If you are not too devastatingly far behind, you can use the AI's endless hatred for starbases to your advantage - place heavily fortified starbases (of whatever type you like) on the chosen AI's route to your planets and they will usually at least thin the incoming fleets. If they survive, and you can keep a supply chain of constructors to them, it can buy you enough time to either tech past your enemy or do a local space superiority conquest. Fast ships and good sensors are
ChainsawSchmalz
I've run some test games with my weapon adjustments (beams: size-1; missiles: sizemod=1, cost +10%; guns: size +2 for Railgun I, Pulse Cannon I, etc; +1 for Railgun II-V, Pulse Cannon II-IV, etc. Cost decreased to 16 bc/damage initial, improving to ~9 bc /damage by the end of the tree). Nothing seems to overtly unbalance the game, but I have not run in ideal conditions yet (all AIs same bonuses and tech trees). I suspect I will end up making changes to the defenses as well, namely
Satisfaction. Our efforts have achieved their aim: We will have to dedicate more cycles to processing this experience - and investigate methods of producing it again. With the fall of the Jagged Knife and the Torians (in the same turn!) the Yor Collective now dominates the galaxy - it is only a matter of time before our conquest
While playing out my Yor game, I've come up with a couple tech names for Yor governments if you're looking for them. Distributed Decision Network (I believe you mentioned this one earlier, and it fits) > Enhanced Individuality Protocols > Cybernetic Hegemony Also, I think the Precursor Ranger event may be a little broken - the Drath found one recently, and it's the most pathetic precursor ship I've seen. I suspect it may have to do with the
Is early war aversion even necessary? The galaxy can be a dangerous place... In my opinion, year three is not all that early a time to have conflict - I will sometimes rush invasions + basic weapons to zerg an enemy who I feel has started too close as early as year 0-1. (unless the AI is doing this with no regard to economic sustainability, or it's always the same aggressors) In related news, I have hashed out a weapons rebalance prototype - would you like me to post
The Yor game continues: why talk to fleshbags when you can shoot them? The galaxy now looks like this: Yor: The conquest of the Jagged Knife is going well - we have retaken all our worlds, plus the Knife planets that used to be the center of the Korath empire. In doing so, the kinetic assault brigades have gained great renown throughout the Yor collective for their ruthless efficiency. These
Thanks Aegix [e digicons]^_^[/e] I actually like the Tekk nullifier with mass drivers better - more streamlined and ominous [e digicons]:cylon:[/e]
The Wintermute class battlecruiser, designed to take on multiple enemy fleets and not break a sweat. I think it looks appropriately menacing :) <img src="http://img856.imageshack.us/img856/8052/winterm
The Korath are irritating me in my most recent game. They have a massive 500+ ship military, are at war with 5 civilizations (and have been for most of the game), but they've decided that planetary invasion is unnecessary. Seriously guys? Use your super soldiers! My best guess is that this is an artifact of 1st place laziness, where the AI figures it's got enough of an advantage to just durdle around researching non-combat techs to improve its empire, but I'm not sure. As
Glad you liked my robot ramblings - they sure amused me while I was writing them. :) The Thalan colony rush is strong, but their combination of slow pop growth and bad diplomacy renders them vulnerable to the player simply buying their worlds (with super diplomat, you can even do it for influence alone). This usually will stifle their expansion enough to blunt the threat they pose long term. [quote who="Aegix_Drakan" reply="82" id="3116417"]Anything you guys want to see?
I'm in progress on the weapons modifications, my base concept is a terran/protoss/zerg idea. Beam weapons: average cost, damage, sizemod, slightly smaller than average size. The terran of weapon techs, synergizes best with miniaturization. Mass driver weapons: average damage, sizemod, below average cost, above average size. The zerg of weapon techs, synergizes best with logistics. Missile weapons: above average damage, size, cost, below average sizemod. The protoss
I like your Lucian Alliance ships, Neilo - very cool. My favorite is actually the freighter, it just looks very freight-y while also giving the impression of speed. Well done, sir. Edit: The new Reformat class frigate, built to combat the Jagged Knife and my stolen beam technology. <img src="http://img850.imageshack.us/img850/60
The Attack Drone, the workbot fighter craft of my Yor Collective. This particular Drone is level 45 and has gotten somewhere near 100 kills suppressing Torian planets; they start at 10 hp. <img src="http://img444.imageshack.us/img
Finally scratch-built a ship rather than expanding on existing designs. It captures what I like about the Yor aesthetic - weirdness, odd amounts of empty space, pointy things, and their peculiar aerials/tentacles. The Defect Removal Frigate <img src="http://img571.imageshack.us/img571/5055/defectremovalfrigate2.png" alt="back" width="1225" height="936"
This is what the galaxy looked like before the Jagged Knife struck - North is the top right corner. Post Knifing, the galaxy breaks down as follows: Jagged Knife: 120 colonies, centered mid, west, and southwest with stragglers in the east and south. They have begun producing some beefy heavy fighters using my stolen beam t
[quote who="Gaunathor" reply="64" id="3113970"] How far along the Planetary Invasion-line are you? In any case, using Sensor Drones (cargo hulls with lots of sensor modules) could be useful as a early warning system.[/quote] I took your advice, and the newly produced sensor drones were able to locate three separate sneaky transport fleets (hurray!). With that threat diminished, and my research of Terror Drones III, I was able to make significant inroads on the Torian Empire.
So, the Jagged Knife mega event has occurred for the first time in my TA experience during my no-communication Yor game (details in the tell us about your games thread if you're interested). I'm wondering if the quicksave trick will make them a smart minor, or if there's something I can do to make them more than a 'please conquer me' race. I've also been giving some thought to weapons. The main variables se
[quote who="Gaunathor" reply="61" id="3113743"] Staying in the UP doesn't make sense at all. Are spies and using the Foreign Policy Screen out of the question, too?[/quote] I have left the UP, as political debate consisting of "Smetz keala et kula drinena est tu estharwa!" is nonsensical at best. As for spying, I've okayed that for three reasons. First, I'm curious to see what the AI does without my meddling with it. Second, I figure the Yor could impersonate
After finishing a neutral Korx game in which I used the same influence-for-planets shenanigans as particlewave to essentially buy the galaxy, I've decided to try something completely different: not talking to anyone. The Yor seem like the ideal race for this endeavor, and I believe they lose the least from not researching universal translators, so the Yor it is. Setup: gigantic, all abundant, normal tech speed, frequent events, all victory conditions on I'm pla
You guys seem to be much more stingy with the tech trading than I am. The only 'do not trade ever' techs on my personal list are diplomacy, high end weapons I don't have defense against, defense against my chosen weapons, and techs that will lead the AI to building useless improvements. Also, influence techs I very rarely trade because I hate having my planets flipped. I often will trade an AI who is in a worse position than its immediate opponents morale, economic, or res
With regard to the farm morale bonuses - one option would be to kick the 5% bonus to the tech instead of the improvement. This should solve the AI bonus tile issue and relieve the early morale pressure at the same time. One thing I really like about the altered farm is the little pop growth boost. Even if you remove the morale bonus entirely, I know I would build early farms solely for that effect. On a different note, I've been lurking for a