Page 16 of 18

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-25 06:30am
by Crossroads Inc.
Captain Crossroads would wish to inquire as to weather its possible to manufacture a servile and passive MALE Guri Droid as well as female ones...

On a more Serious note, He would also like to put to a Vote the proposition of planetary Defense simply being strong enough for anti fighter, anti pirate work, and relaying on a Rapid response, quick main Fleet to repel "significant" military threats.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-25 09:52am
by Vanas
Captain Vanas is presently dead and thus has no need for one. On the other hand, if you could stick any hint of his personality in a HRD, he'd probably be happy. Or trapped forever in an unfeeling hell.

Still can't be worse than Companion Cube though.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-25 02:13pm
by Samuel
Thanas wrote:Captain Thanas is making a list of those who requested a Guri Bot and will remember those who support him in battle. If he survives, there will be free Guri copies for everybody who did.
Those who do not will also get free Guris, however they might not have a certain protocol removed.
I think I will wait for the mk 2s- unless you have some hidden skills at cybernetic, programming and engineering I haven't seen before, I'd rather not have a walking power plant within a mile of me, much less in close proximity.
Crossroads Inc. wrote:Captain Crossroads would wish to inquire as to weather its possible to manufacture a servile and passive MALE Guri Droid as well as female ones...

On a more Serious note, He would also like to put to a Vote the proposition of planetary Defense simply being strong enough for anti fighter, anti pirate work, and relaying on a Rapid response, quick main Fleet to repel "significant" military threats.
Uh, one of the initial replicant robots was male. I don't think gender is a problem as much as making a working robot.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-26 03:26pm
by Force Lord
This isn't necro, right? :mrgreen:

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-26 05:02pm
by Mr Bean
Force Lord wrote:This isn't necro, right? :mrgreen:
Nope, you can see the date of the last post look left of that there quote button to see "Post subject: Re: Let's Play: Star Wars Empire at War New postPosted: 26 Apr 2009, 14:26"

Only you can prevent thread Necro's.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-26 05:16pm
by montypython
WRT Strategic Recommendations: Considering the amount of headaches the Zahn Consortium's corruption has been causing, Imperial forces should prioritize their elimination ahead of other groups. To this end an offensive strike on the 'Northern' Zahn grouping starting with Carida would be very beneficial.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-26 06:13pm
by Vehrec
I still say that our 'core' is dangerously exposed so long as Sullest and other one-jump states remain in enemy hands.

Re: Strategy

Posted: 2009-04-26 06:41pm
by VX-145
Personally, I think that you should take any worlds threatening Coruscant/SDN (Which can become a literal credit factory; IIRC I was making over 10,000 credits per day from Coruscant/SDN with a barracks, a light factory, an intelligence center and the rest of the spaces mining facilities) and focus on fortifying them so you have a platform with which to base attacks into other worlds from.

Also; unless you're doing space battles with no tactics in mind, it should be noted that A.) you don't need to send capships into direct battle, just keep sending bombers after thier ships, and B.) if you must send capships in for some reason (Eg. it looks good :P ) it's a good idea to target shields first, then lasers/turbolasers/whatever isn't an ion cannon.

And finally, any places you have for a randomly-named person would be very much appreciated :wink:

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-26 08:33pm
by Starglider
I regret that there will be a short delay in updating this, due to a surge of work-related things I have to do.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-27 02:51am
by Karrick
I don't think I have any suggestions that have not already been made by my more senior colleagues in the fleet, but I do wonder as to the absence of tank droids in our arsenal. As I recall, we should be able to produce them on Something Awful (formerly Mechis III). Having seen them in action, they appear to be highly effective.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-27 09:24am
by Admiral Drason
Karrick wrote:I don't think I have any suggestions that have not already been made by my more senior colleagues in the fleet, but I do wonder as to the absence of tank droids in our arsenal. As I recall, we should be able to produce them on Something Awful (formerly Mechis III). Having seen them in action, they appear to be highly effective.
Indeed we do have the Dark Trooper program in full swing. I think that we should use our war droids against those cursed robots.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-27 11:42pm
by Necromancer of Rath
Admiral Drason wrote:
Karrick wrote:I don't think I have any suggestions that have not already been made by my more senior colleagues in the fleet, but I do wonder as to the absence of tank droids in our arsenal. As I recall, we should be able to produce them on Something Awful (formerly Mechis III). Having seen them in action, they appear to be highly effective.
Indeed we do have the Dark Trooper program in full swing. I think that we should use our war droids against those cursed robots.
What is with you people and robots? Ok, more towards the HRD pervs, but really. Is this Empire so afraid that they have to send toasters in to fight battles? Unless these Dark Troopers are Phase Zero. Cyborgs are better than robots, though not better.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-28 01:35am
by Crossroads Inc.
I think using battle droids Purely against other droids is the issue... The Empire should not insult its forces by sending them to fight mere machines, let machines fight machines.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-28 01:55am
by Necromancer of Rath
Insult its forces...you think that sending droids to do our job is a god idea against an AI? I'm sure a number would volunteer to go scrap them from those who were forced to run if we need troops that badly.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-28 01:13pm
by Jonen C
In the Artillery Corps, we have a nickname for Battledroids.

'Moving Targets'.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-28 02:12pm
by Raesene
Starglider wrote:I regret that there will be a short delay in updating this, due to a surge of work-related things I have to do.
I hope you don't forget about the game - Raesene wants to survive (of course) and command the battle finalising the reconquest of the Galaxy as Grand Admiral from his own Star Dreadnought's bridge ;-).

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-28 03:57pm
by Crossroads Inc.
Perhaps the svae file could be E-mailed to someone else and picked up? Played in a round robin way>

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-28 03:58pm
by Thanas
Crossroads Inc. wrote:Perhaps the svae file could be E-mailed to someone else and picked up? Played in a round robin way>
No. I absolutely refuse to have any part in that.

Especially since it would require all of us to mod our XML files.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-04-28 03:59pm
by Starglider
I will be continuing this as soon as I am done with the

Code: Select all

              }
              state.unlockMinorConcurrent(); return view;
            } else {
              if(create>=0L) {

                long slots; // Small graph, coarse-grained locking.
                // Get and check state-local addresses of label source&target.
                // Also allocate slots for label and if applicable secondary
                // edge tree entries in the graph state vector.
                if(labelTarget==labelSource) {
                  tAddress = state.setNodeSmall(target, labelTarget,
                                      MBTYPE_MEMBER|MBTYPE_LABEL,
                                      0x80000000|edgeMemState,
                                      Double.NaN, EMPTY, -1);
                  sAddress = tAddress; if(tAddress==EMPTY) break retry;
                  slots = state.allocateRelationsSmall(target, 2, EMPTY,
                                  labelWeight==labelWeight);
                } else {
                  tAddress = state.setNodeSmall(target, labelTarget,
                                     MBTYPE_MEMBER, 0x80000000|edgeMemState,
                                     Double.NaN, EMPTY, -1);
                  sAddress = state.setNodeSmall(target, labelSource,
                                     MBTYPE_LABEL, -1, Double.NaN, EMPTY, -1);
                  if(tAddress==EMPTY|sAddress==EMPTY) break retry;
                  slots = state.allocateRelationsSmall(target, 3, EMPTY,
                                  labelWeight==labelWeight);
                }

                if(slots==EMPTY) break retry;
                // If allocated ok, write and link label.
                final long lState = state.packLabelStateSmall(labelMemState,
                                      sAddress, tAddress, directionality);
                state.writeRelationSmall(((int)slots)&SGRAPH_RELATION_ADDRESS,
                                         labelWeight,  lState|BALANCED);
                final long edgePos = HIGH_WORD1+(create&0xFFFFFFFFL);
                unsafe.putIntVolatile(state.graphState, edgePos,
                  unsafe.getIntVolatile(state.graphState, edgePos)|
                  (((int)slots)&SGRAPH_RELATION_ADDRESS));
                // Add new edge to referenced nodes' secondary edge trees.
                if(tAddress==sAddress) {
                  state.linkLabelSmall(tAddress, (int)create, edgeSource,
                                       slots>>>20, 1, 1);
                } else {
                  state.linkLabelSmall(tAddress, (int)create, edgeSource,
                                       slots>>>20, 1, 0);
                  state.linkLabelSmall(sAddress, (int)create, edgeSource,
                                       slots>>>40, 0, 1);
                }

              } else {

                int lSlot; long slots; // Large graph, coarse-grained locking.
                // Get and check state-local addresses of label source&target.
                if(labelTarget==labelSource) {
                  tAddress = state.setNodeLarge(target, labelTarget,
                                     MBTYPE_MEMBER|MBTYPE_LABEL,
                                     0x80000000|edgeMemState,
                                     Double.NaN, EMPTY, -1);
                  if(tAddress==EMPTY) break retry;
                  slots = state.allocateRelationsLarge(target, 2, lSlot,
                                       EMPTY, labelWeight==labelWeight);
                  sAddress = tAddress; lSlot = (int)slots;
                } else {
                  tAddress = state.setNodeLarge(target, labelTarget,
                                     MBTYPE_MEMBER, 0x80000000|edgeMemState,
                                     Double.NaN, EMPTY, -1);
                  sAddress = state.setNodeLarge(target, labelSource,
                                     MBTYPE_LABEL, -1, Double.NaN, EMPTY, -1);
                  if(tAddress==EMPTY|sAddress==EMPTY) break retry;
                  lSlot = (int)state.allocateRelationsLarge(target, 1, EMPTY,
                                       EMPTY, labelWeight==labelWeight);
                  slots = state.allocateRelationsLarge(target, 2, lSlot,
                                       EMPTY, false);
                }

                // Allocate slot for label in the graph state vector.
                if(slots==EMPTY) break retry;
                // If allocated ok, write and link label.
                state.writeRelationLarge(lSlot, labelWeight,
                        state.packLabelStateLarge1(sAddress, tAddress),
                        state.packLabelStateLarge2(labelMemState,
                                                   directionality)|BALANCED);
                final long edgePos = (LGRAPH_ENTITY_BASE+(BIG_ENDIAN?4:0))+
                                     (create&0xFFFFFFFFL);
                unsafe.putIntVolatile(state.graphState, edgePos,
                  unsafe.getIntVolatile(state.graphState, edgePos)|lSlot);
                // Add new edge to referenced nodes' secondary edge trees.
                if(tAddress==sAddress) {
                  state.linkLabelLarge(tAddress, (int)create, edgeSource,
                                       slots>>>32, 1, 1);
                } else {
                  state.linkLabelLarge(tAddress, (int)create, edgeSource,
                                       slots,      1, 0);
                  state.linkLabelLarge(sAddress, (int)create, edgeSource,
                                       slots>>>32, 0, 1);
                }
                // Increment the graph's label count.
                unsafe.putLongVolatile(state.graphState,
                                       (long)LGRAPH_LABEL_COUNT_POS,
                         unsafe.getLong(state.graphState,
                                        (long)LGRAPH_LABEL_COUNT_POS)+
                         (1<<LGRAPH_LABEL_COUNT_SHIFT));
              }
              state.unlockMinor(); return view;
            }
          }

          // Failed due to state versioning, reacquire lock on new state.
          if(lockMode==LOCKED_JAVA) unsafe.monitorExit(state);
          do {
            state = target.state;
            if((state.control&HUGE_GRAPH)!=0) break hugeGraph;
            lockMode = state.acquireWriteLock();
          } while(lockMode==LOCKED_RETRY);
          // view.control can change due to state restructuring
          create = view.control;
that I currently have to get done. I would imagine by this weekend if not sooner.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-05-07 11:28am
by Starglider
Master Technican PeZook was enjoying a very pleasant daydream involving a pair of identical Twi'Lek twins. His latest thought experiment regarding the possible errotic uses of head-tails was rudely interrupted by the entrance of Grand Moff Stuart. The ops centre staff variously saluted, frantically checked their displays and tried to hide trash under their workstations. As the brass worked his way around the room, PeZook quickly scanned the tracking event log to make sure he hadn't missed anything.

“Central tracking, anything to report?”

“No incursions sir. Five unknowns in the last eight hours, all intercepted by patrol craft... four harmless, one smuggler. We've got two stations down in the Peptuck sector, repair teams are enroute. The INS Brilliant, INS Fortitude and escorts are about a third of the way to SDN, estimated arrival...”

“What? The whole Kendall garrison is travelling to SDN? Who ordered that?” Stuart barked.

“Err... you did sir.” PeZook keyed in a request and the order appeared on a screen. “Three point two hours ago.”

“I did no such thing! This order... the enemy has compromised our comm net!” The Grand Moff stared at the main situation map. Fortunately the core elements of the task force that had hit Mygeeto (or as it was now known, Thunder) were transiting back to the southern border and were relatively close to the unprotected system.

“Comms, order Admiral Samuel to divert to Kendall immediately. The enemy has almost certainly drawn off our garrison in preparation for a strike. Lock down the network, manual authentication protocols are now mandatory. Ops, start a full sweep on the double, there may still be splicers in the system. I want patrol craft deployed and reporting contacts directly, we can't trust the data links.”

---

Fate favoured the Imperials; had the enemy ruse been discovered a mere half-hour later, the cultist strike force would have trivially brushed aside the unsupported defence station. This gave Admiral Samuel little cause for celebration. As the incoming tracks began to solidify on the long range hyperscanners, it became clear that the Imperial fleet was outnumbered almost four to one. The Empire's ships and training were far superior to the cultists, but was it sufficient to overcome their numbers, despite the enemy's unnatural powers? Samuel wasn't sure, but he was about to find out.

Image

---

(Sorry for the delay in doing a proper update, I have been kinda swamped with work and family stuff recently. What actually happened in-game was that I accidentally ordered the wrong fleet to move to the other end of the map, but I was able to move the spare capships there before the AI inevitably tried to exploit the weakness)

Re: Let's Play: Star Wars Empire at War

Posted: 2009-05-07 11:43am
by Force Lord
:shock: That is one big fleet. And we lack carriers and corvettes. :(

This will not end well.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-05-07 02:11pm
by Thanas
On the contrary.

Our two mandator class are worth about four enemy star cruiser each if properly handled and the two procurators are a match for any monCal.

In fact, the Imperial fleet has a distinct firepower advantage. The only danger is the maurauder corvette, who can make mincemeat of our Ties.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-05-07 02:14pm
by RogueIce
You have two Star Dreadnaughts, so that helps. And AFAIK, none of those Rebel ships spawn fighters, so all they have that are a real threat are the X-Wings which carry torpedoes, IIRC. So if your fighters and whatever the station spawns can take those down, it'll basically be a capital ship slugfest.

IOW, much fun. :D

Re: Let's Play: Star Wars Empire at War

Posted: 2009-05-07 02:21pm
by The Yosemite Bear
how big is the station? can your capships sieze secondary platforms for anti-ship missile launcers, also if the station is large enough it will spawn light capships in addiotion to spawning ties, and bombers.

Re: Let's Play: Star Wars Empire at War

Posted: 2009-05-07 02:24pm
by Imperial Overlord
Thanas wrote:On the contrary.

Our two mandator class are worth about four enemy star cruiser each if properly handled and the two procurators are a match for any monCal.

In fact, the Imperial fleet has a distinct firepower advantage. The only danger is the maurauder corvette, who can make mincemeat of our Ties.
An excellent analysis Captain Thanas. Someone give this man a cap ship stat. Right after they get me one. :wink: