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Messages - Hanzoku

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2611
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: February 23, 2012, 08:22:05 am »
Only by assigning them somewhere and letting them govern. There's a random chance that one of his skills will increase or he'll gain more administration rating.

2612
Play With Your Buddies / Re: War in the Pacific PBEM AAR #2
« on: February 21, 2012, 04:35:46 am »
Sounds like its safe enough to do a combination of A and C - get the teachers out of the units and getting more high-quality pilots across the whole of the air force. Given Smeulder's caution, it seems sensible to use the time to build up the general quality and reserve of the air forces, and doing so will eventually trickle back to Kido Butai as replacement pilots become higher quality.

2613
Other Games / Re: Starfarer [TopDown Sandbox RPG on Space]
« on: February 21, 2012, 04:29:26 am »
Yeees.... I'm well aware of those stupid jerks and their stupid energy weapons that massively outrange anything you start with. (I thought I'd pick off a survivor of one of their insane station attack runs. It... didn't work out well. I agree with what someone else was saying - players are going to only collect TT gear, Their ships are simply far more powerful then the ballistic designs.)

On the logistics - probably, but unless the cheapest freighter can be purchased with your starting credits (and doesn't leave you so slow that you can't catch any of the beatable pirates), then you're still stuck for a while.

2614
Other Games / Re: Starfarer [TopDown Sandbox RPG on Space]
« on: February 21, 2012, 03:08:20 am »
So I've been playing 0.5a and enjoying for the most part. I've had very little success in getting into the campaign yet - generally what happens is I get overconfident once I have two or three destroyers and go after something bigger, only to have my brainless minions either go coward on me and refuse to fight, or go charging off alone into the main concentration of enemy ships instead of following me (and their assigned target) who's off to the side.  Because of that, I've not earned enough yet to pick up my own destroyer or anything larger, but I've still been having fun.

1 - all mounts as omni small/medium/large. If I manage to get my hands on some advanced energy weapons, it'd be nice if I had more then one or two ships that even equip the things.
2 - Ability to choose your starting ship at the time of choosing your portrait and name. I've restarted several times to get away from ship classes I'm not fond of. (Brawler or the frigate with a LRM mount are... non-optimal.)
3 - This is more of a wish, but while I like the ability to customize, I'd like even more options. Like being able to salvage the engine array from an advanced ship and building it into my own, or coming across a set of more advanced shield emitters on the market and snapping them up.  These effects are somewhat handled by hull modifications, but more customization options would be nice.
4 - Starter ships need more cargo space. While it doesn't matter right now as cargo limits are ignored, some of the destroyers have next to no cargo space and would necessitate frequent returns to space stations to sell the one item they have room to salvage.

2615
Other Games / Re: 10x Give-Away: StarFarer .5 is here!
« on: February 18, 2012, 11:34:03 pm »
Thanks for the key! I've had a chance to play with the tutorial a bit, and this is going to be pretty fun. :)

2616
Play With Your Buddies / Re: War in the Pacific PBEM AAR #2
« on: February 16, 2012, 06:15:00 pm »
Yeah. You remember all the US troops that never left WC, all the volunteer guard units and training units? From airforce, army and navy. They're all there. Like 3 armored divisions or so in CAL alone and should WC get invaded, a lot more are sent from East Coast that would otherwise go to Europe or Northern Africa. West Coast invasion is suicidal and logistics is even greater issue than the enemy troop numbers.

You know, if you get points for screwing up the course of history in Europe, a series of landings and holding until the US starts to commit divisions slated for Europe and North Africa before pulling out would throw all sorts of timetables in Europe out of whack. Granted, those units would probably stay on the West Coast and be available for invading Japan, but you can't have everything. :)

2617
Play With Your Buddies / Re: War in the Pacific PBEM AAR #2
« on: February 15, 2012, 03:14:53 am »
*Taps* So long, sweet prince.

Anyway. So we have no chance of outright victory. How about a crazy land-shit-in-India style plan?

Except it'd be a surefire method to losing, I would be amused if you took Smeulder's hesitation to take losses and invaded Continental US with it.  Probably too much !!FUN!! however. :)

2618
Other Games / Re: 10x Give-Away: StarFarer .5 is here!
« on: February 15, 2012, 03:05:00 am »
I'd like a chance as well. :)

2619
Play With Your Buddies / Re: War in the Pacific PBEM AAR #2
« on: February 13, 2012, 08:49:21 am »
That's where I don't get Smeulder's plan. If he leaves you alone to attempt to gather everything together into one giant hammer later in the war, he's liable to run himself into a heavily entrenched, trained and supplied meatgrinder.

2620
Other Games / Re: What you think of this >.> Looks kinda Scettchy to me
« on: February 05, 2012, 01:21:25 am »
Now, This is an example of a ripoff.

Full story is here

2621
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: January 31, 2012, 01:43:23 pm »
It's... incredibly slow for that level of technology, so I wouldn't sweat it. Most precursors might well be faster then the BFS, which leaves it to be pounded on until it can exhaust their missile stores and force them to retreat to a supply base.

Now, it's biggest problem is falling apart and exploding after five to ten years. I wouldn't try this one unless you plan to cheat yourself ~3100 (I think?) maintenance buildings on Earth or turn off maintenance needs for the game.

engineering brigades require 5 battalions of space per brigade. So you need to up the capacity to 10.4 battalions. It also needs far more fuel harvesters or come with some dedicated harvester drones - at its harvesting rate, it would take it 110 years to refuel from 0% to full.  It can then burn through that amount within three months.

Size-wise, you can reduce the tracking speed of all your fire controls, as the weapons themselves are limited to 10000 km/s, but otherwise it looks heavily under-gunned for the size.

2622
Other Games / Re: Prospector, a roguelike in development
« on: January 31, 2012, 01:35:25 pm »
On the other hand, if you have a few disintegrators and suits of adaptive body armor, it's more amusing when you blow him away and then turn his source of power into a smoking crater.

2623
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: January 26, 2012, 04:55:35 pm »
Basically, it is affected by two sets of things: wealth producers, and wealth consumers.

Planetary populations are your greatest source of wealth (assuming you aren't playing with a version where moneyships are possible). You also generate wealth from the activities of civilian vessels (taxes on cargo pickup, dropoff, and carrying cargo-each is a seperate, taxable activity), from civilian mining colonies, from financial centers, and from scrapping operations.

Your wealth is "used" for pretty much everything you do: installation operation, shipbuilding, shipyard expansion, supporting ground troops and ships, etc.


It can be difficult to balance wealth without cheating with moneyships, so your best bet for staying in the black is to cycle operations. In other words, don't be building factories, missiles, ships, ground troops, and fighters, while also expanding your shipyards and conducting research. Stick to two-three activities at a time, and you'll usually be able to balance things out. The Expand Civilian Economy research projects give a big boost, but have increasingly absurd RP requirements. IIRC, the later ones can get into hundreds of millions of RP required to complete. One or two is usually enough. I tend to avoid financial centers because they drain population away from important workforces for little return.

The best non-cheating way to have plenty of wealth is to do a conventional start with a high population (1-2 billion), as you will be building up massive amounts of population and wealth for decades while you slowly build up your T/N industry. Typically when I do this, I have in the neighborhood of 600,000-750,000 racial wealth by the time I start going negative on my income.

Becuase finacial centers are relativly cheap mineral wise, I'll occasionally dump several thousand minerals on an otherwise barren col cost 0 world along with the temporary loan of a dozen factories, and let them build financial sectors to their hearts content. Each financial center produces 100 times the wealth that the worker population would otherwise generate. So on a populous planet financial centers will increase your wealth by about ~25x if you include service sector and agriculture/environmental workers.

That ignores the point I made: using financial centers takes population directly away from your manufacturing sector workforce, meaning that if you have an efficient pattern of growth and development (you are expanding industry, shipyard capacity, research labs, etc. at such a rate that population growth barely keeps everything fully staffed), building more than a handful of them will seriously reduce the efficiency of your entire planet. Financial centers (IIRC) do NOT increase the base wealth output per capita, as you appear to be suggesting (this is what the Civilian Economy techs do), but rather provide additional income. So yes, they are feasible for increasing wealth output on worlds which are useless for everything other than building a taxable population, but that pretty clearly doesn't apply to the situation at hand (making sure you have a decent output of wealth in the early stages of the game, so you don't end up deep in the red later). Making pure pop/wealth colony worlds isn't something you'll even be thinking about until (depending on the exact details of your start) anywhere from 15 to 50 years into your game, much less putting it into practice.

Not entirely true. There are a few caveats to this - if you're doing a conventional start game AND Mars is lacking in Trans-Newtonian minerals, it does make sense to use Mars as a money/population generator, as it helps get your civilian economy up and running to have a colony in-system with Earth, and Mars is easiest to terraform for that purpose.

By a Trans-Newtonian start game, I agree that if Mars is a no go, it's probably easier to explore and found an out-system colony if you strike a mother-lode nearby.

2624
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: January 26, 2012, 02:24:34 am »
He'll be back, he's pretty on-again / off-again with his logging onto the forums due to traveling.

Me? I have a new toy to play with. Now it's more there for the challenge. =)

2625
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: January 24, 2012, 05:06:14 pm »
I'm... honestly going to skip all of Newtonian Aurora. And Aurora II if it goes to Newtonian physics. The learning cliff is steep enough with the Trans-Newtonian handwaving, I really don't want to have to learn a whole new system with proper physics thrown in.  On the other hand, it does have my biggest wish - missiles aren't the be-all, end-all of tactical engagements.

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