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Brutalisk
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Dunnagan: outspots have their use, especially in multiplayer.
They serve as a refueling post for your ships:
Thus if you can't find any good systems you build an outpost to grab one of them and allow your scouts to scout further, instead of wasting a COLONY SHIP (which is 5 times more expensive).
As for the AI races, in harder difficulties, their race picks are "biased" that is the main difference...
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Dunnagan
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quote: Originally posted by Brutalisk
Dunnagan: outspots have their use, especially in multiplayer.
They serve as a refueling post for your ships:
Thus if you can't find any good systems you build an outpost to grab one of them and allow your scouts to scout further, instead of wasting a COLONY SHIP (which is 5 times more expensive).
As for the AI races, in harder difficulties, their race picks are "biased" that is the main difference... |
that is VERY useful.
reminds me of the last game I played, had all my nuke ships out and ready to go, yet the Coids were like 1 parsec out of my range. Now with these I'll be able to hit whoever the hell I want, early, without going for Deuterium.
I had absolutely no idea they 'refueled' the ships. good stuff.
I appreciate it.
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Brutalisk
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They cna be destroyed with "orbital bombardment" by as mucha s a single scout though. So usually any key outposts, such as for the purposes you've just stated, is good that you protect them a bit...
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Dunnagan
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-
Last edited by Dunnagan on 18-07-2004 at 08:00
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Dunnagan
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I tried these picks and the result was interesting.
Espionage +20, Telepathic, -GCombat, Repulsive, Unification.
You'd think the race would be weak at the start, and it really is marginally weaker than Uni/tol at the start.
But you'll be starting the game with 30% spy and 45% agent, and the unification assures you won't fall too far behind in production.
Now, I got beat pretty badly the first time I tried the race, but I made a few adjustments, and this is what happened.
The first race I came in contact with was Sakkra, around T30. I immediately placed two spies on them for 'Sabotage', and the next turn they lost a marine barracks. Three turns later, my spy took out the starbase. They only had two destroyers, so I made a quick outpost ship, and sent in my solo nuke cruiser/scout combo, making Sssla my second star system at T42.
try out the race, you'll probably love it
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Dunnagan
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quote: Originally posted by vmxa1
Change it to UniTel Aqua LHW RHW to be more productive and get the ship out sooner. The spies will probably work fine without the bonus vs non uni non tele races. |
I just played another game, I added -20 ship defense and picked Rich home world. (i noticed with all workers on industry at start, theres a 5turn difference with RHW on that first colony base. it's 10 turns with rhw/uni and 15 with just uni)
I can see where aquatic /lhw would be nice because I always make the colony bases and do the housing thing to max out my HW's pop for ship production. without aquatic or lhw it's a weak 12 max pop, and it maxes out to 12 quickly.
Getting back to the topic, I started out next to Darloks, which I was actually looking to do. I've been wanting to test this races espionage skills, and to do so that means putting one spy on the darlok early and seeing what goes down.
t32- I come into contact with darlok, place 1 spy on darlok under 'sabotage'
t33- spy blows up a starbase
Now I've reloaded the save file and clicked turn to see the sb blow up about five times, just to make sure the starbase getting bombed is inevitable. of course the save is included, check it out
Attachment: save7.sav
This has been downloaded 2 time(s).
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siron
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Sabotage can be really nice.
I remember a 4way where i was tele and found neural by annexing the 1st homeworld...
The other both were creas and had dozens of missile bases. 2 or 3 spies destroyed 3 missile bases and a star base in 10 turns....
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Darkchampion
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Nice to see people still playing this game. I used to play big network games at college and i've been playing a bit with old friends. Here are my favorite racepicks
Uni, Telepathic, Warlord, -GC, -SD, Repulsive, RHW, LHW
If repulsive is banned, Uni, Telepathic, Warlord, RHW, LHW, -GC, -SD, Low G ( Low G is minimized since I usually end up consolidating my initial race to the poorer planets and using captured races for everything 
I made this race for online play and is best against the vast majority of unitol players out there. First for the early reasearch i get
research lab->reinforced hull->auto factories->(biospheres if a small/tiny rich planet is colonized) tritanium armor->battle pods->pollution processor->iridium fuel cells
The strat is very simple. First build the initial colony bases+1 colony ship to give you 3 systems (12 command pts). Next develop the homeworld and other rich planets and populate them with housing colonies. While waiting for pollution processor build 1 empty cruiser with reinforced hull + fuel tanks at the homeworld (for mind control) and some missle destroyers/frigates. Refit these ships with MIRV missles once pollution processor is researched. By now an enemy should have been discovered by outpost leapfrogging.
Go for the undefended systems first while continuing to build up the fleet. If the first enemy system is out of range send 2 scouts with the missle cruiser (who also has fuel tanks). Even if they have a missle base the cruiser will be able to toast it with it's missles and retreat while the scouts stay for the impact. Obviously leap frogging with the cruiser wont work if they have a decent defense set up. In that event just wait for irridium fuel cells while building up the fleet. When I run out of command points I just build more colonies (2 pts per system). For each system mind controlled you get 2 more command points allowing the construction of yet more ships. If the enemy is Unitol they will most likely have a lot of systems that will be undefended just begging for mind control when you first arrive. This snowball effect is further bolstered by the fact that you dont need any transports and the new conquered systems can be used to refit/expand the fleet. Conquered unitols are the best as i end up using them for all of my new systems and consolidating my own species to the poorer planets/farming planets to allow for maximum production without pesky pollution problems.
If my initial opponent cant hold off the blitz I can usually just blast through enough of the galaxy to win a senate vote. Although my friends and I play domination most of the time (no antarans, no taking orion, no senate victory). Also if my enemy goes nuts with defensive ships to counter me (lots and lots of anti missle rockets or PD) i can get stalled until new ships with neutron blasters arrive.
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Brutalisk
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Sorry DC, but I find your strategy a bit lacking. It can easily be countered by someone who researches battlepods, fusion and battle scanners
He will blast your ships to smitherins...
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Modo44
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in western Poland
Jul 2004 time: 06:27
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This one made me win every single game in MOO2 at Impossible level, after I came up with it. I tried a couple HotSeat games as well and my frieds got their arses handed.
Low-G, -(something) to Spying, -(something) to Ground Combat, Subterran, Unification, Creative. I can't remember the penalties and I don't have MOO2 installed, so you'll have to figure out on your own, sorry . IIRC tere was just one negative penalty for those fields. I remember that before the 1.31 patch there were 2 points left after the above choices, giving me a Rich Homeworld, or possibly lifting one of the penalties. But that's just a minor difference.
The race is a whatever-you-want powerhouse on its homeworld due to huge pop and Unification. It has excess food even in mineral rich galaxies. The increased population and better production allows for fast colonization combined with a possible early tech lead. Creative allows you to completely forget about tech trading or spying, if you don't feel like it. The thing the race likes, are good diplomatic relationships established early, so that you can live with a smaller amount of ships and keep building. You need good ships and lots of spy sentries. Often you will be able to field Titans with Zortium armor and Automatic Repair while even the biggest AI has only Battleships. With increased population, you can outproduce and outresearch all AIs, so they just start going down when you're ready. This is often combined with a "surprise" attack by one of them, ending in suicide after an epic battle.
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siron
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Uni Sub Crea.....is a *****.....
normal negative Picks for this race are:
rep -shipdef -gc
Many new players underestimate this race.....
when it has CIII level with warp diss and zort-battlestations u need a nice fleet to kill such a crea-*****....
but experienced players kill such a crea early on. (early some mirv-nukes bbs....before crea has radiation shield+CIII)
--------------------
uni pick (with 50% on prod and food) is better for this race than prod or research picks. This race scraps normally its starbase and barracks in the first turns and can build bases before it has to research autofacts.
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Modo44
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in western Poland
Jul 2004 time: 06:27
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vmxa, Unification helps in a number ways. First, you don't have to build the morale related structures. For example I don't need Marine Barracks, which is a nice thing early on - I only get them when I plan invasions, which is in the mid game. Second, you don't get morale penalties for mixing races. The conquered races have +5 race picks (because I play at highest difficulty), so they make great additions to a mixed population - without causing any trouble. The not so obvious benefit is more food. It only really shows when you play Subterran. I need it badly once planets get really big. While more research per scientist can help, I prefer to just have more well fed scientists, because they can be quickly turned into more well fed workers...
Basically it works like this: have huge pop, easily manageable. You can research or produce at extreme pace or do both at a good pace. The production bonus counts mostly as a measure against normal G worlds (I'm low-G, remember), until Gravity Generators come into play. Them and Terraforming mark a sudded leap for this race. All planets do both things at full production (yes, almost completely droping research for a couple turns) and all of a sudded you go from "a little stronger than others" to "that horrific monster". Pop is power, almost like the Agricultural trait in Civ3. 
What I've seen in the HotSeat games was like this: at some point my friend noticed that he was worse at research than me, so he switched half of his people to do lab work and started grinning. Ok, so now we had about the same research. The thing was, I still could produce Titans, because only half of my pop was busy researching. At the same time his only planet still building ships (home) could just manage Battleships. He did have better designs than me (yes, that's a MOO2 skill I never learned ) , but was simply overrun by larger and more numerous foes.
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siron
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vmxa,
u overreact in ur response. (I even remembered ur posts here where u mentioned that uni can scrap base and barracks.)
But my point is that this is generally not a good choice for uni.
For uni crea it is surely optimal....because:
1. u have missile base early on
2. ONLY(!) with this money it gives u the option for early housing on col bases
If u propose a race here....and others should not seriously comment...it......hmmmm.....u should mention some words like:
"Fun Race", "u can enjoy the moral techs" or sth like that.....
i (and i guess modo too) have not understood ur post in that way, because i think ur following impression is wrong:
"This is an SP game as I can't imagine too many would take a creative race in a tough MP game."
1. Modo talked about MP.
2. Uni Crea Sub is quite popular, even in tuff games. (Just try to hide till turn 120....and u have FANTASTIC chances in 4ways.)
------------------------------------------------------------------------
modo,
gravity generators have one big drawback for crea (thats why lowg is unpolar for that race):
u have to take neutron blaster and graviton........so u dont have this pretty nice hv ion-cannon for ur battlestations. Quite important
to survive in "tuff" MP-Games.
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siron
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"The forum itself does not have a "MP -only" sticker on it either."
Keep Cool. Noone thinks that.
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Croesus
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Core Prime
Mar 2004 time: 22:27
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Hv ion? I thought they got rid of those? I thought the mods for ion were continous and autofire.
Also, siron was saying that you can't AVOID researching neutrons and gravies, so that you could retain ion. Personally, I'd take gravitons over ion, because they can pierce Class 3 shields better, and they are smaller. Plus, I would be trying to get subspace and phasors fast, so my power tech might be lacking, and I've found neutrons to be quite necessary to deal with class III shields + IS.
:edit:
and my favorite race is Unitol warlord repulsive -GC -SD. All hail the battlescanner! for with it, you will be smitten with af nr co ap lasers. Also good for shooting down the missiles of races that chose -SD. If I can't chose repulsive, then I pick -spy -research, and try for a quick game.
Last edited by Croesus on 04-11-2004 at 04:11
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siron
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"Hv ion? I thought they got rid of those? I thought the mods for ion were continous and autofire."
Starbase and Battlestations have them in HV. Thats the point.
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