Announcement

Collapse
No announcement yet.

POST your favorite CUSTOM Race ;)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • I know what it does, but 4 picks could be used to get say +1 R or P and LHW.

    Getting to the point where you can build and buy ships is too late.
    You will not have planets on trade very often in the early phase of the game, so it will not be yielding much.

    I feel it is fine to play these races and traits for a change of pace.
    The thing is that there is a reason why Traders is not a strong pick.

    Now if you want a strong Demo race:

    Dem Lith RHW LHW
    Dem Aqua +BC
    Dem Creative Aqua

    With Dem Lith being a very strong race, if you can play LIths.

    Comment


    • depends on map size.

      Lithovores rule on smaller maps, bottom line. For a small map, you don't even need to build a colony ship. I usually rush to the tech above Mass Driver, slap a single slot of 7 Hv, AF Mass Drivers on a Cruiser with a class III shield...usually you'll get one of the rush pilots in the beginning years too; one of these ships will own a star base ,even if it has a class 1 shield. what rules about the mass driver is that you can inflict good damage on missile bases etc from far off. I get lightning field asap and upgrade all my cruisers, get about 4 transports (But since you are advanced in Force Fields you will have superior ground troopage as well)

      With this rush-race I use Lithovore,Creative,and repulsive

      On a larger map, -20ship defense, -20 ship attack, go Subterranean-Creative-Repulsive-unification. You might think this race sucks because of the ship attributes, but trust me, tech will overwhelm the 20%. This is the race I beat my first impossible with, in a huge galaxy. the race is very good for an aggressive player,very good production with creative research backing your fleets.

      oh yeah and the ant is the best ..nothing like seeing a massive ant in a scientist robe

      -Dunnagan

      Comment


      • Originally posted by logic_error

        If you are in democracy and have -10 spying penalty, your defensive spies will be -20. If the Darloks are in game, they will steal/sabotage the crap out of you (not so fun).
        -----------

        that only applies to offensive spying, defensive spying takes half the hit.

        Comment


        • True, but until you get some spies and some anti spy tech, they will still get steals/sab hits.

          Comment


          • Originally posted by vmxa1
            Here it is:

            T0 - move all sci workers to industry. Design Cruiser as NO comp, 9 two shot nukes and extended fuel cells. This should take 19 turns to build. Note I make the missile array as 1, 2, 2, 2, 2.
            Design Destroyer as the same, except two 2 shot nukes (4 missiles). Design Scout with 1 nuke.
            Start CA on HW, send out colony ship to Abbith(?), not sure of name now, send out scouts.
            T2(?) colonize planet and set to build DD (destroyer).

            Now once scouts have done all they can send back to refit.

            T15(?) not sure when I did this, but around this time you can buy the CA (cruiser).
            One thing that is variable is when to refit the scouts. I found that sooner is better as it is usually needed to allow other ships to retreat. You also can not take down SB (star base) with just a 9 shot cruiser.
            Sent CA to Pund and capture it.
            Txx (did not note exactly when but before T18)
            Kill Silicoids frigates and retreated to Pund to await the DD and DE.
            DE (scout or frigate) and DD and CA all to Cryslon. I started a frigate on pund as a place holder. You will need an OP (outpost soon). Capture CRY and srt OP. (Silicoids eliminated)
            T18 buy DD and send to Pund to Cryslon. Now refit scout that was not already refit.
            T22 OP done, start DD, send all to Trillar.
            T24 OP on Caelueb (SP), send ships on to Trillar.
            T25 DD done on Cry, sent to Trillar.
            T30 Capture Trillar, switch Cry to OP, send fleet to Vagn.
            ---

            First I would like to say I've only been playing about a month and a half.


            I just tried this. I never realized how great of a pick telepathic is, too bad it's a whopping six points. Transports are about 15 turns worth of production (if not more) when we're talking about taking three or four races down with speed.

            So around turn 26 I was almost finished with a destroyer, with a cruiser already out. T30 I hit Altair first, I needed that artifacts homeworld.

            I refitted both scouts before the attack with single shot nukes. It wasn't until I screwed up once and had to reload that I realized the true capability of scouts with Trans Dimensional.

            What I did was, have all ships launch at the starbase of course. But before you click done with the scouts, move one as far south as possible, and one as far north as possible. Next turn, all launch at starbase, get scouts far away from those missiles. After this, retreat your Destroyer and Cruiser.

            The missiles will now follow the scouts. I guess combat speed +4 really makes a difference, because these ships haul ass. Move the ships accordingly to west or east, or just click done if they are at the edge of the map already.

            In 2-3 turns, all the missiles will hit the starbase. on the 2nd turn, you will need to retreat the scout with the closest missiles.

            Now retreat the final scout once the SB is destroyed.


            I love this game!!

            Comment


            • --EDITED-- oops, clicked 'Quote' instead of 'edit' ;o

              Originally posted by Dunnagan


              ---

              First I would like to say I've only been playing about a month and a half.


              I just tried this. I never realized how great of a pick telepathic is, too bad it's a whopping six points. Transports are about 15 turns worth of production (if not more) when we're talking about taking three or four races down with speed. Not to mention I usually take negative Ground Combat which makes me have to pump out even MORE transports because I'm all about the early rush.

              So around turn 26 I was almost finished with a destroyer, with a cruiser already out. T30 I hit Altair first, I needed that artifacts homeworld.

              I refitted both scouts before the attack with single shot nukes. It wasn't until I screwed up once and had to reload that I realized the true capability of scouts with Trans Dimensional.

              What I did was, have all ships launch at the starbase of course. But before you click done with the scouts, move one as far south as possible, and one as far north as possible. Next turn, all launch at starbase, get scouts far away from those missiles. After this, retreat your Destroyer and Cruiser.

              The missiles will now follow the scouts. I guess combat speed +4 really makes a difference, because these ships haul ass. Move the ships accordingly to west or east, or just click done if they are at the edge of the map already.

              In 2-3 turns, all the missiles will hit the starbase. on the 2nd turn, you will need to retreat the scout with the closest missiles.

              Now retreat the final scout once the SB is destroyed. I took out like 4 races like this then started going into negative BC because of command points. I'll try again and do some things different.


              I love this game!!

              Comment


              • Originally posted by vmxa1
                Here it is:

                T0 - move all sci workers to industry. Design Cruiser as NO comp, 9 two shot nukes and extended fuel cells. This should take 19 turns to build. Note I make the missile array as 1, 2, 2, 2, 2.

                T30 Capture Trillar, switch Cry to OP, send fleet to Vagn..

                First try I did pretty well, aside from going into negative BC like I said.

                never done this before, but assuming savegame4 is the fourth one in my savegame slots, here's the file.


                guess I should rename this, I got an error. renaming it to .gif
                Attached Files

                Comment


                • Originally posted by Dunnagan



                  First try I did pretty well, aside from going into negative BC like I said.

                  never done this before, but assuming savegame4 is the fourth one in my savegame slots, here's the file.


                  guess I should rename this, I got an error. renaming it to .gif
                  ok that was a bad idea. renaming it to a non image file.
                  Attached Files

                  Comment


                  • Originally posted by Dry
                    Vmxa1,
                    as soon as there are missile bases, I'm dead.
                    Read my post on how to use the scouts, if you do it right you can take anything down short of a fighter garrison with 2 cruisers, 2 destroyers, and 2 scouts. (note: you may be in negative command points with the 2nd destroyer..) the missile bases go down easily, just take out the MB, retreat, come back for the starbase.

                    Comment


                    • Originally posted by vmxa1

                      3-you need at least one >outpost< and probably more.
                      ^^^^^
                      You productionis bad, so this will be a problem.
                      ---

                      since I don't own the manual, I have absolutely no clue what those are for. could someone make it clear?

                      ---

                      Comment


                      • "It wasn't until I screwed up once and had to reload"
                        You have to get that one out of your system -> learn to play with the knocks.. It's going to improve your game.


                        As for your last post, you were asking what outposts are?

                        Comment


                        • Outpost are starter colonies, I guess you could call them that.
                          It acts as a colony for purpose of range. They are cheaper to make than colony ships.

                          You can even build them on gas planets. Later you could send a colony ship and make a true colony. The outpost becomes a marine barracks. So this can be a way to jump start a new colony for races that get the morale boost from a barracks.


                          Most people post saves by changing the type from gam to sav. This site allow sav as a file type.

                          Comment


                          • Originally posted by Dunnagan



                            First try I did pretty well, aside from going into negative BC like I said.
                            I cannot recall this game, but just an FYI, you can raise taxes for a while if need be to stay solvent.

                            Comment


                            • Originally posted by vmxa1
                              Outpost are starter colonies, I guess you could call them that.
                              It acts as a colony for purpose of range. They are cheaper to make than colony ships.

                              You can even build them on gas planets. Later you could send a colony ship and make a true colony. The outpost becomes a marine barracks. So this can be a way to jump start a new colony for races that get the morale boost from a barracks.


                              Most people post saves by changing the type from gam to sav. This site allow sav as a file type.
                              Thank you for clearing that up, vx. however I still don't see myself pumping this out instead of a spy, I think on impossible the computer gets 5 free spies. I always get spied on by at least 3 races before turn 30 on a small map if I'm creative. (the only reason I related this to a spy is because they both cost 100)

                              Comment


                              • They do not get any free anything, they get what you get. The difference is that as you move up levels, the AI pays the same for research and you pay more more. So in effect they are getting a bonus,

                                You can look at the races and see that they have no spies as soon as you make contact.

                                Anyway in this type of a game (race picks), you care little about spies as you are not researching anyway. You are eliminating races.

                                You have to get the OP as it will be needed to get the next target in range. So it depends on the map layout, exactly when you need that OP, but you will need one fairly soon.

                                This race does not make anything except ships and OP's. I sometimes will relent in mid game on one planet to do some RL's.

                                This will be for a planet that is too far back to send ships anyway.

                                Comment

                                Working...
                                X