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December 21st, 2004, 11:39 PM
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Sergeant
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Even as fun as "The Galactic Invasion" is I would prefer just a normal beatdown as well.
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"The difference between very sophisticated technology and magic is a very blurry line,” Dean Kamen, Wizard of IT
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December 21st, 2004, 11:50 PM
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Sergeant
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Location: Toronto, Canada
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Yes. Plus, I don't want to play a nomadic race anymore. Seesh, how the hell do they expand. Without being able to colonize planets, they're hopelessly outclassed in expansion -- what do you do if an enemy colonizer just walks into your system and plants a planet right below your remote mining sats? Simple, nothing.
Maybe there is a correct way to play a nomadic race -- they seem suited to the "turtling" style to me, but they turtle really crappily. If you turtle, the point is supposed to be focusing your resources on research and gathering a lot of ships. The gathering a lot of ships could work, except as tech gets uped those dozens of old ships with ultra-recycler node become useless. And research, oh boy, building a research outpost takes two turns and you can't even mount an ultra-recycler node on one meaning that building a viable research program means tons of maintainence. IMO, research outPosts should take 1% maintainence by default. Ragnarok suggested to me that I use mining satellites, well that's a good idea but not nearly enough as everybody's mining facilities are better than mining sats and far easier to setup. Nomadic race should have their own ultra-effective remote mining components to make up for this.
Nomadic race is definitely for expert players, and I'm not sure even an expert player could keep up. IMO it should be tweaked so that research outPosts have 1% maintainence, and the ultra-recycler node component should be smaller. If it was smaller, you could put it on research outPosts. I took massive bonuses on construction, and on emergency build on a homeworld it still takes two turns to make a research outpost.
Brian
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December 21st, 2004, 11:58 PM
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Shrapnel Fanatic
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Nomads have to use diplomacy... They are not meant to expand as normal races do. They are definitely not meant for a purely competitive game. They make excellent merchant empires. Imagine the value of buying a fleet of practically maintenance-free ships... SuicideJunkie, the creator of Nomads, is fond of taking all of the racial tech traits and making ships for sale using lots of fancy gadgets...
And research, oh boy, building a research outpost takes two turns and you can't even mount an ultra-recycler node on one meaning that building a viable research program means tons of maintainence.
They aren't supposed to use research outPosts, actually... Instead, use Research Teams on ships (I forget whether they are mountable on bases or not). In future Versions, the research outpost is not available to Nomads.
Ragnarok suggested to me that I use mining satellites, well that's a good idea but not nearly enough as everybody's mining facilities are better than mining sats and far easier to setup. Nomadic race should have their own ultra-effective remote mining components to make up for this.
They do. Make mining ships or bases with an ultra recyler node... practically all profit.
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December 22nd, 2004, 01:31 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
In the P&N on PBW game, I was in first place for a while, and spent most of the game in second place.
I only really went into combat once, and that was to capture a planet that was pissing off people by causing a whole pile of stalemate combats every turn (since nobody had weapons in the area).
Most of my losses were to damaging warppoints, I think.
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Key things to do:
1) Forge an alliance right away. The trade income will be all you need to prosper, and in return, you can give them access to your ship and base technologies.
2) Von Neumann bases in orbit of allied homeworlds, and in level 4+ nebulae systems.
3) Use the bases to build insane numbers of ships and units in parallel at any location in the galaxy. If you've done the bases right, you should have about 2^5 = 32 bases 10-15 turns after you first visit.
4) Sell your advantages. Somebody needs a quick fleet of 60 cruiser to fend off an enemy? Those Von Neumann bases will let you deliver from almost anywhere with top of the line tech in a few short turns.
One mistake I made in that game was building too many cargo ships.
When you're making that many ships simultaneously, it is very very easy to make more than you need.
I had about 50 large freighters sitting in stock when I had yet to sell the Last of my medium ones. Warships would have been much better, since they have a naturally limited lifetime.
And taking all six P&N racial techs came in very handy 
"Maintenance-free, biocrystal-armored, talisman targetting, grav-driven, living warship with Psycho-temporal weaponry. You know you want it!"
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December 22nd, 2004, 02:17 AM
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Major
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Quote:
Suicide Junkie said:
"Maintenance-free, biocrystal-armored, talisman targetting, grav-driven, living warship with Psycho-temporal weaponry. You know you want it!"
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Don't forget the free Neural Combat Net from the special religious/temporal combo crew quarters IIRC.
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December 22nd, 2004, 01:15 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
In additon brianeyci, your species in the galactic invasion has a quite high trading ability, so i suspect you are gaining at least 130% trading income. I guess you have at least trade and research alliance with each player, this should give you a quite HUGE amount of ressources and research points without remote mining or research teams at all. I dont really get your point. I offered you to construct colonyships for you several times, you didnt replied. Cant tell if you simply missed the turns though.
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December 22nd, 2004, 01:17 PM
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Major General
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Join Date: Jan 2004
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Oh about your thingy it still takes you 2 turns to construct bases at homeworlds. I have optimized my empire for this game as well, and i was able to construct colonyships in 1 turn when emergency building. I suggest you to maximize and test your empire in sologame until using it Online 
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December 22nd, 2004, 01:21 PM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Well I did miss a couple of turns. And I am getting a huge income even without remote mining, too much for me to store.
Yes, I will trade for colony ships. Drone 869 will trade... I sent you a message Last turn, dunno if you got it. Must have gone missing, fook.
Suicide Junkie -- what is a Von Neumann base? 2^5 bases, holy cow, I have a few things to figure out then lol. Obviously Nomads can kick butt from how you played them, looks like I've been looking at them from the wrong angle.
Brian
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