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Rubbrduck
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Playing my first Impossible game now... meh, this is EASY.. ;-)
I went with
Huge galaxy, Organic
Creative, LHW, RHW, Dicatorship, +1 Science, Telepathic
-ship offense, -ground combat, Repulsive... picked Warlord as the evolution mutation.
Essentially, traded out Omniscient (not so needed after all) and Artifact world for Telephathic.
Started out a bit slow and met enemies early, but that was really a good thing, as I managed to absorb the Alkari empire pretty quickly - with three frigates alone, two with Ions and one Mass Driver.
After getting about 2/5 of the galaxy, they've all declared war on me (since I'm repulsive? maybe this would have been different with -bc instead), but can't crack any colony defenses.. Just for fun I made an "overtaker" battleship with troop pods, transporters and disruptors and all sorts of defensive goodies, just to fly around and assimilate the ships blockading... buahhgah
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:13
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quote: Originally posted by Rubbrduck
Creative, LHW, RHW, Dicatorship, +1 Science, Telepathic
-ship offense, -ground combat, Repulsive... picked Warlord as the evolution mutation.
After getting about 2/5 of the galaxy, they've all declared war on me (since I'm repulsive? maybe this would have been different with -bc instead), but can't crack any colony defenses.. |
Just my perspective, but why take Warlord? I guess it really does not matter as you have won if you got to mutation.
Warlord give you extra experience for your crews and more CP. I would think those are not required at that stage.
Anyway what prevented you from beating the defenses at a planet? What did they have and what were yu attacking with?
Post a game at that point, I would like to see what is going on.
One of the problems at impossible is if you take a fun race like the one you have, it have less productive values. This means the AI taces can often get a big jump on colonization and leave you in a hole. You get to jump on a nearby race or two and then find someone that has a monster fleet with better tech and you got problems. The best way to avoid that is to crank out those CB and CS's.
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Rubbrduck
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Oh, it was them who could not crack any colony defenses, not me.. ;-)
It's progressed a bit now, they've started making nasty battleship stacks (20+) with phasors on, which can take out a fully buffed colony, so I've resigned to using Doomstars with stasis fields and teleporters..
Warlord was just to get Ultra-Elite crews really.. hehe.. fond memories from Master of Magic ;-) No purpose at all really, the game is already won sort of, so I just mess around...
I started out on Average, figuring that they, given their impossible production bonus, would have pulled ahead much quicker in pre-warp...
The Alkari were gobbled up by three Cruisers, made at my starting colony.. They really had more ships than me, but not enough to defeat my missile defenses, and not enough to spread out on all their colonies.... so I just picked one colony at a time, when there was only a Starbase present, and then insta-bought a missile base... shockingly easy ;-)
I tend to play very defensively though... and building almost no ships before getting to the higher techs..
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Old n Slow
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Vienna, VA
Jun 2002 time: 00:13
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I, too, am working through my first potential success at Impossible. With v1.2, I used Uni, Sub, Creative & RHW; low grav, -10 ground, -Food. Started Pre-Warp & got off to a decent start with about 5 systems, when the neighbors came to visit. The Sils, Klacks, and Saks (First, Fouth, and Second in Pop) decided to start pounding me from turn 120-180 or so on (don’t remember exactly). The Sils attack about every other turn, and the rest give me about two in ten turns respite -- on the other hand, I’ve kept up a steady state so far.
True to my moniker, I’m now around turn 310 or so. Took out Orion, but a space flux came on & I couldn’t set up a colony -- the Trilarians moved in (I’ll be back). Finally have Doom Stars & am finally getting some of the nicer techs. Gained a couple of systems, but one was bombed back to zippo. Biggest plus for me was a Gaia (+a Ultra-Rich) in a nebulae -- the enemy came with their class VII shields armed with heavy laser cannons -- only to fall to ground batteries (twice my defending ships were wasted away). Now of course the system has a few Titans defending with hard shields -- Two AI’s are throwing away their fleets at this chokepoint, letting me get even and start to pull ahead.
I’m about 2nd in Pop, with six out of the seven AI’s are officially at war (and will the Darloks be far behind?) I’m about to set up multiple fleets -- need to take out the Bul’s before somebody else does, then get a few more systems up to my perfectionist standards. It is strangely neat to watch my pitiful force, outnumbered three to one shoot up the enemy in the first round. 
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mufa
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quote: Originally posted by vmxa1
What do you mean by too easy? The last time I lost a game was as a creative race, I never lost one as a tele? |
I nerver loose a game with creative on huge, 8 players, impossible... I usually pick uni,creative,LHW,+2prod, minus to spy, ground and ship...I discover automatic factories then main colony makes plenty of colony ship (about 8 turns to make a colony ship). With computers it is impossible to loose. On the net I didn't play so I don't know.
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mufa
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quote: Originally posted by vmxa1
Watch out for plasma cannons now they are not as powerful as they were in 1.2. I do not even use them.
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And what is better ? Disruptors ?
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mufa
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You people keep posting about LHW,HW, DD, AI, CS and other abrevations. Some of them I can imagine what they mean, others I just can't. Is there any list of abreviations I can download ?
Thanx
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KFizzle
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i'm a veteran kali moo2 player.
these are stats based on mp gaming against other human opponents. and yes these races work great in 1 player as well.
best negatives:
repulsive, -ground combat, -ship defense
repulsive, -spying (regular ship defense makes big difference)
-food, -spying, -ground combat, -ship defense (best nonrepulsive combo, works best with unification aquatic combo)
these are the best empire building custom races:
production races: (these 2 races tie for best race in moo2)
unification, tolerant, +1production, large hw(optional)
unification, aquatic, +2production, rich & large hw
growth race:
unification, aquatic, subterranean, rich & large hw/+1production
lithovore races: (tech races)
democracy, lithovore, rich & large hw
subterranean, lithovore, +50%growth/artifacts, large hw
unification, tolerant, cybernetic (semilith, great in mineral rich)
creative races:
unification, aquatic, creative, large hw (best creative race out there)
unification, subterranean, creative
note: unification creative is much better and faster than democracy creative, and democracy has -spying as well, so i didnt list any democreative races
cash race:
democracy, aquatic, +1BC
dictatorship races:
tolerant, lithovore (lower tier production race)
tolerant, +1food, +2production (lower tier production race)
subterranean, aquatic, +100%growth, rich & large hw (lower tier growth race)
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