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Messages - Sirus

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36706
a Space Marine mod that uses sounds and weapons from Dawn of War.

LINK PLEASE?
Try this one. Please note that I'm not sure if this is the same mod I have or not. Looks like it.

36707
TL;DR? Quick recap!

Three planets were colonized: Iversonia I, Harper IV, and Ymir I.
Three species were encountered: Dark Yor, Snathi, and Drath Legion.
Lots of techs were researched.

36708
((Holy cow, a year takes a long time when you're screenshotting everything :P))

2227 AD

The year kicked off pretty smoothly. A factory was bought on Earth, and another was planned. A unique building, called the Innovation Complex, was assigned to the research bonus square. The flagship was placed on auto-survey mode, the asteroid miner got to work, and the colony ship headed towards the revealed planets of the Iversonia system. A new colony ship was laid down, but purchasing was put on hold, as the purchase price would have knocked off about 1/3 of the current treasury.
The first research project was Artificial Gravity, as that would lead to the planetary improvements that everyone wanted.

Before January had even ended, our first colony was founded:
Spoiler: Iversonia I (click to show/hide)
A lovely C14 planet, this world has both a manufacturing bonus tile (soon occupied by a factory), an influence boosting tile, and a research tile.

Soon, artificial gravity had been perfected:
Spoiler (click to show/hide)

But very soon, the game was changed forever. An unidentified ship entered the Iversonia system and transmitted a message:
Spoiler (click to show/hide)
We could not understand their language, but a distinct sense of hostility was detected from these mechanical beings.

In what was widely considered a joke, the Innovation Complex was finished on April 1st. The complex was to be a place where the average citizen could explore the universe and maybe think up the next big thing.

While hunting anomalies, the flagship had discovered a new habitable world. The colony ship in construction was finished with the power of money, and a new world was founded:
Spoiler:  Harper IV (click to show/hide)
It was relatively unremarkable, though it did contain an approval-boosting tile.

New propulsion techniques were discovered:
Spoiler (click to show/hide)

The Innovation Complex paid off! A citizen had been able to solve a problem that our scientists had been struggling with, and Planetary Improvements were designed ahead of schedule!
Spoiler (click to show/hide)
((Actually, this is due to the Terran's Creative racial ability, which will sometimes give you the tech that you are currently working on. I'm just RPing it as being a result of the Innovation Complex))

Xeno Economics soon followed:
Spoiler (click to show/hide)

A colony ship set to land on the planet Ymir I sent a transmission back to HQ, informing the council that indigenous sentients had been discovered. A quick emergency vote later, and it was decided to round up the natives and transfer them to an uninhabited continent, leaving the larger continent to the Terrans.
Spoiler (click to show/hide)
Ymir I was also a fairly unremarkable world:
Spoiler: Ymir I (click to show/hide)

Humanity's first starbase constructor was sent to mine a resource that improves weapons. It will likely prove useful if war ever erupts.

Soon, Ion drive was discovered:
Spoiler (click to show/hide)

Another potentially hostile race was discovered, and also entered the Iversonia system:
Spoiler (click to show/hide)

The discovery of another race right on our doorstep led to the discovery of Interstellar Warfare:
Spoiler (click to show/hide)

Humanity built a second constructor, and used it to build an economic starbase in the Sol system. A third was used to upgrade the base.

The flagship entered a wormhole and got spit out halfway across the galaxy. Thankfully, it started heading home, but it uncovered troubling signs of advanced life.

Xeno Communications were perfected:
Spoiler (click to show/hide)

While flying home, another race was encountered by the flagship. Thankfully, this one is pretty far away from us:
Spoiler (click to show/hide)

With alien races popping out of the woodwork, the Universal Translator was given the go-ahead:
Spoiler (click to show/hide)

In the spirit of diplomacy, the first United Planets assembly was convened:
Spoiler (click to show/hide)
Honestly, we kinda brow-beat them. But we must show these "Drath" that we're not to be trifled with!

End of Turn 1


36709
ALERT! ALERT!

Ok, I knew that situations like these were going to turn up, but I wanted to keep them secret for the newbies. See, whenever a planet is colonized, there may be a situation that needs resolving. Well, I just came upon one of them. There is a good, neutral, and evil option for each event. The good option typically has a penalty, the evil option typically has a benefit (sometimes a cost as well), and neutral options fall somewhere in between. The options we pick determine our ethical alignment, which affects how other races see us.

So here's the deal: on the planet Ymir I, there is a race of pre-industrial natives. They take up much of the planet's surface. What should we do with them?

Good: Work around them (-10% to population)
Neutral: Condense the population of the natives, to free up more land
Evil: Oh good, slaves! Put 'em to work! (+5% to production)

I won't be waiting long for an answer, and will take majority vote. If no one votes, I will take the neutral option.
In the future, for repeat events, I will use the same decision as the first to keep things simple.

EDIT: Neutral it is.

36710
So...much...reading  :P

Alright, I'm gonna get started. Here's what I'm gonna do in general, based on most recent posts:

Colonial Affairs: Build two factories on Earth, than a research station. Rush buying is unlikely to work for long, as buying something is much more expensive than building it ourselves. To much buying will quickly deplete the treasury. Colony ships will focus on PQ 9+ worlds.

R&D: Based on the (admittedly conflicting) posts, planetary improvements will be first, followed by financial institutions and engines. I'll take initiative on whatever comes next.

SHEB: Pump out colony ships, with a few constructors. Those will be used to build an economic starbase near Earth.

36711
Quick note regarding spies and influencing planets to revolt, mostly for those unfamiliar with the mechanics:

While spies are initially cheap, each one costs more money to train than the previous one. The Triforce doctrine may work for a few alien empires, but it will eventually hit a point where, even at maximum funding, it can take months to train a single spy. We can still do this, but it gets more time consuming as we discover more races.

As for inciting rebellions on other planets, a large part of making that strategy work is the exact race we are facing, and their level of morale. For instance, minor races (which stay on their homeworld and almost refuse to expand) are nearly impossible to influence. Some major races have naturally high morale/influence as well.

36712
Seconded. Dark Storm is my favorite mod pack, along with a Space Marine mod that uses sounds and weapons from Dawn of War.

36713
I believe that it is possible to build obsolete buildings, and I'm pretty sure that there's an option to not automatically upgrade existing ones. I may have to fiddle around the options, but it should be possible.

In any case, if there isn't a consensus, I will simply take a majority vote. If no majority can be reached, I will use a "default" plan. Failing to stick to the schedule is the best way for an LP to fail!

36714
Remember, I will be playing out the first year in about 5 hours. I have the SHEB Department's orders, but I'm still waiting on a definitive post from Colonial Affairs and R&D. The Diplomatic Corps and War Council, of course, don't have a whole lot to do right now.

36715
  • Basque: While I'm honored that you want the leader to be named after me, someone else earlier in the thread requested a more action-y hero name. With that in mind, I used the most awesome name known to man: MAX POWER!
    <.<;
Sirus, are the councils doing what you want the right way? For instance, Starbases are commanded by the entire Starship Design Committee also known as Sheb. Hence I would submit a formal request to Sheb that mining starbases be deployed to any resource within our range of influence, except for Ascension points unless we're going for an ascension victory. But since Sheb's in charge he would either approve/disapprove and give his order directly to you?
That's it in a nutshell. The individual committees have the final say in their "areas of expertise".

36716
Whoa nelly, lots of stuff to respond to  :o

  • Sheb: Starship Design is responsible for deciding when and what ships should be built/upgraded. Also, since the question came up, SD will also be in charge of starbases.
  • timferius: A reasonable amount. Try waiting a couple of turns, see if you can catch up on everything that happened during the previous turn.
  • EuchreJack: Not quite re: nothing to do. We can spend a certain amount of money each week to train spies, which can be stationed on foreign planets to gather information and shut down structures. Spies are also used to remove foreign spies.
  • Basque: While I'm honored that you want the leader to be named after me, someone else earlier in the thread requested a more action-y hero name. With that in mind, I used the most awesome name known to man: MAX POWER!
    <.<;

36717
Basically, the Ship Design guys design all the ships. You're just in charge of making sure better research gets done, that Diplomacy falls through at the right times, and that all our ships are located in a good location to defend from threats/alpha strike our foes.

It's actually not too hard, really.
Almost. Research is done by R&D, and the Diplomatic Corps handle diplomacy, but otherwise correct. The War Council can also request certain designs from Ship Design. Say we're fighting a race that uses missile weapons and is defended by shields. War Council can request ships that have plenty of point defense and do not use beam weapons.

This is why I want you guys working together, so that the Diplomatic Corps can forge alliances before the War Council launches a first strike on a different foe, and stuff like that. Yes, I can do all of these things on my own, but what kind of LP would that be? :P

36718
I'm afraid that you're the only one. Don't feel to bad; all the glory of victory goes to you!

Also all of the shame of defeat, but surely that won't happen  :P

36719


War Council Order

Just research the basic military techs, if its feasible and doesn't take ridiculously long.  Since we have no enemies ( yet ) I'll admit that it isn't good to build weapons of mass destruction immediately.

Unfortunately, the War Council doesn't have much to do right now. We haven't met any aliens, relations on meeting them tend to be neutral (ie: no Aurora-style insta-war), and even basic weapons and defenses are a few expensive techs away.

Perhaps I should have been more specific, but the War Council's job is to wage whatever wars come up. Deciding what techs to research fall solely under R&D  :(

36720
Other Games / Re: How did you last *own*?
« on: August 09, 2011, 02:14:34 am »
Shot a garden gnome into space. I dragged that little guy through pretty much the entire game XD

Half-Life 2: Episode 2

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