I don't know what i'm doin wrong but i keep getting to the point where the Antaran's come in and stomp the heck outa my butt and i don't know how to fight em off or at least delay their attack...anyone???
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A little more data please. What level, what map size, how many players, Prewarp/avg/adv tech? What race are you and if custom, what picks.
When does this happen and how many ships do they send?
Maybe you could put up a save once they appear on the map.
Oh, is this 1.31 version?
What defenses do you have on the planet under attack.
Missile bases, fighter garrison, star bases? What tech for weapons and defense, armor, missile types, etc.
Do you have any ships and if so what is the design?
I find that in a prewarp game at impossible level, they tend to no come for me at first and when they do, they are no threat as they seem to come to a planet with defense, instead of one that had only ships.
vmxa@sbcglobal.net
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Since it was my first time playing the game i played on tutor, small galaxy, 4 players and i played as the Elerians. I started off in the age just after pre-warp. Well when they attack i've seen 1 ship and sometimes i've seen 4-5. The first time they attacked me with 1 frigate and i sent my fleet (4 frigates and 1 destroyer) to intercept at the colony they were heading for. Their one frigate destroyed all my ships easily and i dunno wtf i did wrong. Off all the players in the game i was the most advanced by far. And yes this is 1.31. My first colony that my fleet defended didn't have anything like a star base of missle base. Although when the antarans attacked my main colony i had a battleship, star base and missle base defending it and still lost all my ships without them losing any.
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[So I am guessing this was after a fair amount of time had passed.
They tend to come after the strongest race. I do not recall how it playes out at tutor, at impossible they do not come for me for awhile as I am not the big dog. I usually see about 3 or 4 attacks, before they come for me.
So at tutor level you will be top dog very soon and hence the target.
Incursion ships have molecular computer, damper field, X-armor, quantum detonator and use particle beams.
Marauders use that (3 beams), HV beam and 1 bomb.
Intruders have all of that plusspatial compressor and 3 fighter bays.
So you are seeing the first two.
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The detonator will explode and damage anything around it. so you want to not be close by if that occurs.
Compressor will cast a ring of engery and damage missiles or fighters.
X-armor is the highest armor in the game.
Damper fields reduce damage that a ship may take.
What this all means is they have much tougher ships than you do, unless you have learn that tech from capturing their ships or killing the guardian.
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I do not know what levels of tech you have learned, but when you have anties in the game and are getting to be be the top player, you want to get warp interdictors up.
This means you will have time to get some defenses in place. That is a 2000 rp tech.
So if you are at this level or higher, I would be making only battleships with beams.
HEF, reinforce hulls (or heavy armor if creative), stabilizer, battle scanner for specails. Jam in phasors with all the mods. If you do not have phasors, use the best beam you have.
If you have missile ships, fit them with a fast rack and only 2 shot missiles. First slot for chaff and then what ever your best missile is with Mirv FST HV.
When the battle starts the fast racks can fire off both rounds of missile and then retreat.
With HV mounts you can try to stay out of range as long as you can. If they have fighters, you need some PD. Phasors can have autofire PD and are excellant.
If they are coming to a planet that has no defenses up, the interdictors give you a change to buy some. If you have knowledge of planetary missile bases, that is low cost item. Ground batteries and then fighter garrison.
Yes FG is not very useful, but they have to be destroyed before the others are damaged, so they are an additional shield. Star base and above are usually too expensive to buy. If you have that kind of money you should be waxing those ships with yours.
To have ships be useful, you need good armor and miniturization. This mean get zortium or better. Shrinking means get up the tech tree, megafluxers.
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Quick answer: turn off "Antarans attack" until you get better with the game.(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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Since they are very hard to hit for your beam weapons I'd emphasize missiles. But if you see them coming and you think you're gonna lose the battle. Move your Ships elsewere and sacrifice your planet. They don't come very often and when they most likely will attack the strongest guy (because they choose a random planet to attack and the chance of that planet beeing yours increases with your number of planets) and it should not hurt you so much, that you'll lose because of their attack.
Erm vmxa1... Warp Interdictors vs Antarans? Antaran Ships move at the Speed of 1 parsec/turn because in their 1-planet-prison-dimension is no need for better Warp-Drives and so they don't have em. This means they'll need a very long time to get to your planet regardless if there's an Interdictor or not.Last edited by AIL; January 27, 2003, 08:17.
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Yes, missiles, definitely! EMG and fast. They have no shields and the EMG is destroying them quite successfully. If you are using beams, you'd better use enveloping ones - like plasma, because they do fine against the damper fields (of course if you can hit them ;-) If you want to use shields against them, you have to use hard shields because their weapons are shield piercing ......Against stupidity the very gods themselves contend in vain.
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Planetary missile bases are a big help as are mercs, but normally only creative races will have either, until they can steal or trade for them. I am often repulsive (race wise) and can not trade.
In short, non creative race need ships, they will not even get Battlestation.
Later than this in the game, your ship will clock theirs anyway.
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Well reagarding Missile Bases:
I wait with researching that construction Option until one of my Neighbours ersaerched Auto. Factories Or Missile bases...
Then I simply research the other one and trade..
loosing Heavy Armor but sacrifices have to be meade ;=)
With my tech Choices I only get merc. Missiles as 4th? Chemical Option.
It seems like AAttacks are influenced by Difficulty, tech Level and Powerlead.. in recent games it jumped 1 frigate- 3 Frigates-
6Frigates- Cruiserhull with escortCurse your sudden but inevitable betrayal!
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Merc are 650 rp Chem tech and the other is pollution processors. So if you are a non polluting race you can go with the missile, if not you need to take PP except under some rare conditions.
I find that a non creative race can not afford to delay getting to AF. Trading is not going to happen very soon in a huge map and not at all if you are repulsive.
I am talking about impossible level, prewarp or avg.
BTW I just had an antie attack and they showed up with two frigate. I had only a ground battery and a star base, but it was not sweat. Class V shileds and phasor, merc missile (got them from capturing Klac or Darlok planets.
As they game progresses they will come with larger and larger ships, but will be less and less effective.
Oh, I had Zort armor.
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