June 22nd, 2017, 17:51
(This post was last modified: June 22nd, 2017, 17:53 by RFS-81.)
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(June 22nd, 2017, 16:12)RefSteel Wrote: Quote:Impulse drives - not really necessary for our ships, but put us over another rounding point for transports
Of course you're right that they aren't really necessary, but they're great for ships, and more notably, there isn't any rounding on strategic transport speed: They just stay one speed slower than our fastest ships, not half-speed.
I think this is about the tactical speed of transports, which determines how many times they are attacked while trying to land. The OSG says that their tactical speed is half their warp speed rounded down. Confusingly, it also says that transports have the highest possible maneuverability for their warp rating, which often results in higher numbers.
Also, I don't feel like continuing this game. A domination victory is good enough for me, and I'd rather practice more for Imperium 42. All of my two impossible wins have been with the Klackon. I even lose with the Psilons!
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I agree; definitely a well-deserved win: Well played, everybody!
I'm off to read the OSG-29A thread now - please don't post spoilers there until they're done with their game too though!
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(June 22nd, 2017, 17:51)RFS-81 Wrote: (June 22nd, 2017, 16:12)RefSteel Wrote: Quote:Impulse drives - not really necessary for our ships, but put us over another rounding point for transports
Of course you're right that they aren't really necessary, but they're great for ships, and more notably, there isn't any rounding on strategic transport speed: They just stay one speed slower than our fastest ships, not half-speed.
I think this is about the tactical speed of transports, which determines how many times they are attacked while trying to land.
Nope. RefSteel was right, and I was confused. I (correctly) realised that getting Impulse would add one to our transports warp speed, but had the mechanism wrong.
@RefSteel - thanks for the further discussion. I may well have been trying too hard to be efficient and not "waste" RP, so was generally "stopping" at 20-25% (in mid/late game - completely different when pushing for key techs in early game). In this particular set, with a number of medium-priority techs (better armour, weapons, and cloaking along with Impulse) it may actually have been a sensible play, but I'm probably undershooting a bit in general. To an extent situational - playing as Psilons or Humans, with their "good or better at just about everything" is perhaps different from a less tech-focused race, where RP can be a scarcer resource (I guess that production-focused races simply get more RP anyway, but my point stands for the weak races).
The other thread has been an interesting read (and they have finished - I won't yet post here what they've achieved). I do think we managed a fairly elegant win, but should recognise that the start was strong (so many high-pop worlds, including a fertile, that Dead Ultra Rich, a habitable Rich), the AIs were a decent distance away and the way that they kept warring on each other made our lives easier than they could have been...
I'll look forward to another OSG, perhaps after the Imperium. My copy of the ... er .... OSG should be at my local post office for pick up tomorrow, so it's a study weekend coming up for me.
It may have looked easy, but that is because it was done correctly - Brian Moore
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Congratulations, all! ![thumbsup thumbsup](https://www.realmsbeyond.net/forums/images/smilies/thumbsup.gif) Yes, we (the A group) finished a while ago, so feel free to come comment in our thread if you see anything interesting. ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif) I have been slowly working through your thread -- lots of good discussion on tech policies, when to max planets, bomber tactics, etc. These OSGs have been great learning games, so thanks to all who have contributed.
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Thanks, Haphazard! (Secretly, I kind of suspected you guys had finished already, especially with our slow turnpace toward the end, but I didn't want to jump to any conclusions....)
June 24th, 2017, 06:37
(This post was last modified: June 24th, 2017, 06:38 by haphazard1.)
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We had a very rapid pace of turnsets early on. Play speed slowed down a bit later, but I would guess we were 25-30 turns ahead of you by that point. So we finished earlier, but in terms of total game turns played the results were not that different.
Lots of similarities, of course, given the same map, but also some differences. The Mrrshan never got quite as powerful in our game, so they never advanced quite as far in tech. They still had some good stuff in weapons, of course, being the cats. The Alkari do not seem to have done well in either game -- too many enemies all around them, I guess. And maybe few good options for early expansion, as well. The rocks did pretty well in both games, and certainly made a huge pain of themselves constantly trying to grab the radiated worlds near our core. The Meklar ended up being the big threat in both games, given their start with much of the galactic north being theirs for the taking.
If I can find some time, I may open up both teams' saves at a few key points and compare them directly. I think it would be interesting to see what was the same and what was different, especially with the AI races. Isn't there a cheat code to enable viewing of the entire galaxy? Not sure how to do that.
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(June 24th, 2017, 06:37)haphazard1 Wrote: Isn't there a cheat code to enable viewing of the entire galaxy? Not sure how to do that.
Alt-GALAXY
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Thanks, DaveV!
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