03-12-2014, 03:19 PM
I didn't have evidence of rebellion in the alien outpost, but I suspected there might be some issue there in the future, so I just replaced everyone with my own "race". Probably not necessary, but also harmless.
I think the concept of a "race" could be done away with. Everyone is "human". You could deal with takeovers by having rebel numbers go up upon takeover of a colony. It's not clear to me what the benefit is of having population split out into races. Maybe Vern has something he can share on this?
Your jury-rigged colony construction fix was brilliant. Wish I had thought of that!
Power plants save fuel. It's not that fuel is in short supply right now, it's that ships and energy weapons and shields GUZZLE fuel once wars start happening. Maybe power plants are a good investment, or maybe it's more efficient to focus on mining tech and just extract more out of your unlimited home world fuel deposit. I haven't done the math. Might be interesting to figure that out.
As for taking on that alien colony -- I should alert readers of this thread that Vern posted some info about that via email. At the start of the game, some players had their scouts probe the defenses of these alien colonies early, and were met with full resistance because the auto-return-fire flags were set on those colonies. Apparently in later turns those flags were changed, which explains why my 3 scouts didn't provoke return fire.
So Vern, sensing that some players might get an edge by having successfully probed the defenses before the flags were changed, has now informed everyone that each alien colony has 100k energy weapons at tech level 10. That is a big deal.
I am hoping my missile focus can help, here. I have calculated the distance at which my missiles will all hit (minus whatever he shoots out of the sky), which appears to be a distance that would divide his energy weapon damage by 6. I need to confirm this, and to calculate how many of my missiles I can expect he'll shoot down, to determine how many will hit. 100k EWP-10 -- I'm probably gonna need a bigger boat.
Which brings me to the next turn (ie: the current turn). My setup for the new missile cruiser failed due to lack of transport capacity. Rats! Luckily, Vern had to rerun the turn and I managed to convince him to delete the setup order. I also think I botched my colonizer YET AGAIN by failing to include construction workers. But taking a hint from you, Chirp, I will draft some CNW from my scads of pros and unskilleds. Hopefully my colony will finally go up this turn.
I will also re-try building a missile cruiser. Note that Vern has discontinued the old SETUP order, so I will try out the new way of using a temporary ship ID and doing ADD-ONs to that. I am not at my home machine right now, so I forgot what tech I invested in this turn. I am hoping I put it into Beamers (and started a production run), since it's looking like that could dramatically simplify my in-system development.
If I get my mining (and other production) balanced out, I'm going to have to decide on military tech. I kind of hate the idea of buying into energy-shields, just because I wanted to specialize and not do this blanket-tech-advance thing. But if I'm going to be facing 100k EWP-10, I might need to bite the bullet. I suppose I could also invest in space drives -- higher speed ships are harder to hit -- but it might not make enough of a difference against such superior firepower.
I think the concept of a "race" could be done away with. Everyone is "human". You could deal with takeovers by having rebel numbers go up upon takeover of a colony. It's not clear to me what the benefit is of having population split out into races. Maybe Vern has something he can share on this?
Your jury-rigged colony construction fix was brilliant. Wish I had thought of that!
Power plants save fuel. It's not that fuel is in short supply right now, it's that ships and energy weapons and shields GUZZLE fuel once wars start happening. Maybe power plants are a good investment, or maybe it's more efficient to focus on mining tech and just extract more out of your unlimited home world fuel deposit. I haven't done the math. Might be interesting to figure that out.
As for taking on that alien colony -- I should alert readers of this thread that Vern posted some info about that via email. At the start of the game, some players had their scouts probe the defenses of these alien colonies early, and were met with full resistance because the auto-return-fire flags were set on those colonies. Apparently in later turns those flags were changed, which explains why my 3 scouts didn't provoke return fire.
So Vern, sensing that some players might get an edge by having successfully probed the defenses before the flags were changed, has now informed everyone that each alien colony has 100k energy weapons at tech level 10. That is a big deal.
I am hoping my missile focus can help, here. I have calculated the distance at which my missiles will all hit (minus whatever he shoots out of the sky), which appears to be a distance that would divide his energy weapon damage by 6. I need to confirm this, and to calculate how many of my missiles I can expect he'll shoot down, to determine how many will hit. 100k EWP-10 -- I'm probably gonna need a bigger boat.
Which brings me to the next turn (ie: the current turn). My setup for the new missile cruiser failed due to lack of transport capacity. Rats! Luckily, Vern had to rerun the turn and I managed to convince him to delete the setup order. I also think I botched my colonizer YET AGAIN by failing to include construction workers. But taking a hint from you, Chirp, I will draft some CNW from my scads of pros and unskilleds. Hopefully my colony will finally go up this turn.
I will also re-try building a missile cruiser. Note that Vern has discontinued the old SETUP order, so I will try out the new way of using a temporary ship ID and doing ADD-ONs to that. I am not at my home machine right now, so I forgot what tech I invested in this turn. I am hoping I put it into Beamers (and started a production run), since it's looking like that could dramatically simplify my in-system development.
If I get my mining (and other production) balanced out, I'm going to have to decide on military tech. I kind of hate the idea of buying into energy-shields, just because I wanted to specialize and not do this blanket-tech-advance thing. But if I'm going to be facing 100k EWP-10, I might need to bite the bullet. I suppose I could also invest in space drives -- higher speed ships are harder to hit -- but it might not make enough of a difference against such superior firepower.