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Posted: 2007-05-17 11:40pm
by ColonialAdmiral
So are you going to reset the game then? Same exact title?

Posted: 2007-05-17 11:44pm
by darthkommandant
Arthur_Tuxedo wrote:
darthkommandant wrote:I changed a few things in my .emp file and am resending it now to take full advantage of the restart.
I didn't receive anything. Make sure you're sending to arthurtuxedo AT gmail DOT com (replacing those AT's and DOT's with the actual characters, of course). You'd have to be pretty quick about it to get it in on time, though.
It didn't get sent correctly apparently, but I resent it hopefully it goes through this time.

Posted: 2007-05-17 11:44pm
by Arthur_Tuxedo
I'll be uploading as a replacement turn, so don't withdraw or anything.

Posted: 2007-05-17 11:48pm
by Arthur_Tuxedo
All files are in. Recreating now.

EDIT: By the way, Guppy, the racial portrait was set to the one to the right of the one you wanted. I fixed it, so there shouldn't be any problem.

Posted: 2007-05-18 12:05am
by Arthur_Tuxedo
New game is created and uploaded.

I checked the Davions to make sure it was using the correct race portrait I had set, but unfortunately it randomly selected a different one. This is the sort of problem that is beyond the scope of my limited knowledge about how the game processes files, so I don't really know what else to try.

Posted: 2007-05-18 12:18am
by Arthur_Tuxedo
Looks like I got a much better start than last time. Two greens, one of them huge. Not too shabby. Spread out over 3 systems, though.

Posted: 2007-05-18 12:23am
by Trogdor
No greens, seven reds of various sizes. :(

Posted: 2007-05-18 12:32am
by darthkommandant
Massive split between my 2 home systems and 3 huge reds. Fortunately all of them are rich in at least one resource.

Posted: 2007-05-18 01:43am
by brianeyci
Well well well. I got eight reds and a small green. Last time I had two greens, one of them a medium green, one a small, and one red. But this time my empire's tight. A good trade.

Posted: 2007-05-18 01:47am
by GuppyShark
I've only been able to successfully get my population portrait in single player if I go into the empire file and fix it, then generate the game straight away. I have no clue what I've done wrong with it. Oh well. I'll just overwrite which ever races' portrait I've used with the Davion one on my machine. :P

Posted: 2007-05-18 01:51am
by Trogdor
brianeyci in the RP thread wrote:I wrote in a whole buch of bullshit in the History and Society section about my Federation being the same as Uraniun235's Federation from the first Star Trek game and got his permission. But now that I think about it, I really don't want to read through hundreds of pages of RP, and this deserves a totally different Federation. I don't want to steal somebody else's Federation, that's just fucking lazy. So consider the History and Society description of my UFP retconned to blank :)
You know, that actually sounds pretty nifty. Transported to another new and even stranger galaxy by act of Q right as the Ferengi/Borg forces are closing in, President Alshain struggles to restore the spirit and drive of the TOS days to his little piece of the TNG Federation...

Also, first contact with Tux would have high potential for hilarity.
President Alshain: "Ah, Primus, my old ally, Q saved you, too!...Wait, shit, who's this Arthurius guy?"

If I didn't want to see where you're going with this post peak antimatter UFP, I might be practically begging you to go with your first idea. As it is, the next game we have, I may well take the Romulans and bring back Praetor Primus. Thanks for the idea. :wink:

Posted: 2007-05-18 02:01am
by Nephtys
My start certainly is interesting. Like five huge worlds, green to me with 120+ resources... ... ... that are not my racial planet type. Aaauggh.

Posted: 2007-05-18 02:48am
by Alan Bolte
Now I'll never know what those ruins contained on my very first colony world. :P

Posted: 2007-05-18 03:34am
by Keevan_Colton
Damn this is a shitty starting location....spread halfway across the galaxy, no racial planet type in most of the systems and only one green and one red amongst it all.

Posted: 2007-05-18 03:47am
by Covenant
Besides being thematic Hiigarans now, I really can't complain about my start location. It's arguably better, with smaller planets (tiny and small), but a bit more centralized. I'll trade having large, okay worlds for having tiny, shitty ones. I can't cope with multiple lines of attack--it makes my brain melt. A tighter assortment of worlds may be strategically less useful, but tactically saves me headaches.

Posted: 2007-05-18 03:51am
by Keevan_Colton
Well, I dont even know how I'm going to get from some of my systems to the others, there's at least three jumps in it...possibly more...

Posted: 2007-05-18 03:59am
by darthkommandant
Hell one of my systems has 4 warp points in the system and is separated by at least 2 jumps from my main 2 planet system. Im going to hope that no one is in between my 2 systems or there are a few green worlds in neighboring systems. Otherwise I'll need to spam my home worlds with the shipyard stations to militarize quickly enough to force a connection between the two systems.

Posted: 2007-05-18 04:18am
by Keevan_Colton
darthkommandant wrote:Hell one of my systems has 4 warp points in the system and is separated by at least 2 jumps from my main 2 planet system. Im going to hope that no one is in between my 2 systems or there are a few green worlds in neighboring systems. Otherwise I'll need to spam my home worlds with the shipyard stations to militarize quickly enough to force a connection between the two systems.
I'm not even going to get into the number of warp points...I seem to have a selection of hubs spread about the place.

Posted: 2007-05-18 08:37am
by brianeyci
I am pretty sure almost everybody has multiple lines of attack into their empire. The solution is scouting. You need a high level of sensors anyway to get the edge early on. Anybody who doesn't get sensor 3 to start with is putting himself at a serious disadvantage... a colonizer which sees 3 squares is useless compared with a colonizer which sees 7. And if you litter all the approach systems and buffer systems with ships or satellites with sensors, you'll see an enemy fleet coming a mile away. Warp point combat is still not important but doesn't give a ridiculous advantage like 3 to 1 like in SE:IV. Overall, even if I had twenty ways into my empire like last time I wouldn't be worried, and a spilt empire has the advantage of covering more territory. If all that territory between your homeworlds is unoccupied, if you play it right you can have a huge territory.

Posted: 2007-05-18 10:59am
by InnocentBystander
Again, I must wait till I get home from work to see. I had like 4 greens spread over my 3 systems, most of them small, but I liked the setup. I'm cool with difficult to defend. Wonder what the cards have in store for me now.

Posted: 2007-05-18 01:59pm
by ColonialAdmiral
I have a better start then last time, I have the same exact amounts of conlonizeble planets, except my green is now large instead of small. There a a few systems in between my homeworlds, so I'll be spaming a navy to connect them. :D

I've got lots of warppoints, I just hope I don't have neighbors to soon. :D

Posted: 2007-05-18 02:00pm
by ColonialAdmiral
Sensors, while important, aren't as good as high tech weapons. :D
But really once you get to level 3 senosors, It's a while before you really need to upgrade to higher levels of sensors. Level 3 gives you a pretty good vision range.

Posted: 2007-05-18 02:32pm
by Covenant
ColonialAdmiral wrote:I have a better start then last time, I have the same exact amounts of conlonizeble planets, except my green is now large instead of small. There a a few systems in between my homeworlds, so I'll be spaming a navy to connect them. :D

I've got lots of warppoints, I just hope I don't have neighbors to soon. :D
I wouldn't worry about early combat. While there are a few people who will get lucky and find someone next door who is fairly pacifistic and just turn them into a submissive ally, most people are going to realize that it's way too expensive to wage an aggressive campaign yet, and that about the best you can hope for is colonyship ganking.

It's easy to put a few missiles or guns on a frigate and send it out to shoot stuff, but this is hardly a game-winning strategy unless you completely catch your opponent off-guard. Since most of us realize the damage a small handful of armed scouts could do, I think that early on diplomacy is more potent than guns, since if you make a good pact with a neighbor you decrease a lot of other issues and gain early trade benefits, which really help.


OFFTOPIC:

Space Empires .net didn't put my shipset up. I think it's that atrocities newb trying to cut me out of the game. He's envious of my Zerg shipset from back in the day. Is there some trick to submitting a shipset, or other places I should submit it to? Especially one where I can get adoring fanboys?

Posted: 2007-05-18 02:38pm
by brianeyci
The more I sim the more I find it's nearly impossible to defeat someone with early game frigates. The reason is fighters. Any dipshit world can shit out a half dozen fighters a turn on emergency build. Fighters in Balance Mod apparently get 50% bonus to defense -- and here's the catch -- point defense gets no bonus to attack. If you don't believe me try simming fighters versus PD ships without combat sensors. They're slaughtered. To actually hit fighters you need fighters of your own or Combat Sensors 6-9+. Preferably Combat Sensors 10.

Posted: 2007-05-18 02:44pm
by Covenant
brianeyci wrote:The more I sim the more I find it's nearly impossible to defeat someone with early game frigates. The reason is fighters. Any dipshit world can shit out a half dozen fighters a turn on emergency build. Fighters in Balance Mod apparently get 50% bonus to defense -- and here's the catch -- point defense gets no bonus to attack. If you don't believe me try simming fighters versus PD ships without combat sensors. They're slaughtered. To actually hit fighters you need fighters of your own or Combat Sensors 6-9+. Preferably Combat Sensors 10.
Do you mean early game frigates or early game fighters? I agree that fighters are extremely potent from beginning to end game. The only counterbalancing factor is that in the very earliest parts of the game, it's hard to make a lot of fighters. However, once you get about 10 turns in, you can actually make some and support them. You can also make some pretty decent early-on Carrier attack forces.