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Whoha
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The TOC is supposed to be classified guys...
Dec 2001 time: 23:31
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Turn 101:
Galis has improved the efficiency of his jack booted ... tax collectors, and as a result we are now getting even more cash.
Turn 102:
The outpost has finished, and it has set forth for the planet labeled Vela. Soon the first HNSS will set foot on another world in another star system, and get to work building a barracks!
Turn 105:
The outpost has landed on some god forsaken place called Vela, which is now serving as a fuel depot for the glorious space service.
The Robotics mining plant on Darlenia 1 was purchased at a cost of 185 billion credits, throwing that kind of money around should get me some votes...
Turn 106:
Thanks to the outpost we have come into contact with some strange and repulsive rock people, they control 6 stars already, we(meaning you peons) have our work cut out for us.
Turn 107:
This is looking grim, our scouts have located the first of the enemy's worlds, and it is already defended by an orbital station.
Turn 108:
Our researchers have discovered Artificial Intelligence.
Our non-existant spies can now use powerful computers and equipment to extract information from our foes.
A scout lab may now be placed on each warship, adding to our research.
And security stations can allow guards to sit at a desk and not defend the ship where as they used to have to patrol the corridors.
Positronics will be the next field of research.
A Rock destroyer has been spotted moving towards the silicoid world right on our boarder, this is bad news.
Turn 109:
Several building's finished construction this turn, and the destroyer has not persued us back to our outpost. Some good news atleast.
Turn 110:
A defensive instalation was completed by our homeworld.
What new challenges await us.
We have researched AI,completed more infrastructure, and found the Silicoids right next to us. The Sarka are also in this game.
I must have a ship design given our current technology:
Shields:none Computer:Optronic top level
Armor:Titanium Engine:Nuclear engine
Weapons:
Nuclear Missiles,Nuclear bombs,anti-missile rockets,interceptors,death spores
Equipment
BattlePods,Reinforced hull,heavy armor,scout lab,security lab,extended fuel cell,Troop pods.
Our tech path is called into question again, do we skip Computers for now and go for chemistry, or continue on and pray?
We can have Tritanium in 2 turns at the latest.
The two colonies are a long way off of being research worlds.
Attachment: save8.gam.sav
This has been downloaded 3 time(s).
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:31
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Looks like you have the hang of the screenies. I like to start up a spy or two as soon as I make contact when I am creative. I will press on to spy tech ASAP. I do not want them to get more than two free techs, if I can prevent it. SuperComps are a must to get the rest of the techs need to start the catch up.
Ships, at this point I am not going to even build one. what could you do with it, not much. We are not going to do well with missile ships with those to as neighbors. I say that as we will not be able to get enough shipping out to matter. I tend to use planetary defenses, until I can get some beamers (battleships).
Then it will be Hulls, any shields I have, pods, and nothing but mass drivers. Heavy mounts, until no more will fit, then maybe some PD weapons. No ecm, if I have stabilizer, I use it.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:31
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quote: Originally posted by Old n Slow
I recall some strategy of having a bunch off empty, small scouts (cheap, easy to produce) might "raise" the "power" making us "look" stronger such that we might not be attacked. If true, is this worthwhile doing?
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Yes you can decieve the AI into thinking you have more power with empty hulls. I am not fond of that as that is lost production, for a very poor production planet/race. If I were to do that, I will do it with battleship hulls. This because that is not lost production. I will be able to refit them later with some better stuff.
As long as we have Fighter Garrison, Missile Bases and Star Base, we will not lose the planet. Soon we will have Ground Batteries and some armor/shields and beams to handle any reasonable attacks.
If I do start to come under attack with this race, I will get by SubFarms and not lose much production/research while being blockaded. Eventually I will get enough shipping to fight back.
Here is where you can some times use cruisers with missiles to take down a ship here and there. I will build a CA (cruiser) and a Frigate (DE) and try to entice them to attack, instead of blockade. Now I can use my fast racks to launch my lastest mirvs and the DE to stay and trap them into getting plaster by planetary defenses.
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Gilgamensch
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France
Jun 2002 time: 06:31
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I agree, let's try not to use those little cheats.
And it is a waste of production, which we could use better........
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Gilgamensch
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France
Jun 2002 time: 06:31
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As far as I understood, we already started research, or? So we shall continue.
Whoha,
I don't think that a tiny scout will make any difference, or?
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:31
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quote: Originally posted by Whoha
Hmm, well then i'm going to need some instructions on what to do here, I am just not able to defend a world with just defensive installations.
Then there is the question of tech path, do we stay with computers or go to shields/drivers, or tritanium? |
You really don't have any choice at this time. You can't build any decent ships in any reasonable amount of time and would need at least 3 or 4 BB's to do the job anyway. That is just not possible right now.
So I am not sure where we are, but getting those supercomps up is very important. We only need to hold on to our home system to come out on top if we get our tech going and don't let them steal much of it.
So what techs are open to us at this time? If we do not have PP tech, that should be next. We need those mirvs merc for defense and the PP to boost production.
After that we could slip in some shields if we see attacks coming, otherwise I would try to get terrafarming. That leads to subfarms and no blockade worries.
We need to queue up a spy some place, maybe at the HW if it is not doing anything crucial. If we have all structures finished on the HW, then spies till comps, then more spies till we have 4.
I hate to let them get a bunch of tech for free, especially missile bases.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:31
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I got a bit worried about this one, so I loaded my save from T100 and played out to 279. Yeah that is how long it took just to get in a position to defend myself with some ships.
It was one blockade after another as the Silis bust Vela and were at my door. I now wish I had not built anything there. It would have taken them a bit longer to get the planet.
Anyway I finally got two BB's up and started an attack on the 7 BB and 1 DD sitting on the HW.
I killed two an retreated before the missiles got to me and rinse and repeat until I killed all, but 1 and they left. Now I have Deep Core up and can crank out a ship in short order, so it is game on.
Last edited by vmxa1 on 03-11-2003 at 09:17
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bakalov
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Sofia
Nov 2002 time: 07:31
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may be we have to find a modearator to delete those? Or vmxa: delete them or put them into spoiler tag?
Last edited by bakalov on 03-11-2003 at 19:16
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