Space Empires Gold B5 Game (The Second)

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brianeyci
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Post by brianeyci »

Trogdor wrote:
Kojiro wrote:Looks like Gups and I are back up.

Tell me Trogs did the fighters have that big an impact? I of course would have prefered they were used against Arthur but I'm curious to know how they performed.
Judging from my (very) quick overview of the combat replay, I think your carrier might've been able to win the battle by itself. At the very least, the Dilgar fleet would've taken a lot more casualities before taking out my Maximus station.
Did the Vorlon fighters happen to launch in groups of fifty, or smaller groups? And can your Battle Laser target fighters?

The Vorlon fighters freak me out. At 2k/1k/500 you get something with 195 hit points, 100 damage and 13 moves strategic/8 moves tactical. In stacks of 50 they'd have 9750 HP and do 5000 damage a turn, enough to seriously damage most capital ships especially since armor's leaky. And they've got 0 maintainence. Though against races like Raiders and Brakiri with main ship guns that can target fighters they'd be less effective.

Actually everything about the Vorlons freak me out. They don't really need fighters with their 20 range guns :).
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Post by Kojiro »

Trogdor wrote:Judging from my (very) quick overview of the combat replay, I think your carrier might've been able to win the battle by itself. At the very least, the Dilgar fleet would've taken a lot more casualities before taking out my Maximus station.
I'm told they soaked damage like champs. Good to hear considering how expensive they are.
The Vorlon fighters freak me out. At 2k/1k/500 you get something with 195 hit points, 100 damage and 13 moves strategic/8 moves tactical.
I'd bet good money you just went and designed my main fighters. :)
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Post by brianeyci »

Kojiro wrote:
Trogdor wrote:Judging from my (very) quick overview of the combat replay, I think your carrier might've been able to win the battle by itself. At the very least, the Dilgar fleet would've taken a lot more casualities before taking out my Maximus station.
I'm told they soaked damage like champs. Good to hear considering how expensive they are.
The Vorlon fighters freak me out. At 2k/1k/500 you get something with 195 hit points, 100 damage and 13 moves strategic/8 moves tactical.
I'd bet good money you just went and designed my main fighters. :)
I used light armor instead of emissive. Emissive costs 300 for 100 protection at 10 kT while light costs 300 for 150 protection, exactly the same cost wise but more effective. Heavy armor is only 30 for 75 at 7 kT, but I think an extra three hundred bucks doesn't really matter when your fighter's twice as durable.

Image

Compared to Vorlon warships at 200k/100k/100k a piece fighters are a bargain. I'd rather have 100 fighters than 1 hugeass ship, though that's just me. If I had known how kickass fighters were (or I had followed Nephtys's advice, sigh she's right again) I'd have gone fighters right away instead of 2000 kT ships. Though it worked out nicely... the Centauri's fleet is now entirely comprised of Corporate ships and with Lord Reefa in power maybe I can sell off whatever I have left.

The only problem with fighters is numbers and force projection. You can't exactly bust through a jump gate with unarmored carriers.

Hm checked out my Vorlon PK, it only costs 100k. Mostly because Ancient Advanced Gravimetric Engines didn't get fixed last patch (they cost 700 compared to the YR 450) but the Vorlons have so many advantages in other things it doesn't really matter.
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Post by Kojiro »

I actually prefer to make them a little slower but with an extra gun. They only go 11 but they hit bloody hard.
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Post by brianeyci »

Kojiro wrote:I actually prefer to make them a little slower but with an extra gun. They only go 11 but they hit bloody hard.
Yeah I put two or three on the Raider fighters, but I don't like how the Vorlon gun is 5 kT.

You're right though. Instead rip out 5 pieces of armor so it's 10 armors instead of fifteen and double the firepower. Don't even have to go slower. I'm just afraid that I won't be able to close. At 16 moves strategic that's only 8 moves tactical and most warships have 4 or 5 moves tactical and if they fire from maximum range... the fighters don't have a chance.
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Post by Kojiro »

[img=left]http://i64.photobucket.com/albums/h189/ ... esson3.jpg[/img] That's the fighters that went to Thessin. 303 of them I believe. I put them against 3 to one of Uranium's Starfuries (at least the spec I have) and they held up brilliantly. Not that I've scanned his new ones....

I have two kinds of fighters in my main fleet. The Vanguard ones are much faster, less armed and harder to hit. The idea is they soak/dodge the closing fire. That said, I'm not opposed to the idea of the fighters wearing the fire anyway. My cap ships will happily hammer them while they nuke my fighters, which are after all nothing more than a screen.
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Post by brianeyci »

Kojiro wrote:That's the fighters that went to Thessin. 303 of them I believe. I put them against 3 to one of Uranium's Starfuries (at least the spec I have) and they held up brilliantly. Not that I've scanned his new ones....
Hm that's cool. Two cells... if my fighters move 8 tactical, that's 9 x 2 x 8 and almost 144 supplies for one bloody round of combat. Do you use supplies in tactical combat when a fighter moves? If you do fighters seem pointless. If fighters don't use supplies when they move in tactical then two cells is pointless.

U235's fighters don't have armor yet so obviously you'll win. I'm more interested whether your fighters would hold up against a modern EA design (assuming U235's started modernizing) at two to one odds. The uni-pulse cannon's the most effective per kT weapon next to only the Vorlon guns that are twice as good as EA. So it's no surprise Ancients rule since they're stacked :P.

Image

The thing is you do 2x the damage. So I would think it just depended on whoever shot first.
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Post by Trogdor »

brianeyci wrote:
Trogdor wrote:
Kojiro wrote:Looks like Gups and I are back up.

Tell me Trogs did the fighters have that big an impact? I of course would have prefered they were used against Arthur but I'm curious to know how they performed.
Judging from my (very) quick overview of the combat replay, I think your carrier might've been able to win the battle by itself. At the very least, the Dilgar fleet would've taken a lot more casualities before taking out my Maximus station.
Did the Vorlon fighters happen to launch in groups of fifty, or smaller groups? And can your Battle Laser target fighters?
The Vorlon carrier launched about three zillion stacks of five fighters each. And sadly, no, my battle lasers cannot target fighters.

As for buying more ships from you, I'm of two minds about that. Your ships are very desireable because of their low maintaince, but I've already got so much debt from my previous purchases that I'm reluctant to go on another buying spree of warships.
"I want to mow down a bunch of motherfuckers with absurdly large weapons and relative impunity - preferably in and around a skyscraper. Then I want to fight a grim battle against the unlikely duo of the Terminator and Robocop. The last level should involve (but not be limited to) multiple robo-Hitlers and a gorillasaurus rex."--Uraniun235 on his ideal FPS game

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Post by Kojiro »

I don't know if you do use supply in tactical but I *assumed* you do as it seemed safer to air on the side of caution. All my designs are built on that premise. Seems odd that weapons would have a supply drain if they weren't using it up.
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Post by brianeyci »

Trogdor wrote:The Vorlon carrier launched about three zillion stacks of five fighters each. And sadly, no, my battle lasers cannot target fighters.

As for buying more ships from you, I'm of two minds about that. Your ships are very desireable because of their low maintaince, but I've already got so much debt from my previous purchases that I'm reluctant to go on another buying spree of warships.
Actually from now on I won't be selling warships. With Marxis gone I'm now just selling defensive stuff. The League bought 224 super dreadnaughts from me. So after this I'm just going to spam fighters. After I get set up, thousands of fighters a turn. And troops, thousands of super heavies a turn. They'll be straight purchases with cash, no line of credit. Transports full of fighters or troops.

Do you guys realize how fucking long it took for me to make 300 2000 kT warships with my economy? Over fifty turns. Each one of them cost over 50k, with retrofits closer to 80k. I had to have trade and research with every single major power and sell the Narn shit ships raking in 300k minerals a turn. Then there was the endless fucking retrofits. I had to get over the hump... that is I could maintain 300 heavies with the -75% maintainence, but I could never ever build them unless I had somebody giving me help. I am not doing that again. I will have an orgasm when I can just end a turn without making a single retrofit... the day will come soon, when I set my 2000 civilian space yard ships to repeat orders and just churn out fighters non-stop and do my turn in five minutes. And sell them, to whoever can pay and watch the fireworks. It doesn't help that my SE:IV has a little bug. Whenever I click a ship to retrofit in the retrofit screen, when I click the next ship there's a little lag. Every additional ship I click there's a little more lag so it takes half an hour to go through 300 retrofits. Bloody hell :P.

As for the maintainence problem, I would consider using civilian ship. 80% to 50% is a lot, almost 60% more ships, and the -60% to hit penalty is easily made up by combat sensors/advanced combat sensors/elite combat sensors and a point blank strategy. The Minbari have it even better with their Religious Caste ships.
Last edited by brianeyci on 2006-09-07 02:29pm, edited 1 time in total.
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Post by Trogdor »

Just as well. In all honesty I no longer even know exactly how much I owe you, what with the extra purchases and the debt being temporarily frozen because of the war.
"I want to mow down a bunch of motherfuckers with absurdly large weapons and relative impunity - preferably in and around a skyscraper. Then I want to fight a grim battle against the unlikely duo of the Terminator and Robocop. The last level should involve (but not be limited to) multiple robo-Hitlers and a gorillasaurus rex."--Uraniun235 on his ideal FPS game

"The ability to destroy a planet is insignificant compared to the power of the Force."--Darth Vader
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Post by brianeyci »

Trogdor wrote:Just as well. In all honesty I no longer even know exactly how much I owe you, what with the extra purchases and the debt being temporarily frozen because of the war.
I don't really care about the money anymore. I don't think anybody ever paid their full payment, except maybe Gups and he was sending me messages every turn 1/13, 1/13. Marxis was more interested in getting aliens to kill each other. But the new administraton's a little more financially prudent. Cash only, no debit.

Also the CS might start selling advanced electronics. I've maxed out combat sensors and ECM, so if anybody wants to buy technical assistance... it'll be expensive though. I'm guessing three million minerals for somebody who wants the full 8 levels of normal/advanced/elite. Combine it with civilian ship and you can double your fleet size.

I also might start renting out my maxed out resource converters. They'll be expensive too, probably a million minerals for a ten turn lease.
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Post by Trogdor »

brianeyci wrote:
Trogdor wrote:Just as well. In all honesty I no longer even know exactly how much I owe you, what with the extra purchases and the debt being temporarily frozen because of the war.
I don't really care about the money anymore.
Any chance you can forget the debt, then? Say, as a token of goodwill to the battle weary nations to help them in reconstruction? :)
"I want to mow down a bunch of motherfuckers with absurdly large weapons and relative impunity - preferably in and around a skyscraper. Then I want to fight a grim battle against the unlikely duo of the Terminator and Robocop. The last level should involve (but not be limited to) multiple robo-Hitlers and a gorillasaurus rex."--Uraniun235 on his ideal FPS game

"The ability to destroy a planet is insignificant compared to the power of the Force."--Darth Vader
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Post by brianeyci »

Trogdor wrote:Any chance you can forget the debt, then? Say, as a token of goodwill to the battle weary nations to help them in reconstruction? :)
If you want me to spell it out, I don't really care if you don't pay. It's not like there's any game mechanic to enforce it, and the Dilgar, I think the Narns (though not sure), the Shadows and now you are basically getting ships at way under market value. So no problem.

I'm looking to colonize all eleven shit turds in Cooke and the system directly south of it (forgot its name). So if you want to make it seem like a trade, Reefa's could pressure on EA to open up Cooke to everybody for colonization.
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Post by GuppyShark »

Is anyone else finding that the game is ignoring their orders? None of my Construction changes in the past two turns have stuck.
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Post by Uraniun235 »

My construction orders went through, although my Open Warp Point order didn't.
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Post by brianeyci »

Uraniun235 wrote:My construction orders went through, although my Open Warp Point order didn't.
I found out that if there's an enemy ship in the same sector as you it doesn't let you do it (opening or closing, if there's an enemy ship on the other side of the gate it doesn't let you close). Also if it's > 50 LY. Also you need 20k supply left (I'm designing a Robert Peary class with 50000 supply that can open a point, close a point and move all in the same turn).

My turn went through perfectly.
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Post by Kojiro »

Can anyone tell me what you need to see into a storm or nebula? I've got Ancient Scanner V (Scanning at 6) and Long Range Scanners but I can't seem to spot the Dilgar hidden in Cooke (though Guppy assures me they're still there).
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Post by Nephtys »

Huh. I can spot them clear as day, and I've got worse sensors than that.
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Post by GuppyShark »

Sigh, another problem with the B5 Mod...
Components.txt wrote:Name := Advanced Scanner Suite III
Description := Advanced Active/Passive EM and Gravitic scanner suite.
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Active scanning at level 4.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 4
Ability 2 Type := Sensor Level
Ability 2 Descr := Allows EM Passive scanning at level 4.
Ability 2 Val 1 := EM Passive
Ability 2 Val 2 := 4
Ability 3 Type := Sensor Level
Ability 3 Descr := Allows Gravitic scanning at level 4.
Ability 3 Val 1 := Gravitic
Ability 3 Val 2 := 4
Components.txt wrote:Name := Ancient Scanner Suite III
Description := Ancient Active/Passive EM, Gravitic and Temporal scanner suite.
Ability 1 Type := Shield Modifier - System
Ability 1 Descr := Allows EM Active scanning at level 4.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 4
Ability 2 Type := Shield Modifier - System
Ability 2 Descr := Allows EM Passive scanning at level 4.
Ability 2 Val 1 := EM Passive
Ability 2 Val 2 := 4
Ability 3 Type := Shield Modifier - System
Ability 3 Descr := Allows Gravitic scanning at level 4.
Ability 3 Val 1 := Gravitic
Ability 3 Val 2 := 4
Ability 4 Type := Shield Modifier - System
Ability 4 Descr := Allows Temporal scanning at level 4.
Ability 4 Val 1 := Temporal
Ability 4 Val 2 := 4
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Post by brianeyci »

Kojiro wrote:Can anyone tell me what you need to see into a storm or nebula? I've got Ancient Scanner V (Scanning at 6) and Long Range Scanners but I can't seem to spot the Dilgar hidden in Cooke (though Guppy assures me they're still there).
Wow found another bug. Can't say I'm excited.

Code: Select all

Ability 1 Type        := Shield Modifier - System
Ability 1 Descr       := Allows EM Active scanning at level 6.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 6
Should be,

Code: Select all

Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Active scanning at level 3.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 3
You only need level 3 to see through the best nebulas, and level 5 to see through the best system nebulas. Equal to or greater. For this mod that is.
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Post by Kojiro »

That's rather annoying. I suppose I'll have to do some more research and retrofitting and add this to any future hot patch. :(
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Post by brianeyci »

Kojiro wrote:That's rather annoying. I suppose I'll have to do some more research and retrofitting and add this to any future hot patch. :(
The Corporate Sector is more than willing to sell the Vorlons one brand new sixty five move transport vessel along with a complement of fighters and advanced fighter sensor suite. It will come out to around 50k and I can have it ready in a few turns. Limited time offer :twisted:.
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Post by Kojiro »

I'll spend the turn researching up to Advanced Scanner 3 and retrofit thanks :). As if the Vorlons would ever use paltry earther tech! I'll just have to recall all my scanning vessels.
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Post by GuppyShark »

Goddamn. The Dilgar turn I did didn't go through either.
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