Drybreeze
Posts: 129
Joined: 4/15/2016 Status: offline
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@Hattori Hanzo Thx. :) I played it a lot last night to a well developed empire - I'll continue more until I either win, lose, or hit a brick wall due to some issue with the mod that makes it unplayable... most likely the half-done research tree. So far the start of the game till now is functioning exactly as I want. 2151.03.01 Early on in the piece water and oxygen rapidly climb the "unfulfilled requests" column, indicating high demand in the colonies but low production. At this point I only have 1 source of water, and 0 sources of oxygen. Once I remove the pirate presence from the north east I will have a safe mining zone in those gas clouds which will give me some oxygen generation and help lower the "unfulfilled requests" for this resource. So far that's exactly as I want it in the game... these resources are both maximum demand for colonies. 2152.03.24 My siphoned off "Assault Fleet 001" finally reached the Vile Bandits pirate base to the north east threatening the gas clouds in that region, and began hammering it. At which point two bandit frigates quickly arrived and I realised that my small fleet was vastly out-gunned. I focused on picking off the two frigates first, but by the time they were destroyed my fleet was in full retreat, including the admiral's ship limping home on impulse. I tried to transfer him out to another ship but he didn't make it in time before a third pirate frigate overtook him and destroyed the ship. So the pirate base sat gloatingly near my gas fields while my now pathetic fleet dragged it's feet all the way home, tail between it's legs. I would need a LOT more ships to take out that base, especially now that a second one had been detected very close to it. Other asset-defending fleets were in position by now, and many independant colonies had been detected in the local region. I decided to focus on getting magnets instead, and let the privateers profit from taking the risk of mining in the pirate-infested gas clouds to supply the growing empire with oxygen. 2152.07.15 After a lot of exploration I'm surrounded by pirates and independant colonies, but none of the 21 other empires have been in contact with any of my ships yet... 2154.04.24 As I bring a couple of independants to within my empire, my reborn Assault Fleet has become large enough to tackle nearby pirate bases confidently... so I begin picking them off so that I can have safer supply lines. 2155.06.19 I'm finding that attack postures works VERY rarely in sending fleets to actually attack the target. Sometimes they simply ignore me... for game years... until I give up and MANUALLY tell them to just bloody attack it. What is with that? Defense postures work well but when I put a fleet on attack and designate a target it almost always just sits there like a lump. WHY!? WHY!?!? omfg WHY. 2156.07.06 2158.09.15 2160.12.27 As usually happens at this point in the game, Uranium has climbed to the top of the "unfulfilled requests" column, and continues to rise. It's much lower than it has been, and began much later in the game than previous test runs. This is due to updated designs making my own single-reactor and single-fuel-cell designs obsolete. In particular with bases. Combined with a rapid increase in the numbers being built, this is soaking up my Uranium resources fast by filling each new ship and base with far more Uranium than it actually needs. I will address this next by altering the default ship designs rather than using in-game-edited ones. 2162.05.09 Now, mid-game, I have enough colonies of a sufficient size, as well as enough trade partners that I have access to every colony-manufactured resource in the game. My own empire produces all but about 10 of them. As a result I am able to build every component available to me in the research tree. With further mod development I will have alternatives to every technology so that colony-manufactured resources make more advanced components (small, faster, more powerful, etc), but there are always raw-resource alternatives for empires that do not have access to the colony-manufactured ones. Because the icons for these components will be different for components that use raw-resources and manufactured-resources, a player will know while looking at the research-tree what path is wisest to head down when selecting research. Also, techs will share a common and intuitive theme. For example biological techs will always use biological resources (most of which are manufactured), while lasers always use silver, diamond, and so on. So far the mod is playing exactly as I want it to (gaping holes in research tree not withstanding)... now I just need to add things in like new techs, and especially facilities. I'd like to have a whole bunch of readily researched and affordable facilities that can make colonies develop in very particular ways. Information satellites that boost research, anti-orbital cannons that aid in defense, seed vaults that help repair damaged colonies, and so on.
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