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Home » Primary Racial Traits » AR » Anyone got a good race design for AR?
Re: Anyone got a good race design for AR? Thu, 01 March 2007 22:34 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

You can leave just enough fuel in them to make it home.

Also, the repair ability is not hidden. It's listed in the tech browser (f2).

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Re: Anyone got a good race design for AR? Thu, 01 March 2007 23:08 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
Question wrote on Fri, 02 March 2007 13:05

But if the booster's fuel run out dont they get stuck in space at warp 1?


They would, if you didn't leave them with just enough fuel to get home Smile

Quote:

How come a SFX helps fleets repair faster? That sounds like a hidden ability o.O


It's in the manual. If you look in the technology browser in-game (F2), it tells you there also. Here, would you like a blush smiley: Embarassed , I too, need to use these often here at the forum Laughing

...

EDIT: oo, just noticed Coyote said the same thing half an hour ago... How did I not see that.... Embarassed Embarassed Embarassed LOL, well, I did say I need blush smileys a lot... Laughing


[Updated on: Thu, 01 March 2007 23:10]

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Re: Anyone got a good race design for AR? Fri, 02 March 2007 04:37 Go to previous messageGo to next message
Question is currently offline Question

 
Petty Officer 3rd Class

Messages: 48
Registered: February 2007
2 problems i found was :

-Getting minerals, starting out getting a fleet of miners is a pain and takes forever to pay back

-Defending the colonies so that small fleets of destroyers dont just go around popping them all in one go

-Finding green planets with 1 in 5 hab...last game i had to wait 15 years for my scouts to find my first green planet...then more time to ship a pinta there, etc.

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Re: Anyone got a good race design for AR? Fri, 02 March 2007 04:42 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Question wrote on Fri, 02 March 2007 01:37

2 problems i found was :

-Getting minerals, starting out getting a fleet of miners is a pain and takes forever to pay back

-Defending the colonies so that small fleets of destroyers dont just go around popping them all in one go

-Finding green planets with 1 in 5 hab...last game i had to wait 15 years for my scouts to find my first green planet...then more time to ship a pinta there, etc.





The third one is solved by building more scouts. The first two are inherent in playing AR and there's really not much you can do about that. I'm getting ripped apart in Cut-Throat exactly because of these! All I can say is, don't bother wth AR if you can possibly be attacked before the 2440s - you will lose and almost anyone who has an opportunity to kill an AR will do so eagerly. I didn't learn my lesson the first couple times this happened, but I'm learning now finally.

In sum, AR is strong late but really weak early. People know this. Therefore, it's very difficult and mostly dependent on luck and the whims of whoever you start next to as to whether you survive the early part against humans.


[Updated on: Fri, 02 March 2007 04:45]

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Re: Anyone got a good race design for AR? Fri, 02 March 2007 07:45 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Question wrote on Thu, 01 March 2007 19:22

I reallly want penetrating scanners though Sad.
Good idea. Drop growth to 14% and/or make hab few clicks worse.
Quote:

Also IFE to me seems important because of the fuel mizer, it really bites to lose a large portion of your colonists early on because you took too long to get to the planet.

No ... IFE is not needed in games suitable for AR (dense or packed universes). Carry less cargo, use boosters, refuel at docks on the way, and finally ... fly at warp 7 if you cant fly at warp 9.
Quote:

About no ram scoop engines...doesnt that mean your fleets constantly have to run back to a starbase to resupply fuel?
But 1 in 5 hab with immunity means that half planets are terraformable to green for you. That means you will have LOTS of starbases. But generally i suggest no NRSE and no IFE to radiation immune AR.
Quote:

Also how do you get a colony to get the resources to upgrade to a starbase? Just shuttle a lot of colonists to them?
Upgrade to dock, its cheap. Keep population of your planets below 120 000 Once you have ultras upgrade directly to ultras. Empty hull costs 480 resources (453 as upgrade from empty dock). So most planets can build it with two turns. Problem is usually germanium ... you carry it to one place then build ultra there then few miners (take mostly ironium), then there is germanium you carry it to other place.
Quote:

No advanced remote mining?
No. Can live without so why?

Question wrote on Fri, 02 March 2007 11:37

2 problems i found was :

First trick i suggest ... Learn to count to 3? Wink

Quote:

-Getting minerals, starting out getting a fleet of miners is a pain and takes forever to pay back

AR population mines minerals without miners until turn 30 or so.
Short AR tutorial up to year 30:
First you research energy to 6.

At same time build about 5 scouts. Try so that you do not block you from getting that next energy level by building ships.
Send them out to scout as fast and near they can. If you scouted a green planet build scout and pinta merge them take 22kT colonists on board and go colonize it.
You have to leave about 150 ironium on ground (for freighters)rest use up for pintaes and scouts.

Then you research construction to 8.

Once its at least 3 build a medium freighter (QJ5 + fuel tank) put pop on board and send it to bring ironium from most green colony you have. Population leave to colony.
Same do with rest of the colonies.

After you got construction 4 you may start to build docks at colonies. After you have docks at colonies you may build pintaes right there.

Your task is each year to look at your planets minerals, if there is 50kT unused ironium somewhere then you play AR in loser way. True AR never has unused ironium two first decades.

then you get a level or two of bio for terraforming, maybe propulsion 6 (rad rams are nice), maybe better weapons. and go on with energy now and then.

At energy 10 research 3th level of bio.

At 2425 start to research construction again, should have construction 12 at around 2430.

research electronics 6 (for remote miners), propulsion 10 (for gravity terraform, 300/500 gate and trans galactic scoop engine)

Then put up ultras at your better planets and build few remote miners everywhere.
use design mini-miner qj5 engine, one robo super. These get a little damage if you gate them with 300/500 gates but very few disappear to void.

Quote:

-Defending the colonies so that small fleets of destroyers dont just go around popping them all in one go

Destroyers are really expensive compared to few shields and weapons on your dock or fort.

Say starter colony with 15 100 pop at 45% planet. energy 7 weapons 0 contruction 8 Some DDs come with red lasers?

Colony has 47 resources and "starter colony" fort.
Upgrade it to fort with 10 wolf shields and 10 blue lasers costs
12i, 24b, 12g and 44r. It is rather difficult to pop it with red laser DD-s.

I dont understand how they pop them? If you do not have particular mineral (say boranium) in some colony then carry small amount (50kT) of it there? Also keep up with weapons tech.

Quote:

-Finding green planets with 1 in 5 hab...last game i had to wait 15 years for my scouts to find my first green planet...then more time to ship a pinta there, etc.

Dunno. Sounds nonsense. Play it better.

By 2410 i have usually scouted 40-50 planets. 1 in 5 hab means me about 10 greens there, plus quite a few planets with good values yellow like -1, -2 or -3. With lack of IFE i have kept low profile and populated only the ones within 150 ly range but i have SFX and LF at 2411 and so i start to take planets in 243 ly range too.

If you really got to scout 60 planets to find a green with 1 in 5 hab then appears that some higher powers do not like that you play Stars! There i cant help, i am mere mortal. Laughing



[Updated on: Fri, 02 March 2007 09:54]

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Re: Anyone got a good race design for AR? Fri, 02 March 2007 10:25 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
SFX repair bonus is in the help file, and in the Tech Browser, so it's not 'hidden'.

If you have a ship without fuel, it's left at it's free fuel speed (1 for normal engines, varies for ram scoop engines). However, if it's a SFX or FX, it'll generate 200 fuel for the next turn, and then can go faster. However, you shouldn't leave your boosters without fuel to go home, they should carry enough to get back fast if possible.



- LEit

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Re: Anyone got a good race design for AR? Sat, 03 March 2007 15:40 Go to previous messageGo to next message
Question is currently offline Question

 
Petty Officer 3rd Class

Messages: 48
Registered: February 2007
What would be the cheapest star dock design to defend against early destroyers?

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Re: Anyone got a good race design for AR? Sat, 03 March 2007 16:29 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
Master Chief Petty Officer

Messages: 111
Registered: June 2005
AI destroyers or human destroyers?

There really is no answer until you define the type and number of DDs you want to survive. Generally I will go with a balance of shield/armor and a stack of beta torps in the early game if I am fighting AIs. Against humans you have to rely more on diplomacy.

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Re: Anyone got a good race design for AR? Sun, 04 March 2007 00:23 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
Yes, it depends what type of DD you are facing... If we are talking beams, then stack a bunch of (regen...) shields and a small number of lasers.

If you are facing torp DDs it gets a lot harder... You'll need armour and torps (or colloidals, until range five torps/missiles show up) which is much harder, since iron is usually highly valuable to an AR in early game.


[Updated on: Sun, 04 March 2007 00:24]

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Re: Anyone got a good race design for AR? Fri, 09 March 2007 16:56 Go to previous message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Think of the SFX or the Fuel Transport as naval repair vessels. That is what they are. They carry extra fuel and spare parts for ships.

However, since the repair vessel is not at a planet or a base, its resources are limited.


Fuel boosters are another item. These are the cheapest extra fuel you can build - so, think of them as the 2nd stage rocket. They are 'sort of' dispensible. Add them to fleets and run for one year at warp 9 - you may only need to go warp 8 or 7 that second year to get to you location in 2 turns AND, you can then send the boosters back to their launch point at warp 9 with a minimum amount of fuel to get there in one turn. This concept works wel for numerous variations epending on universe size, density, race propulsion tech available etc.

The most fuel is burned by carrying cargo - colonists are cargo. In the early stages of any game, you need to move colonists as fast as possible.

To be a mid - late powerhouse, you must maximize population movement first and mineral movement second - or, do so adding minerals as a secondary to population. You can't build anything without minerals.

Kind regards

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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