HE / AR colonizers compared (split from "Known Bugs") |
Tue, 05 October 2004 06:48 |
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multilis wrote on Tue, 05 October 2004 01:54 | I would like to clarify that an AR using a non-AR coloniser to build initial oribital fort is NOT a bug.
Speak now or forever hold your peace if my HE works with an AR to minicolonise orbital fort everywhere!
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For anyone interested, the numbers on this are as follows...
Iro Bor Ger Res
Orbital Fort...... 11 0 15 35
Coloniser Hull.... 9 0 13 18
Fuel Mizer........ 6 0 0 8
Orbital Con....... 18 13 13 18
Total............. 33 13 26 44
Mini Col Hull..... 2 0 2 3
Settlers Delight.. 1 0 1 2
Col Module........ 11 9 9 9
Total............. 14 9 12 14
A very significant saving in minerals and resources. Orbital forts for 14 resources for example.
The description for the orbital construction module ("this module contains an empty orbital hull") suggests that the game designers' intent was that it is the component and not the PRT that enables construction of the fort. That would make this exploit a bug.
I'd suggest that it gets added to the bugs list so that individual hosts can decide whether to allow it.
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Re: Mineral upload / download (Re: Known Bugs (JRC3)) |
Wed, 06 October 2004 12:31 |
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I played a little with the design and an AR does not gain as much from growth rate as normal race (sqrt growth rate gain in resources rather than growth rate of other races).
So ended up with an AR, 1i, 1w, 1n that could start with nearly half the planets green (or close to green yellows). By spreading thinner the AR can get a boost in resources early and the combo of HE providing lots of fast minicolonisers and mini-fuel boosters and an AR just focusing on techs and a bit of orbital fort improvements seems quite nasty.
(Early HE has surplus iron that AR wants, AR has surplus germ).
Maybe this is good as AR and HE are the two most picked on races so a team of such could use a boost.
[Updated on: Wed, 06 October 2004 12:33] Report message to a moderator
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Re: Mineral upload / download (Re: Known Bugs (JRC3)) |
Fri, 08 October 2004 11:05 |
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Quote: |
Early AR has no germ. Any germ it has goes to build some medium freighters, then maybe large freighters from 2411 and then Ultras from 2430. Cant build miners from dock and so maybe 2440 it starts to have some useless germ.
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See what you mean by germ consumption of medium freighters, large freighters. The HE will be building the colonisers.
My experience so far has been with taking former AR planets after they started miners and there was lots of germ.
With close knit early HE+AR as described may be relying on privateers rather than medium freighters. As well may need to build iron heavier warships or bases on top of transports.
As well perhaps sometimes even galleons with fuel mizers rather than large freighters... in trans game (battleship hull not allowed), the gallean made a nice duel purpose warship/emergency freighter. (Especially to protect against packet attacks). With cheap engines and man-jets + the extra hull fuel meant range/speed of a cruiser, and the 4 shield slots + 6 weapons + extra bit of armour gave feel of poor man's battlecruiser. I used range 2 weapons (half gattlings) and saw ship as a useful chaff defender+skirmisher that would out init default cruiser with range 3 weapons. (or with jihads+computers rather than beamers+manjets). Throwing out ideas as alternative to cruisers.
[Updated on: Fri, 08 October 2004 11:12] Report message to a moderator
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