Uncle_Joe wrote:I finally gave up on my Ashdar Colonials game. By the time I had consolidated my area, the Gremak had completely taken more than half the map (Orthin folded) and I was still mopping up the Ashdar Imperials.
As long as you feel you know where you went wrong and could have won the game otherwise then I would consider it a perfect scenario
Uncle_Joe wrote:I made peace with the Imperials and declared on the Gremak (they were dangerously close to winning a vote so I wanted to reduce some of their colonies). We fought back and forth for a while but they Stealth thing just made it impossible. I never got more than 1 turn's warning of when they would hit and they had massed BBs and BCs which required major fleets to defeat. We traded colonies for a while but in the end, I simply couldn't mass up where I needed to due to the stealth.
Is there anything that defeats the stealth and lets you see them coming from farther out? If not, I'd call that a potential game screw (especially if MP capability is ever added).
Hm... I think I saw instances where my scouts have picked up stealth ships...now sure though and lately I have been playing Greamak due to their funky tech so haven't played against them for a while now. Try to place a scanner in each fleet (one should suffice as their effect does not seem to cummulate), and see if you can see some of their stealth ships that way. If you see a ship which is not "stealthed" it might have been detected - see its composition to tell if it has the stealth module to be sure
Uncle_Joe wrote:I tweaked a few things in the mod and fired up a new game (still Ashdar Colonials so I had a basis for comparison). AIs were very aggressive and DoW'ed me repeatedly. I eventually ended up over my head against the Yoral (after having fought multiple wars against the Imperials and the Orthin). But that was the best game yet with lots of early skirmish and combined arms fleets. I had cranked the tech cost to 1.2 so it wasn't quite at Epic, but it made the early game far more interesting.
Anything else you have changed? I am also looking for ways at this point to make the AI more aggressive without having to give him tech bonus and any more resource multiplies
Uncle_Joe wrote:Looking forward to trying again. Will play the Humans next to see if I have any chance with them using the modded settings.
Humans are geared towards boarding (with Assault Marines) and get energy weapon tech bonuses, so make sure to get the latest version.
Are you using the steam client and cannot get to the latest build? EDIT: scrap that, the update just went live on steam! You are golden with Humans
It is a must have as it makes Railguns much less powerful and thus energy weapons a valid choice which is critical for Humans.
Also note that you will have a much larger tech fallback in the early game as Humans start without colonies and need to settle and build up first. There are of course way around this (attacking harpies in the beginning, and later handing over captured ships to science teams which you can easily do with Humans), but one thing I particularly enjoy (and is valid for other races as well), is including the science module in some of your ships types. You will have less system modules available making combat harder (so a plus there as well) but it will make your fleet produce a bunch of research as long as you take care of them - also perfect for role playing (Star Trek much?)
Uncle_Joe wrote:Thanks again for your modding efforts!
Your welcome! Be sure to share your experience if you manage to make things more interesting so we can also try it out