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Remnants of the Precursors Succession Game?

Interesting design choice for RotP. It implies that every transport has attached to it the info on the ground combat tech as of the time it was launched. Logically that data must also then go into the save file to be preserved. Quite a bit more complicated than MOO and the 'check the current ground combat tech as of the time the combat happens' method.

What happens if multiple transports converge on one target planet, some launched with one set of tech and others with different later tech? Does some kind of consolidation occur? Every pop point is tracked individually? Other?
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(May 16th, 2024, 22:53)haphazard1 Wrote: What happens if multiple transports converge on one target planet, some launched with one set of tech and others with different later tech? Does some kind of consolidation occur? Every pop point is tracked individually? Other?

When transports arrive simultaneously, they all get the tech for the most advanced transport.
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Thanks for clarifying that, Ray F.
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(May 17th, 2024, 09:58)haphazard1 Wrote: Thanks for clarifying that, Ray F.

"Hey, 4 years after you left, we invented blaster rifles. We brought some extras for you guys."
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Save is played. I didn't finish the war against the Meks because their last worthwhile planet had seven bases and is probably too tough a nut to crack with our current bomber design.

Inherited turn: Had a look around undeployed the ship living Blast Crater. Altari Ship en route
Dial up a few more transports for Meklon 17 Aquila will get a few next turn

T161: Battle @ Meklon lose 9x Splitter 3.0 & 3 Splitter 3.1 for 1 Nexus & 2 Bases
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Battle at 17 Aquila not so successful, still learning the combat ropes
[Image: 7teBexH.png]
The bugs show their appreciation. They like us striking back at their enemies
Bevurth completes its missiles onto reserve

T162: 2 minor space battles. Ground battle for Meklon
[Image: DCPavH6.png]
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Yeah I might have over estimated our troop needs (I fixed this over the next few turns with a combination of Terraforming and moving off pop to other less well grown planets.
Destroy 1 base at 18 Sextans
ECM 4 arrives by combat
Fusion comes in Pick Impulse (warp 5) over Reajax (range 9)
Dialled down tech in favour of starting on shields & upgrades

T163: Kholdan hive get derelict event
[Image: Addywyn.png]
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[Image: yNH4vxz.png]
Capture 17 Aquila with 7 troops left, I believe we had about ten more than they did
[Image: 69JteYF.png]
Refuse Fusion Drives for Zortrium from the Kholdan (no pic)

T164: Retreat from 18 Pisces - with seven bases it was too hard a nut to crack with our current designs. Need more bombers
Trade ECM IV for Zortrium with Bugs
[Image: HGpweth.png]

T165: Notification of Galactic Council meeting
Hummans want 1050BC trade, why not?
Decided to up weapons research. We'll really want fusions. I'm thinking we should really go over to huge combined arms designs for our next war.
I accidentally sent a Monitor to Bevurth this turn and didn't cop it.

T166: IIT 6 comes in (after most of the factories are built). Pick Armored Exoskeleton (only choice)

T167: Steal Mentaran weapons
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- Get anti-matters. We got caught. (razz smiley)
Homans want IIT6 for Energy Pulsar. No.

T170: High Council time - with us abstaining (25 votes) we had 40 votes to 36 (Homans, Kholdan and Mentaran Edit: voted for us).
Advanced Eco comes in Pick Advanced Soil, only forward path but it's a good one.
Handover - not quite Kholdan update our trade to 1950BC

We've a fleet assembled at Teeth of Aries and some more bombers coming in at EOT. Hopefully that is enough to take out 18 Sextans. If not just simply make peace a 2PE Meklonar's not much more trouble than a 1PE one.
I think strategically we need to go after the Cryslonids next. They're our council opponent and our other neigbhours are either firm friends or Mentarans. We beat up the rocks and we win the game.

Turn cycle:

- Fenn (UP)
- haphazard1 (ON DECK
- Dp101
- RefSteel (just played)
- Brian Shannahan (off to write up application forms for two promotion opportunities that came up during the week)

Oh and in the soccer match, Cobh started off brightly and took the lead through David Bosnjiak but didn't capitalise on a good chance to double the lead just after the break and conceded ground and a goal to Treaty Utd (of Limerick). One all it finished despite good chances for both sides and Treaty getting a player sent off with ten minutes to go (it was off the ball and I was looking elsewhere).
Travelling on a mote of dust, suspended in a sunbeam.
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Looks like some good turns, Briaan. thumbsup The bugs getting the derelict event is a pain, though. frown They now have nasty total shields and missiles, so attacking them is not looking like a good idea. Going after the rocks could work, they have lots of worlds we could add to our empire. Hopefully the bugs will be reluctant to trade around their new techs.
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(May 18th, 2024, 12:25)haphazard1 Wrote: Looks like some good turns, Briaan. thumbsup The bugs getting the derelict event is a pain, though. frown They now have nasty total shields and missiles, so attacking them is not looking like a good idea. Going after the rocks could work, they have lots of worlds we could add to our empire. Hopefully the bugs will be reluctant to trade around their new techs.

I think realistically it's either attack the Cryslonids, attack the Mentarans or go through the Humans and Aklari. Those are the only three routes to get us the pop to win, and the third takes away an empire who are currently voting for us. Either pick the Cryslonids or Mentarans and the other will be our opponent.
Travelling on a mote of dust, suspended in a sunbeam.
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One thing I'll say, after having gone through a couple of votes this game and in my SP games, the original MOO's way of holding the elections is better, leaving you until last. It makes it easier to plan out for the next election, because you know who's your friend or enemy simply from voting last.
Travelling on a mote of dust, suspended in a sunbeam.
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Got the save! I think I can do this tomorrow night, maybe into Monday evening.

Gonna try and knock down the machines' second-to-last planet, even if it costs a lot of our bombers, because their shelf life is only so long with all the new techs coming in.
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(May 18th, 2024, 13:23)Brian Shanahan Wrote: One thing I'll say, after having gone through a couple of votes this game and in my SP games, the original MOO's way of holding the elections is better, leaving you until last. It makes it easier to plan out for the next election, because you know who's your friend or enemy simply from voting last.

Sure, but at the same time that makes it much easier. Like it's "better" in that you have perfect information so can always vote in correct fashion, but this way the player isn't set aside with the advantage of being able to vote last every time, you only get the surefire diplomatic manipulation if you're low enough such that most people vote before you, which works as a bit of a rubber-band effect. Anyways, looks like good turns!
Surprise! Turns out I'm a girl!
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