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Topic Summary

Posted by: CharonJr
« on: March 21, 2016, 03:25:44 PM »

Just a quick update, I am still playing, but the game was slow as hell.

Yesterday I finally had enough and deleted 50% of the civilian ships and the numerous Spoiler race (since with my heavy fighters moving at 25k and having a beam range of 380k they are no challenge at all and just slow down the game and give trouble to the NPRs).

Currently I am still building up to an invasion of the Sadurni, but I think I will put in one episode concerning the buildup before launching it.

With the tons of techs gained from destroyed and salvaged Sadurni ships I am constantly upgrading ships, I think there are ships of 3 different tech levels in the fleet now (Magneto Plasma to Magneto Fusion), and minerals are becoming a huge problem again, as is money.
Posted by: CharonJr
« on: March 08, 2016, 01:11:08 PM »

Let's Play #24: 2047 - Chasing Invaders

after they have destroyed a couple of our civ ships

Major Topics:
•using gauss PD and beam FACs vs. Invader warships
•new search & rescue fighter design
•avoiding being ramed
•gaining crew grade points from being hit

Link:
Posted by: CharonJr
« on: March 06, 2016, 06:55:57 AM »


Let's Play #23: 2046 - Dealing with a small Sadurni Incursion into Berlin

Major Topics:
•Refitting the fleet
•Having fun with large lasers/FACs while guarding a jump Point
•Building a new Corvette for moving into the nebula (10 armor, 1 25cm spinal laser with a ROF of 20)
•Found a 60% missile/kinetic anomaly (sadly no ruín)


Link:
Posted by: CharonJr
« on: March 03, 2016, 01:40:39 PM »

Let's Play #22: 2045 - Lost the fuel harvester fleet (but replaced it)

Major Topics:
•stolen fuel harvesters vanish when the civ shipping line upgrades them (and the fleet they belong to vanishes as well - so integrating them into your fleet is a big NO NO)
•interrogating prisoners
•salvaging wrecks in Berlin
•new AMM
•ship repairs

Link:
Posted by: CharonJr
« on: March 01, 2016, 11:47:58 AM »

Let's Play #21: 2045 - Hostile Aliens showing up in Berlin

Civ freighters are destroyed, with 50% of the fleet in overhaul the wormhole fleet heads to Berlin.

Major Topics:
•preparing to upgrade to Magneto-Plasma drives
•prebuilding fighter hulls for sensors/engines

Link:
Posted by: CharonJr
« on: February 28, 2016, 03:15:57 AM »

Let's Play #20: 2043/2044 - Fleet moved to the wormhole and destroyed 2 Invader gatebuilders

Major Topics:
•Mining tech 20 helps with the Duranium crisis together with expanding/relocating the mining operations
•Epsilon shields found in the ruins yielding nice tech (shields + fuel consumption)
•3 wrecks in Würzburg System (lvl8 nebula)

Link:

PS: Oh, and 1 civ shipping line has 120+ ships now (19 years into the game)
Posted by: CharonJr
« on: February 26, 2016, 05:37:09 PM »

LP #19: 2041/2042 - Found an Invader wreck (salvaged the wreck for some nice components)

Major topics:
•our fleet should be able to stand up vs. a small Invader fleet now (after refits are completed)
•Duranium shortage and trying to deal with it
•Civ transports scouting Hamburg (and they have 100+ ships now)

Link:

Fairly short episode here since I want to take a closer look at the remake of Master of Orion (early access) and the turns here are taking a LONG time now ;)
Posted by: CharonJr
« on: February 24, 2016, 12:20:59 PM »

LP #18: 2038/39 - Still waiting for the Invaders

Major topics:
•upgrading ships
•PD fighter (railgun would yield 1 additional shot, so would be better than gauss at current tech)
•using class design summary view to calculate to hit chances
•using fighter factories to build ship components
•medals

Link:
Posted by: CharonJr
« on: February 21, 2016, 12:24:34 PM »

LP #17: 2037 - Found the Precursors (they found us)

Major topics:
• sensors not working inside Hangars
• luring the Precursors into range
• using Spacetime-Bubble
• ramming attempts due to being out of weapons
• musings about jump point/gate assaults


Link:
Posted by: CharonJr
« on: February 20, 2016, 01:51:42 AM »

Precursors at the gate of a nice col cost 0.03 planert, and my poor ship that found them tries to escape via the gate jumping into their system.

Major topics:
• running from the Precursors
• fleet/fuel logistics
• OH at work keeping crew morale up

Link:
Posted by: CharonJr
« on: February 18, 2016, 12:12:08 PM »

Fuel Crisis and stealing civilian fuel harvesters

Major topics:
•stealing civilian fuel harvesters
•fuel harvesting
•terraforming
•overhaul/build orders blocking fleets/taskforces

Link:

Posted by: CharonJr
« on: February 16, 2016, 01:01:55 PM »

Civ shipping lines resolved our wealth crisis.

Major topics:
•trade goods from colonies
•more about ruins
•diplomancy/diplomatic rating
•vanishing scientists due to salvaging/gaining tech from ruins

Link:
Posted by: CharonJr
« on: February 14, 2016, 01:20:57 PM »

Managed to get 50% of my fleet traped in a gateless system, building a crappy/slow gatebuilder to get it out again.

• uses for "loot" from salvaging

Link:
Posted by: CharonJr
« on: February 13, 2016, 03:07:54 PM »

Let's Play #12 - 2031: Wormhole moved and a new Invader scout visits Sol

Major Topics (other than being afraid of an imminent Invader attack):

•use of the "Show all Pop" button in fleet orders

•faster salvaging by using more than 1 Transport

•preventing downloading research data to the wrong planet

•uses for the "send message" order


Link:

Posted by: CharonJr
« on: February 12, 2016, 01:39:12 PM »

Fuel starting to get low, having lost the only civ freighter to a ramming Invader scout does not help here. But at least the minerals in Berlin look very nice.

Link: