 |
|  |
 |
|
xoham
|
|
My new custom race, after having read this forum is:
low grav
spying penalty
ground combat penalty
creative
aquatic
subterranean
large homeworld
Because of subterranean, I get so much more population that I get far better research and production that when I go with my Psilon-like custom race. I form only a few colonies outside the home system before needing to conquer my neighbors. When I used my Psilon-like race, I wouldn't be able to make more than one before having enemies on the doorstep.
Man are the naval battles huge! They routinely have a dozen or more battleships though I still come out ahead because they can't hit my ships.
Thanks for all the tips.
ps. I used autofire armor piercing lasers early and they seemed to work quite well.
|
|
|  |
 |
|
Sikander
|
 |
Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:13
|
|
I didn't even know there was a v. 1.31, I have always played v. 1.2. I got it in a pack with MoM, MOO1 and two X-Com games (for 20$), which is probably the best deal dollar for dollar I have ever had for software.
I usually played with the following:
Demo, Creative, Subterranean, Large Home World
Repulsive, -Ship Defense, -Ground Combat
Impossible, Pre-Warp, 8 races, Huge
I found it quite easy, obviously.
My current game is (same game settings), but this time I have:
feudal, telep., warlord, creative and some other minor minuses. I am doing really well. I actually built all of my ships with scout labs to beef up my science early on. I got lucky with some good leaders, megawealth, diplomacy and a decent researcher (it helped with my pathetic science rate). I got into a bunch of treaties which saved my bacon with money and research, and now I have a fair chunk of the huge galaxy (about 35%). I am fighting and easily winning my first war, though the big boys are beginning to get hostile, so it could be tense for a while. Tech is at about the 1500 range.
I downloaded the 1.31 patch tonight, so my next game should be even more interesting.
|
|
|  |
 |
|
Sikander
|
 |
Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:13
|
|
quote: Originally posted by vmxa1
I can't speak to feudal on 1.2 as that was too long ago, but on 1.31 feudal is a real pain. You have to go to all out war mode to offset the research. |
I had remembered it being quite difficult also, especially since I have very limited experience with it. This time a few things worked to my benefit. My first leader was Lydon, who kind of sucks, except when you get him really early. Then his megawealth, fame and diplomacy really help. I was able to get up and out with outpost ships to meet and greet, and then got into research and trade agreements with three alien races (The Cats, The Dogs and the Trilarians).
My research was pathetic, but I got a ship leader early on who added 15 rp, which was about a 50%+ gain at that point. I cranked colonies out as fast as possible and dropped them on the worlds previously staked out by my outpost ships. Then I put auto-factories, hydroponic farms, research labs and missle bases up.
I had never used scout labs before, but my enormous command point surplus and pitiful research point total combined to make me take a look at them. It seemed a good move for another reason, as it might keep the AI from getting acquisitive as well. It worked like a charm, though of course the tiny benefits realized by the scout labs only had an impact on my research rate for a short time.
The funny thing was that no one messed with me for quite a while. I guess because I played a repulsive race so much in the past I was used to getting slammed if I had such a slow start. Finally the Klackons got mad at me (I was framed, probably by the Darloks) and declared war. I was shocked at how easily that went. My fleet just walked over them, and they were assimilated. Their workers are better than mine, so I'm having a ball.
Next game we'll try 1.31
Btw, can anyone describe for me how the initiative system works? One of the huge advantages in 1.2 is that I always seems to go first in tactical combat. Early on I use this time well, and by midgame a combat rarely lasts beyond the middle of my initial fire phase. It would be nice to see things mixed up a bit.
|
|
|  |
 |
|
vmxa1
|
 |
Oviedo, Fl
Nov 2001 time: 21:13
|
|
quote: Originally posted by Zealot
Unification(6) + Tolerant(10) + +1 Industry(3) + Large HW(1)
Repulsive(-6) + -1 Ground Combat(-2) + -1 Ship Defense(-2)
Easiest race in the game, since you can't have more production than this! More prod means more colony bases and c. ships, so you have more pop, and therefor more science.
Sweet, sweet race! |
I stumble across a note I had made about playing this race and remembered your post. This is one of the 2 strongest races (or easiest games) I recall playing. I just fired it up again, just rolling along. Too good of a start with 3 planets besides my HW, not even fair. Prewarp, 8 players, impossible, did not notice what the size is or the age. Tol is the one trait, that I would use Uni with in single player game. Now you do not need to build anti pollution or morale enhancers as long as you do not add in any slaves. I got Houri and used her as I had one world with natives, so they polluted.
This will be a quick game.
|
|
|  |
 |
|
xoham
|
|
Which is the other strongest then vmxa1?
I'm having my most success with this one though I admit I haven't tried too many variations since I found it:
low G penalty
spying penalty
ground combat penalty
creative
subterranean
aquatic
large home world
The huge pop bonus makes all the difference. 
Last edited by xoham on 28-10-2002 at 03:43
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|