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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:20
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well, that was a rough game. I defeated two space monsters, and expanded to those good systems, then went after a space dragon with a fleet of 1 BB and 2 CAs and i think a DD (im sure my designs were less than optimal). I kille the dragon, but only one CA survived and as soon as i sent a colony ship the Klackons appeared with their own colony ship, wanting the system i had just liberated. They went to war with me, and took that system, and a couple of smaller systems. I rebuilt, focusing on my better defended major systems. They came after me with a fleet of 6 titans, 6 BB's and several smaller ships, against my 5 BB's. After the slaughter, I gave up that game.
Starting over again, this time as Bulrathi.
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:20
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I finally won, at Antares, after passing up several council wins. First win on hard.
I'll try to post my last save (but its very late in the game) here.
http://apolyton.net/upload/view.php?file=7805_Save6.sav
Last edited by lord of the mark on 26-12-2004 at 09:47
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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Feedback :
1- move pop from industry to research when the planet has nothing to do. I leave 2 on ind unless I have a sci leader. Then I leave only 1. This put it at 7400 RP instead of 3K.
2- too many ships being build. Many of the planets had not done all of their terraforming, this is why you could not unload troops.
3- not enough spies. ounly had 10 and the next turn someone stole something. You did not have any of the spy techs of note.
Many techs could have been stolen from others:
Battlestations
Planetary Missiles
Fighter Garrisons
Telepathic training
Stealth suit
Zeon and Pulson missiles improving you defenses a ton
Heavy Armor
Urridium Fuel Cells
After adjusting the pop you go from around 700bc to over 1500 extra per turn, so splurge and get spies.
4- buy those cheap builds, you have tons of cash
5- Leaders are not in the best systems.
Nimrazz to Orion as it is the only one that will build ships, if any does.
Grogg to Morrig it has 5 planets
Chung to Ynarl it has 4 planets
6- ships redesigned
Tornado I
delete Aug engines, you are going to be the attacks and do not need the extra priority or speed. No one will be able to stand up to your attack anyway.
delete black hole
delete phasors with the FX
change Phasor to add CO AF
You now have 40 phasors in that ship.
Fury
delete science pod, delete aug eng
add HEF/Reinforced Hull/Nullifier ( I would prefer Stablizer)
Phasor add CO AF
Now has 24
Armageddon
Well I would not even build this without convertor tech as all I want it for is to destroy planets.
add Pod Hull
add CO to phasors
change FX to F
now has 63 phasors.
Last edited by vmxa1 on 27-12-2004 at 01:45
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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7- I missed this but you do not have Warp Interdictors. It looks like Lighting fields was picked instead. These are critical devices to prevent anyone from jumping on you before you can react.
You have Darloks in the game and they have stealth ships. This means that if you did not have Loknar, do not get Omni for evolution, you best eliminate them. They can sneak up on you even if you have warps.
Last edited by vmxa1 on 27-12-2004 at 21:36
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:20
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quote: Originally posted by vmxa1
Feedback :
1- move pop from industry to research when the planet has nothing to do. I leave 2 on ind unless I have a sci leader. Then I leave only 1. This put it at 7400 RP instead of 3K.
2- too many ships being build. Many of the planets had not done all of their terraforming, this is why you could not unload troops.
3- not enough spies. ounly had 10 and the next turn someone stole something. You did not have any of the spy techs of note.
Many techs could have been stolen from others:
Battlestations
Planetary Missiles
Fighter Garrisons
Telepathic training
Stealth suit
Zeon and Pulson missiles improving you defenses a ton
Heavy Armor
Urridium Fuel Cells
After adjusting the pop you go from around 700bc to over 1500 extra per turn, so splurge and get spies.
4- buy those cheap builds, you have tons of cash
5- Leaders are not in the best systems.
Nimrazz to Orion as it is the only one that will build ships, if any does.
Grogg to Morrig it has 5 planets
Chung to Ynarl it has 4 planets
6- ships redesigned
Tornado I
delete Aug engines, you are going to be the attacks and do not need the extra priority or speed. No one will be able to stand up to your attack anyway.
delete black hole
delete phasors with the FX
change Phasor to add CO AF
You now have 40 phasors in that ship.
Fury
delete science pod, delete aug eng
add HEF/Reinforced Hull/Nullifier ( I would prefer Stablizer)
Phasor add CO AF
Now has 24
Armageddon
Well I would not even build this without convertor tech as all I want it for is to destroy planets.
add Pod Hull
add CO to phasors
change FX to F
now has 63 phasors. |
points 1, 2 3, 4, 5. Yeah, I do all this micromanagement stuff. The save I sent you was just before the game end, so i was getting lazy, esp since i was so far ahead. At that point i was just clicking next turn till I had enough ships to beat the Antarans, for the most part. I would have posted an earlier save, but didnt have any. (I will note that the procedure for managing saved games is inferior to that in civ2 - in particular the name I give the IN GAME is NOT the name the file has in Windows, in contrast to Civ2, and, IIRC, SMAC. Thus in games i save "silicoids - hard" and in Windows, its just Save6.gam - makes it harder to manage saved games)
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