I have just finished playing my first "Evil" game.
One thing i noticed was how apparently overpowered Psyonic Weapons were. Yes they were expensive as hell, but the fact that the only laser weapon better is Doom ray was crazy.After a few of the premlim techs and xeno ethics i went down the laser tree and boom there it was, 12 damage each as apposed to 1 damage for laser V or 2 for Phasors. After that i never used any other weapon the whole game as by the time i got to researching Doom ray i had allready cleaned up 7/8 races.
The other times ive been good i got.. Arnorian Armor?? bit underwhelming.
I know its harder to stay liked as evil, but once i had a higher military they didnt go to war with me untill i attacked.
What are the general thoughts on this weapon. (appart from the fact its awesome to use)Also what are some of the other strong benifits of going down the good trail, (or neutral) as i have noticed most of the good metaverse guys are Chaotic Evil or Scum Pond!!
Apples and oranges. If you get the Guidebook soon enough, you can spam Tiny ships and grab all the anomalies, too. Making the 400bc back is not exactly difficult.
But there's also a time function-400 industry is a significant turn consumption, especially when we're not looking at social being primarily funded.
Given Roxlimn's strategy of simply adding a sensor module or two to tiny ships that are already going to be built anyway, my above math for how the Eyes might conceivably be useful doesn't apply, so it doesn't help the Book, either.
In DA, I would agree with you, but--I don't know why--but ToA is a different ballgame. By the time I get the Guidebook up, about 75% of the anomalies are gone. But that's okay--25% is all I need. Now instead of investing tons of military into building these big, Cargo hull, survey ships with engines, I just spam itty bitty Tiny hulls all over, and they double as Sensor ships. They are just as good as if I had the Eyes. And all those Small ships you're talking about, you can just slap on a free, +2 module that also surveys instead of a paid, +1 module you're going to pay maintenance on. Spawning anomalies don't last long in my games.
Here's a hilarious one: my trade ships. Small hull, life support, trade module, survey module, no engines. Whoosh!...they go visiting those worm holes I bypassed. Early trade route. LOL!
Yeah, I've thought about doing that with colony ships...
Protip: You can put troop modules on colony ships along with your colony modules to hold more colonists. You'll have difficulty filling them every turn, even if you're Breeder, but until this bug gets fixed, it's a way around the 250M pop per module that began in late DA.
I never do cargo hull surveys anymore-all mine are smalls, so they benefit from the hp bonuses and can be turned into weapon ships later. However, TA's hp modules make it a different animal.
At some point I was going to go back and re-examine Roxlimn's stance on defenses vs. attacks, as it pertains to that type of game, but I was sort of waiting for a response to my last post first.
I could easily make the case that good defenses aren't worthwhile by using telepathic defense as an example, but that's almost cheating. On the other hand, Roxlimn could easily make the case that good defenses are for all intents and purposes the only thing one needs just by pointing to arnorian battle armor. The two options remaining are dynamic shields, which is quite good, and subspace rebounder, which is about average with normal defenses, except it's a shield, and shields are quite frankly shitty.
So I'm unsure what would be the best comparison here. I suppose it comes down to good being superior if you face mass drivers, worthwhile if you face beams, and useless if you face missiles, but it's not that simple, either, as we've failed to account for attack values.
If we continue to assume relatively similar tech cost, our medium in the previous post, outlined in a number of different manners, assisted by two attack ships, would probably only run into 3x9 attack small missile ships or 4x6 attack tiny small missile ships (harpoon II by the way), for 27 or 24 attack against 31 defense. (For the record, this is against the sub-par telepathic defense.)
With particle beam IIIs, they can have 3x10 attack smalls or 4x6 attack tinies for 30 or 24 attack against 34 defense.
With mass drivers, there's no threat. Even if we assume pulse cannons II, which is a tech above what I've been taking for granted, we're looking at 3x6 attack smalls or 4x4 attack tinies for 18 or 16 attack versus (ERROR: no appropriate low level good defense tech found) 23 defense if using superior duranthium or an unbelievable 59 defense if using arnorian battle armor.
A problem arises when logistics or miniaturization increases, but Roxlimn has already stated that suiciding all-attack ships becomes the better idea in that instance, so while that is a refutation of defense in general, it does not apply to our original argument.
In a best case scenario (or worst case, if you prefer), having gone all the way to arnorian battle armor, the research spent on defense would only be able to raise us to about plasma weapons I, from laser V. It even leaves us a little bit short of getting to psionic missile, as harpoon III would not quite be complete.
All-attack would seem to be worthwhile in Roxlimn's games only when the following conditions are met:-Psionic missile is used, rather than beam or shredder.-All enemy ships can be destroyed first round. While your targets are guaranteed to get a hit in, they're only guaranteed to get one hit in.-Because of the above, 40% miniaturization is preferred. This is enough to place an hp module on a small with 3 psionic missiles, bringing it to 18 attack and 13 hp. Alternatively, a medium with 5 missiles and 4 modules will sit at 30 attack and 40 hp.-For DA, mediums are preferred, as they have more hp. Further, they have double the space of a small at 1 2/3 the logistics cost, or 3x the space of a tiny at 2.5x the logistics cost. They're also less susceptible to the, oops, 5 space left, phenomenon. At 25% miniaturization you can fit 5 while at 40% you can fit 6, for 30 and 36 attack respectively. For DA, you're probably going to need to get your logistics to enhanced (this is a good idea for TA as well) so that you can fleet three of them.
Even with most or all of the above conditions met, you're probably going to be looking at marginally stronger AI ships, so you will wind up losing a ship here and there. You can lose less by, obviously, only sending those ships into battle that are at full or close to full hp. Against the average AI ships Roxlimn appears to see, even a fleet of two mediums should be able to handle a full fleet.
But in general you simply don't have enough research done before war breaks out to justify evil weapons, even in TA and even only the missile one, which is not as true for the good defenses, because the vast majority of them are far cheaper. Dynamic shields comes close to psionic missile's TA cost, but that's about it.
tetleytea:
I play at normal research Speed and only Large Galaxy. With Abundant Anomalies setting, there's maybe 10-15% left anomalies by the time you get to the point where you can research and build Galactic Guide Book. By that time, you could probably more usefully sweep the remainder with what early Sensor ships you've had built.
For scouting purposes, Eyes is more useful, but it's something of a mid to late game development.
Sole Soul:
Nice Protips! I've always been of the impression that Survey ships ought to be of the Small or Tiny Hull variety, but it's never paid off in DL or DA. I'll be trying out your scout ship suggestion ASAP. That said, TA's hull modules work on Cargo hulls, too. You can make quite a decent fighter using a Cargo Hull and Reinforced Hull Points - only requires 4 Reinforced Modules to equal a Medium in hp. It won't be fantastic, but it sure beats a defenseless old scouter.
Smalls don't work with Warp Bubbles. The only time Smalls are useful in primary Defense Frigate class ships is at the critical junction between when you're forced to research a Good defense tech post-haste to survive or grab an invasion window, and the time you get Medium Hulls. It's a very small window and doesn't exist in many games. It does happen occasionally, though.
Your re-assessment of the timing windows of Arnorian Battle Armor, Telepathic Defense, and Subspace Rebounder cleave closer to my in-game experience. Of all the defense techs, Arnorian Battle Armor is singularly good - so good, in fact, that you can conceivably use them as off-type defense against a technologically inferior secondary foe and still come out ahead.
Superior Duranthium is also quite good. I use that tech a lot as well. ABA's better, though. Once you get ABA in a timely manner, any Mass-Driver based enemy is basically toast.
Telepathic Defense is a war-ending tech. By that, I mean you only really research it when you expect it to end a war decisively against a Missile using foe, and thereafter you abandon research along that tree entirely, presumably because no one else is using Missile weaponry. If you're expecting to get to PD Combo, there's no point to it, but that doesn't mean that it's useless.
Subspace Rebounder is good, though. I'm not sure what you're figuring out from your game mechanical thingies, but it's extremely effective at fighting Lasers and Particle Beams. If you're at a close miniturization level and you got Mediums, it's worthwhile to tech it for the frigates.
The reasons I'm finding the Evil weapons to be not as good in terms of taking over a rival Civ is because they don't actually give you invulnerability, even when you have significant technological advantage. They only give you a larger weapons gap, which can be enough if you ALSO have hull point modules such as Reinforced Hull and Organic Hull Plating. Otherwise, each encounter invariably damages one of your vessels, and if your opponent's weapons are sufficiently high for HP granularity to matter, you're going to need a lot of these expensive ships.
It's interesting that you've come to the conclusion that the Psionic Weapons aren't really worth it, because for the most part, I usually rely on Evil economic and planetary advantages to secure my wins. I don't lean on the weapons playing Evil nearly as heavily as I do playing Good, and when I do, they're not really as effective on the field, despite the impressive attack stats.
Is this in DA, or TA? DA, I think GGB is useless. You can't get it out on time. But TA, I'm getting GGB out on time for 25% of the anomalies on *SMALL* galaxy, abundant anomalies, normal tech.
What's the bug? Stardock decided on 250m colony ships after extensive play balancing. I like it.
I'm not particularly fond of putting extra colony/troop modules on colony ships. Better to use ferry boats. The problem is, that module you paid ~65bc for gets blown away as soon as you colonize a planet. Better to ferry your extra population on a separate ship, keep the ship.
I always did Surveyors on Small ships in DA. It's already been mentioned that you can later upgrade them to fighting ships. What's NOT been mentioned is, the Surveyors can explore those Starship Graveyard anomalies, get the "+4HP/more lethal" bonus, and that will apply to your upgraded ship. That's what those anomalies are there for.
Too expensive.
The bug is placing a colony module and a troop module on a single ship-and having it work as a colony ship or a troop ship. Since the default troop module holds 500M pop, you can have a 750M pop colony ship in the space that would normally only hold 500M pop (two modules). If you go all the way to adv troop modules (which probably wouldn't be relevant in the games you two play), you're looking at 1250M pop colony ships (!) in a space that normally holds 500M pop.
I suppose it's less of an issue if you're ferrying population, as under those circumstances you'd be better off using pure troop ships.
In any case, it's not really a concern as Breeder, but anyone else saves something like 7-10 turns, dependent on population growth bonus, by landing on a planet with 500M pop as opposed to 250M pop-and then more time with 750M pop, etc.
The starship graveyards are the reason I was referring to for them being worthwhile to upgrade.
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