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Planetary Scanners Mon, 10 October 2011 08:33 Go to next message
Oskatat is currently offline Oskatat

 
Civilian

Messages: 3
Registered: October 2011
i may have missed some things, but i did search this topic

I dont know which version i am playing, i got it from a friend, with a message "if its enough fun for multiplayer you may have to pay"

and while i do think this is they kind of game i like, with a bit too much micro management especially in the early game, i do wonder... Can I build planetary scanners on my colonies? I havnt seen anything like it in the build Q. I browsed the wiki back to front and couldnt find info on it, so I'm asking here. Do I have an old version or am I missing something

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Re: Planetary Scanners Mon, 10 October 2011 09:29 Go to previous messageGo to next message
nmid

 
Commander

Messages: 1608
Registered: January 2011
Location: GMT +5.5

http://starsautohost.org/kn2050.htm
for getting the latest version 2.6jrc4
Quote:

STARS26JRC4.ZIP is the complete J RC4 beta exe file ( English-registered shareware) that is being used on AutoHost.(Stars! 2.6)


For getting the serial, you have to contact Ron who provides a working serial for a small donation (I think 2$ or so.. not sure), or get someone who has stopped playing stars to share their serial number with you.

Do keep in mind the same serial can't be used in the same game by different players, due to inbuilt game protections.

When you open your present version of stars.exe (or variation), you will be able to check the version on the splash screen.

Generally speaking, you can queue up planetary scanners from your production queue, unless you are playing an AR race.



I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Planetary Scanners Mon, 10 October 2011 11:13 Go to previous messageGo to next message
Oskatat is currently offline Oskatat

 
Civilian

Messages: 3
Registered: October 2011
version 2.60i, and i just saw it, but i havnt seen it before, which is strange. Oh well, hit me with a mallet for missing the obvious

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Re: Planetary Scanners Mon, 10 October 2011 12:14 Go to previous messageGo to next message
nmid

 
Commander

Messages: 1608
Registered: January 2011
Location: GMT +5.5

heh..

Btw, just realised another thing you could check.. you need to have the tech to build the scanners. Check the tech requirement by going through F2 in the game.

version differences aside, welcome to the stars community and hope to see you on the multiplayer scene.



I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Planetary Scanners Mon, 10 October 2011 15:36 Go to previous messageGo to next message
Oskatat is currently offline Oskatat

 
Civilian

Messages: 3
Registered: October 2011
I got to admit this is the most amazing game for custom made races i ever seen. Its also simply amazing how much a bad design can throw your game, however good you play it

I personally favor better factory settings than growth, mostly cause i get frustrated on shipping out the new colonists all the time. I did get the "send cheap colony ship, reinforce later"

i'm using a CA TT now, but i kinda heard/read its not accepted happily

Is there any setup that is slightly viable in multiplayer but doesnt require me to babysit every planet the first 50 turns?

dont worry too much about me not reading basic stuff, i tend to do my reasearch, but the wiki didnt say much beside it being possible, just managed to overlook it somehow

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Re: Planetary Scanners Mon, 10 October 2011 16:58 Go to previous messageGo to next message
Eagle of Fire

 
Lt. Commander

Messages: 809
Registered: December 2008
Location: GMT -5
CA TT is the strongest race which you can build in STARS!. You don't seem to have many options at the beginning but if you design your race with the slightest bit of wisdom you can make it so it turn into a powerhouse fast once you rack up terraforming upgrades. Because TT make you instantly upgrade to your best terraforming status you don't need to pay for the terraforming like other races do and you get the benefits instantly. CA also give you a hidden bonus which make you randomly upgrade your planets by 1% in one field, which potentially allow you to terraform red and yellow planets close to your max terraforming if you get lucky or you can hold the planet for a long while.

All in all, a good CA TT race can ultimately colonize turn every single planet in the galaxy into a green planet by the late game. This is an incredible advantage in about every aspect of the game.

Which is why it is usually banned in most game.



STARS! Wiki
STARS! Wiki Français
I am on a hot streak... Literally.

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Re: Planetary Scanners Mon, 10 October 2011 18:11 Go to previous messageGo to next message
craebild is currently offline craebild

 
Lieutenant

Messages: 568
Registered: December 2003
Location: Copenhagen, Denmark
As Eagle of Fire says CA TT is the strongest race that can be designed in terms of staying strong for the entire game, and they are banned in most games because of that strength.

A tri-immune HE is very strong in the early game, and can be formidable in the late game, too, if they can manage to capture enough planets and hold them. However, a tri-immune HE has the disadvantage that their planets can only hold half as much population, and they cannot build stargates.

An AR can be very powerful in the late game, but an AR is very vulnerable in the early game, so an AR player had better be a good diplomat.

Eagle of Fire got a couple of things wrong, though. It isn't TT that allows the race to instantly terraform any planet they inhabit to the best of their ability, that is the CA PRT. TT only means they can terraform planets +/- 30% where a race without TT can only terraform up to +/- 15% - And in both cases it requires high enough tech. For TT it requires Bio 25 to get to +/- 30%, without TT it requires Bio 4 and 16 in Energy, Propulsion and Weapons for each of the hab fields. Since Bio isn't useful for much else than TT, most races don't research Bio before all other tech fields are pretty high. For a race that isn't CA, TT also means that terraforming is cheaper, with TT it only cost 70 resources where it costs 100 resources for races without TT. That is a greater benefit than it might seem at first glance, as planets with poor hab usually do not have many resources.

If you are new to the game, then I suggest you read the Stars! Strategy Guide, which you can find on my homepage http:\\craebild.dk, among other places.



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: Planetary Scanners Mon, 10 October 2011 18:59 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
A good starter race is a -f race (ie you dont build any factories and invest the points in hab/growth/cheap techs) particularly if you dont like baby-sitting your planets for the first 50 turns.
A -f IT should be about the lowest maintainance possible as you can gate minerals and pop around.

Plan to attack early though as if you just sit still all the factory races will shoot past you in the 50s and 60s.



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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Re: Planetary Scanners Mon, 10 October 2011 19:36 Go to previous messageGo to next message
Void is currently offline Void

 
Ensign

Messages: 369
Registered: January 2011
Location: California, GMT -7
nmid wrote on Mon, 10 October 2011 09:14

Btw, just realised another thing you could check.. you need to have the tech to build the scanners. Check the tech requirement by going through F2 in the game.

Everyone starts with scanner technology - your tech levels merely determine how good they are.

Cheers,
Void

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Re: Planetary Scanners Mon, 10 October 2011 19:40 Go to previous messageGo to next message
Eagle of Fire

 
Lt. Commander

Messages: 809
Registered: December 2008
Location: GMT -5
Quote:

Eagle of Fire got a couple of things wrong, though.

Well, I simply didn't give many details as I was only pointing out that it is a very strong race build.

I think you corrected that oversight well. Razz



STARS! Wiki
STARS! Wiki Français
I am on a hot streak... Literally.

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Re: Planetary Scanners Tue, 11 October 2011 11:18 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Welcome! Cheers

Oskatat wrote on Mon, 10 October 2011 21:36

hit me with a mallet for missing the obvious

Hit over head Twisted Evil


Quote:

I got to admit this is the most amazing game for custom made races i ever seen. Its also simply amazing how much a bad design can throw your game, however good you play it

That's why most everybody, veterans and novices alike, usually testbed their race designs before pitting them against others in a multiplayer slugfest. Rolling Eyes


Quote:

I personally favor better factory settings than growth, mostly cause i get frustrated on shipping out the new colonists all the time.

Looks like another Hyper-Producer... Cool

But pop management, as well as mineral management, is at the core of the game. They are the delicately balanced logistics that provide much of the strategy. Pirate


Quote:

i'm using a CA TT now, but i kinda heard/read its not accepted happily

It is generally considered game-unbalancing, except when played by a sufficiently new player. Often CAs are just handicapped to tone them down a bit. Dueling


Quote:

Is there any setup that is slightly viable in multiplayer but doesnt require me to babysit every planet the first 50 turns?

-f IT. CA to a certain extent too. Even AR. It depends on what exactly you mean by "babysit". Teleport


Quote:

dont worry too much about me not reading basic stuff, i tend to do my reasearch, but the wiki didnt say much beside it being possible, just managed to overlook it somehow

The wiki is a work in progress. Use the magnificent helpfile, or even Search the old posts at our Usenet group rec.games.computer.stars.

There's plenty of into too at the StarsFaq article databases. UFO

And of course, our highlighted articles in the Must Know section. Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Planetary Scanners Tue, 11 October 2011 13:26 Go to previous messageGo to next message
slimdrag00n is currently offline slimdrag00n

 
Lieutenant
Helped track down one or more Stars bugs

Messages: 630
Registered: January 2009
Location: new york -5

Oskatat wrote on Mon, 10 October 2011 15:36

I got to admit this is the most amazing game for custom made races i ever seen. Its also simply amazing how much a bad design can throw your game, however good you play it

I personally favor better factory settings than growth, mostly cause i get frustrated on shipping out the new colonists all the time. I did get the "send cheap colony ship, reinforce later"

i'm using a CA TT now, but i kinda heard/read its not accepted happily

Is there any setup that is slightly viable in multiplayer but doesnt require me to babysit every planet the first 50 turns?

dont worry too much about me not reading basic stuff, i tend to do my reasearch, but the wiki didnt say much beside it being possible, just managed to overlook it somehow


Like you said CA is shunned so you should learn another race.
I would recommend using a Factory IT race. They can gate minerals and pop around there gate net work. It also makes gating heavy war ships easier in late game. I believe -f races are for more experienced players who know how to War very early in the game. Until you get that experience -f would just make you really weak.

I would not change the pop settings. Your factories should be about 10-9-18 or 12-9-16. Mines about 10-3-16. Make in the queue for each planet put auto Factory 200 and then auto Mine 200.

Now you only have to export pop every 1 to 3 years on your breeders.

There are lots of talk on wiki and this forum about good races and pop management so ill stop there but PM me if you want a good race I can send you to practice with.



......
Ranked games: 8-1
Recently won the game Knife Fight.
Looking for a practice duel.
.......

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Re: Planetary Scanners Fri, 02 December 2011 04:40 Go to previous message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
joseph wrote on Tue, 11 October 2011 09:59

A good starter race is a -f race (ie you dont build any factories and invest the points in hab/growth/cheap techs) particularly if you dont like baby-sitting your planets for the first 50 turns.
A -f IT should be about the lowest maintainance possible as you can gate minerals and pop around.

Plan to attack early though as if you just sit still all the factory races will shoot past you in the 50s and 60s.


I'd disagree with this. A newbie (like me Dunce) isn't likely to be able to judge when to attack, and a -f is all about knowing when to attack. You can't react, you have to act first.

Races that are easy on a beginner, hmm...

- CA means no terraforming.
- JoaT means easier scouting and an easier start.
- 3i HE again means no terraforming and less scouting (yes, you need to scout mineral concs, but you still don't need to scout planets nearly as much). A race I made called the Mimigas is IMO one of the noob-friendliest races around.


- -f means no factories, but you have to be proactive, which can be an issue.
- AR means no factories, but then it bites you with the whole "remote miners" thing.


Oh, and OWW is, of course, the easiest sort of race to micro. Good luck playing one in a galaxy bigger than tiny, though.

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