October 29th, 2010, 13:44
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About ZERG.
The problem is klackons are just too strong, even with all those rules there is no challenge. For now I give up with the idea, but the idea is too good to give up for good. Maybe in the future there will be some kind of a revised improved new variant of ZERG.
October 29th, 2010, 18:46
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qynalon Wrote:About ZERG.
The problem is klackons are just too strong, even with all those rules there is no challenge. For now I give up with the idea, but the idea is too good to give up for good. Maybe in the future there will be some kind of a revised improved new variant of ZERG. What if you upped the difficulty to Hard? Klackons on Average are indeed difficult to hold back....
November 9th, 2010, 11:47
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RefSteel Wrote:What if you upped the difficulty to Hard? Klackons on Average are indeed difficult to hold back....
I'am trying it on hard, but I dont have much time, so it can take awhile.
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I'd love to try a game in a small galaxy where we're only allowed to settle or invade homeworlds. A little bit of editing would have to be done to make sure they're in range, random maps have always put me in one corner and all the other in a different corner, clustered together. It's easy to edit planet locations, though. Maybe go ahead and boost homeworld stats a bit so the game is beatable, such as base size of 140 and either rich or artifacts.
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Catwalk Wrote:I'd love to try a game in a small galaxy where we're only allowed to settle or invade homeworlds. A little bit of editing would have to be done to make sure they're in range, random maps have always put me in one corner and all the other in a different corner, clustered together. It's easy to edit planet locations, though. Maybe go ahead and boost homeworld stats a bit so the game is beatable, such as base size of 140 and either rich or artifacts. This sounds like a neat idea. With the Imperia on hold, it might be a while before it can be implemented ... but I'll keep it in the back of my mind at least - perhaps a possibility for the next SG?
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Yeah, I was thinking SG. How about going Darlok, so we have stuff to do on the downtime?
March 16th, 2011, 06:04
(This post was last modified: March 16th, 2011, 09:58 by Catwalk.)
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Also, instead of forcing us to stick to homeworlds we could use an editor to make all non-homeworld planets really bad. That way we can use them as stepping stones and maybe get some minor benefit out of them, but they'll be largely useless from an economic perspective. Would also let us do the game in a Medium sized galaxy.
March 16th, 2011, 12:12
(This post was last modified: March 16th, 2011, 14:36 by Catwalk.)
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More rambling, getting madder by the minute!
1) Play as Darloks, Medium size galaxy, 5 opponents, Impossible
2) Tech exchange not allowed (!)
3) Research only allowed on alien homeworlds (!!)
4) We're given a basket of starting techs: Deep Space Scanner, BC mk2, IRC3, Duralloy Armour, Class 2 Shield, Hydrogen Fuel and Gatling Laser. AI starts with no techs.
5) All homeworlds set to base size 140
6) Nazin set to Rich and Hostile, other homeworlds set to Artifact
7) All other planets set to the following values:
Terran = 15, Ultra Poor, +15 TF, total size 30
Ocean = 20, Ultra Poor, Fertile, +5 TF, total size 25
Jungle = 10, Poor, +20 TF, total size 30
Arid = 10, Poor, +10 TF, total size 20
Desert = 5, Hostile, +10 TF, total size 15
Minimal = 10, Hostile, total size 10
Barren = 20, Hostile, -5 TF, total size 15
Tundra = 30, Hostile, -10 TF, total size 20
Dead = 40, Hostile, -15 TF, total size 25
Inferno = 50, Hostile, -20 TF, total size 30
Toxic = 60, Hostile, -25 TF, total size 35
Radiated = 70, Hostile, -30 TF, total size 40
I just found out I can also mess around quite a bit with terraforming values. This means that we can give free terraforming to certain planets (such as jungles, starting them out at max pop 10 but allowing them to be terraformed up to 30 for free without any tech. Similarly, Desert can be set to max pop 15 but disallowing the first 10 points of terraforming. So with IT+20 you'd be able to terraform it 10 points, up to 25 max pop.
What I've done above is make unhospitable planets well worth it once you get to them, letting you build them up rapidly. Effectively, some of your potential terraforming has been done there already. Hopefully this will allow for some really interesting colonization choices, where most of what you find just isn't very cost efficient for a long time. At the same time, enemy planets will also be weak. It'll be very tempting to seek to grab tech through conquest in addition to spying
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And the madness doesn't end there:
- Instead of Nazin being 140/Hostile/Rich, it'll be 65/Hostile/Ultra Rich/-60 Terraforming! This means that with IT+80 we'll be able to terraform it 20 million. Practically, this means terraforming is not available
- Research will be allowed freely, it'll just suck due to not having any planets that are very good for it until we capture an enemy homeworld
- Only starting tech will be IRC3 (to boost our spying and cripple industrial development even further)
- All colony ships must be equipped with class 1 shields, BC mk1 and a battle scanner!
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Revised idea:
- Use planet modifications as shown above
- Only one enemy, silicoids
- We'll be using silicoid tech tree but play a different race (meaning no colonization tech for us ever)
- No other restrictions
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