min on food, I could never get AF before turn 32. On t11 I started the research for it. I am generating 9rp at that time. AF is a 150 rp tech, so I need about 14 turn appx. This is not exact as I may get more pop during this run. I could get a lucky roll and get the tech with a low %. So I could expect to hit it as early as say 2 more turns. I am not that lucky. It in fact as taken me to turn 32 every time.
      At t31 I am at 26%, which is about as low a percent chance as you could normally expect. None of that matters for contact, it just never occurs for me.
      Ran one more pass from t11 and in fact no more pop and rp is still 9, it never varies and I never see any leaders this early. This is why I provide data if any event occurs that has imact. In the first 150 turns or so, getting a leader is an impact. Steals and trades are an impact. I will load up and edit in a sci leader and see if that makes it work.
      Last edited by vmxa1; June 30, 2002, 01:41.

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      • If I ive myself EMO, I can move to get AF around turn 28. I am generating 10rp at that time. At t38 I am ableto now get farms. This allow move pop from farms to sci and gen 17rp. T52 get labs and buy them (37 rp.
        Ran one more pass from t11 and in fact no more pop and rp is still 9, it never varies and I never see any leaders this early. Made earlest contact at t73. Looks like I would need a second Sci leader to cut it.
        Gv what is meltpot editor?

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        • Ok with Urro and Emo I hit Hulls on turn 10. Without moving pop (IOW, just clicking till researched) I hit AF on T25, it could have been 22 with movement or luck.

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          • Crap, I can't get the saves today. Had no problem on Fri at work. I hope I didn't delete them there. I'll let you know tomorrow if I need a repost.

            Moom,

            What kind of fun would that game be? Seems more of a bug, or at least a flaw in the logic of the game engine.

            Garth,

            Wow, so you pretty much just roll through everyone with a power fleet? Not even that interested in taking planets.
            We're sorry, the voices in my head are not available at this time. Please try back again soon.

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            • Originally posted by RPMisCOOL
              Moom,
              What kind of fun would that game be? Seems more of a bug, or at least a flaw in the logic of the game engine.
              Well, you can consider diplomatic victory as such a bug in the game, I guess - but I can't see why going after it aggresively would make it more of a flaw than it is.

              And it is strategy. Rsky, for sure - you will be uncomfortable indeed if you lose that first election, because race relations eventually break down no matter what. But I like risky, on the edge strategies - I have more fun this way than slow build up with a safe early war and a safe eventual clean-up.

              Different strokes for differnt folks.
              "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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              • Gv what is meltpot editor?

                It's a race editor. You can make super races, rename things, even change the race graphics.

                well with one pop only on Industry and the min on food,

                I spent a few turns working on a freighter fleet, bought the rest of it and took the guy off industry. I wish I had made note of when I got the +5 research leader.

                Wow, so you pretty much just roll through everyone with a power fleet? Not even that interested in taking planets.

                The key here is that 3 close races to me had no planetary defences. This means that a cruiser could take just about any planet. So I could split my fleet up and take everything quickly with telepathic.

                In a more typical game when I am boxed in by races with good defence early I usually win in the 320-350 turn range.
                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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                • Understand that what a tele does is to mind control. It is better to grab a partially built planet and then you can get it up quickly (fully assimilated instantly). If you start a planet from other than Home systems and very early, they are vulnerable. Teles need only a cruiser that can defeat a star base in the early game. If you are tele and creative you have a lower production race and are open to a bruiser race that is close by. In Garths game, if the Klacs were his neighbor instead of Mrrs, you could be in trouble. They could drop on you before you can get enough power to stop them. For instance, if the Mrrs had refused to make trades and went to war. They could drop a blockade on your butt and you would have big problems before T100. They could have easily done that. In fact that is what they did to me the first time I ran the early part. Creative races are not easy to play at impossible levels, unless they leave you alone for awhile, hence Garth starts in a corner. You would be toast if you where in the middle of the universe (most of the time).

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                  • GV thanks for the post. When you list built cruiser around T118 was that a start build or a complete build? The CB was that a start around 134 or complete? Were you moving pop around, buying? I went to a short hand to denote some events to allow reproducting the run. 0,3,0 for pop allocation (#on food, # on ind, #on sci). 8,0,40,0 where it is income,food,ind,sci. Reporting all start builts or start research. The latter I only use in trials to see what effect a given build order has.

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                    • Starting with the second save file.
                      T107 spy done, srt cruiser, (Battle Pods Heavy Arm Class I 11 nucs ARM/FST
                      T110 got drive, R- pollution (146 RP) 21-B, 94-C, 11-T,10 Giz, 10 Urro
                      T113 starbase done on B, srt bio
                      T116 srt spy on B
                      T117 R-spce port
                      T121 R-robo, spy done, srt PP on B, switch PP on HW
                      T122 srt port on HW, redesign CA to have mirv
                      T125 Space Flux (happen 4/5 times
                      T127 R-space Acad switch from ship to robo on HW
                      T128 srt cruiser again
                      T129 R-renewer, srt robo on B
                      T134 missile base on B

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                      • T136 flux gone
                        T137 hire Grogg
                        T139 R-amc, Mrrs stole pow arm
                        T140 srt renewer on B
                        T143 srt spy on B, srt renwer on HW
                        T144 R- blaster, srt acad on HW
                        T145 srt spy on B, redesign CA add Pulson
                        (5 nucs 2 mercs 7 pulson)
                        sorry got sloppy and failed to note I bought the second CA after a few turns
                        T151 declare war took Shih got telepathic training, anties
                        T152 drve off 1 BB (here is where I asked why no Fast racks? If I had them I would have been able to kill BB
                        T153 killed a attacking BB
                        T155 redesign scoutfor merc, aug engines HA refit it and then srt battle station on B
                        T159 srt CA on HW
                        T162 capture Musatorgot autolab, R-micro
                        T163 srt autolab on B, redesign CA to have fast rack
                        T167 refit a CA, srt autolab on HW
                        R-terraform (some more sloppy note taking, it was late
                        T176 R-subt
                        T187 captured can't read the name got Grav Gen
                        T188 got Gazelle (undefended now have 4 CA 1 scout
                        -10 BC (466 saved) 0 CP 0 food 2(10) Fr 278 RP
                        T191 R-stock
                        T198 Antie show up with 4 ships. I had MB and was doing Fighter Garrison. The garrison was done in time and I sent 1 CA to add to 1 CA already there. Stomped them no lose. R-anti grav
                        T200 captured one planet on Minbar, klac then demand it and I gave it to them.
                        T201 captured the other planet on Minbar and gave it Klacs without prompting as it was poor or ultrapoor and they had a huge fleet. I proceed to give them some junk tech. R-rad shields
                        T202 capture got the name wrong got Z armor yahoo
                        T203 captured Hap Mrrs have one system left.
                        I have refit all CA to have fast racks and have my scout to stay behind. I have terraformed most of the early planets and now only have to see if any monster fleets can hit me before I am ready.

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                        • By T356 I had enough of chasing their fleets around and occassionally catching one, so I went to Anties and whacked their HW. I has 13 systems. All tech done, was going to kill everyone, but decided I would like to run the third save GV gave us to see how much work it would be to get out the defict. I know it will be just a few turns and I will not have any treaties and no one will be voting for me. I just do not like to leave any planets in a vulnerable spot, so I am slow about grabbing the next victum. Should be fun.

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                          • GV,

                            Got the saves at work and emailed them home to myself. No need to repost. Thanks.
                            We're sorry, the voices in my head are not available at this time. Please try back again soon.

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                            • Originally posted by moominparatrooper


                              Well, you can consider diplomatic victory as such a bug in the game, I guess - but I can't see why going after it aggresively would make it more of a flaw than it is.

                              And it is strategy. Rsky, for sure - you will be uncomfortable indeed if you lose that first election, because race relations eventually break down no matter what. But I like risky, on the edge strategies - I have more fun this way than slow build up with a safe early war and a safe eventual clean-up.

                              Different strokes for differnt folks.
                              I do not consider a diplomatic victory a bug in the game. I consider it a bug that in the advanced set-up, that there is not more of a waiting period before the first vote, say 50+ turns. How can it be fun to play a 7 turn game of Moo2?

                              R:PM
                              We're sorry, the voices in my head are not available at this time. Please try back again soon.

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                              • Originally posted by moominparatrooper


                                Well, you can consider diplomatic victory as such a bug in the game, I guess - but I can't see why going after it aggresively would make it more of a flaw than it is.


                                Different strokes for differnt folks.
                                I do not view it as a cheat perse, it is just not for me.

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