Honestly the whole slavery thing isn't tremendously useful after early game. It is probably easier to simply not use slaves after you depopulate your Enfi, but, as a challenge mode, full slavery can be done. The best solution is pharma bliss tech... drugged slaves don't feel pain.
Its interesting ...
Search found 29 matches
- Fri Nov 11, 2022 1:56 am
- Forum: General Forum
- Topic: Slave armies?
- Replies: 6
- Views: 27542
- Thu Nov 10, 2022 2:12 am
- Forum: General Forum
- Topic: Slave armies?
- Replies: 6
- Views: 27542
Re: Slave armies?
You realize you can just force labor or experiment on your slaves right? Best solution is to grab a big planet like Tyr and just ship all the slaves there. Make it nice, maybe, like lot of markets, (so they don't rebel while waiting their turn) and then just systematically experiment on the slaves ...
- Thu Oct 20, 2022 5:17 pm
- Forum: General Forum
- Topic: Comparative Ship Strengths
- Replies: 8
- Views: 38834
Re: Comparative Ship Strengths
I disagree with the underlying assumptions here because you aren't taking into account build costs and effectiveness at capture. I would say that the various races ships are, in order of combat ability:
1- Yoral: The torpedo destroyer with its absurd 14 missile capacity built in extra magazine for ...
1- Yoral: The torpedo destroyer with its absurd 14 missile capacity built in extra magazine for ...
- Thu Oct 20, 2022 3:46 pm
- Forum: General Forum
- Topic: Military transports are too strong
- Replies: 23
- Views: 107504
Re: Military transports are too strong
I just think there should be counterplay.
I know this game is pretty much dead, with no hope of anything really changing, but imagine an item, system slot maybe which addresses this issue. How about"Internal Defense Turrets" which doubles the effective marine strength of the defender? A ship armed ...
I know this game is pretty much dead, with no hope of anything really changing, but imagine an item, system slot maybe which addresses this issue. How about"Internal Defense Turrets" which doubles the effective marine strength of the defender? A ship armed ...
- Thu Oct 20, 2022 3:34 pm
- Forum: General Forum
- Topic: Minor Bug
- Replies: 0
- Views: 35626
Minor Bug
THis is pretty minor, but it bugs me a bit.
Ships armed only with Pulson Launchers (the presence of PD doesn't matter) do not know their own range. Autocombat them against fixed targets like planets, they will sit outside of combat range and cause a draw. Hit the little gear icon during manual ...
Ships armed only with Pulson Launchers (the presence of PD doesn't matter) do not know their own range. Autocombat them against fixed targets like planets, they will sit outside of combat range and cause a draw. Hit the little gear icon during manual ...
- Tue Apr 26, 2022 5:07 pm
- Forum: General Forum
- Topic: First research goals
- Replies: 11
- Views: 46334
Re: First research goals
For Phidi, rushing to teir 2 markets makes a fair amount of sense. I guess if you going to do that anyways, you can go ahead and put a bunch of scout labs on your scouts. Also Phidi have pretty subpar ships anyways, as they are expected to use mercenaries to fight, and their best early game ship is ...
- Sun Apr 24, 2022 6:52 pm
- Forum: General Forum
- Topic: First research goals
- Replies: 11
- Views: 46334
Re: First research goals
A lot of people seem to like building labs on their scouts. IMO you really don't have enough alloys to make that practical. I just can't see budgeting for that sort of construction when you've got colony ships to build. So unless you only plan to build 1 lab on your existing scout ship, which hardly ...
- Wed Apr 20, 2022 11:41 pm
- Forum: General Forum
- Topic: First research goals
- Replies: 11
- Views: 46334
Re: First research goals
My goto first research is marketplaces. This is a cheap tech that is actually pretty important. You're almost guaranteed a native species in one of the planets near you, and ploping down a marketplace or two will definitely help keep them from rioting and rebelling. It also helps with colonization ...
- Mon Feb 07, 2022 10:54 am
- Forum: General Forum
- Topic: Military transports are too strong
- Replies: 23
- Views: 107504
Re: Military transports are too strong
I don't know if this is a bug or working as intended, but any ship with shuttles has a built in boarding pod functionality. That is to say, if you equip marine shuttles, you don't have to risk them to PD, you can just bump up to any enemy ship and just try to capture it. There's no defense against ...
- Sun Feb 28, 2021 4:01 am
- Forum: General Forum
- Topic: The AI might be a little too willing to nuke worlds.
- Replies: 4
- Views: 35120
Re: The AI might be a little too willing to nuke worlds.
I think there are two basic options. You could add in a “selective bombing” type to the invasion screen, costs 2 or 3x as many bombs to use, but it has a much lower civilian population casualty rate. That way, if the AI has massive fleets it can use this against the player or another AI to capture ...
- Thu Feb 25, 2021 5:55 am
- Forum: General Forum
- Topic: The AI might be a little too willing to nuke worlds.
- Replies: 4
- Views: 35120
The AI might be a little too willing to nuke worlds.
This is kind of an interesting thought for me, because it isn't immediately obvious why this is a problem.
First consider it from the point of view of the player, a player who uses bombardment to nuke worlds is at a serious disadvantage because recolonizing every world would be expensive and you ...
First consider it from the point of view of the player, a player who uses bombardment to nuke worlds is at a serious disadvantage because recolonizing every world would be expensive and you ...
- Wed Feb 17, 2021 6:57 pm
- Forum: General Forum
- Topic: Does anyone know the HP of missiles and fighters?
- Replies: 1
- Views: 12846
Does anyone know the HP of missiles and fighters?
I'm curious as to what the hp of missiles and fighters look like. Does armor tech affect how much they have? It seems to me like anti-missile rockets are a lot more effective than lasers, is that because defense lasers need multiple hits to blow up each missile? Does the 8 damage of an antimatter ...
- Wed Feb 17, 2021 6:02 pm
- Forum: General Forum
- Topic: The AI does not know fear (when it really should)
- Replies: 16
- Views: 68126
Re: The AI does not know fear (when it really should)
In the formula posted for combat strength, that should really be additive, not multiplicative.
If a superdreadnought has 500 defence and 500 attack power, it shouldn't count as being worth 25x as much as a ship with 100 defence and 100 attack power, as there is no way a superdreadnought could solo ...
If a superdreadnought has 500 defence and 500 attack power, it shouldn't count as being worth 25x as much as a ship with 100 defence and 100 attack power, as there is no way a superdreadnought could solo ...
- Wed Feb 17, 2021 12:25 am
- Forum: General Forum
- Topic: The AI does not know fear (when it really should)
- Replies: 16
- Views: 68126
Re: The AI does not know fear (when it really should)
The yoral torped destroyer armed with AM missiles is so incredibly broken. I love the little ship, it does suffer in late game a bit against enemies armed with a lot of lasers. The solution is always to just build more. Local point defense gets overwhelmed, especially if you close in close enough to ...
- Sat Feb 13, 2021 4:56 am
- Forum: General Forum
- Topic: The AI does not know fear (when it really should)
- Replies: 16
- Views: 68126
The AI does not know fear (when it really should)
This happened to me a lot during my last game as yorals. I had a full antimatter torpedo destroyer fleet. There is nothing deadlier, honestly, yorals are OP because of that one simple ship.
That's not the problem. The problem is that whatever code the AI uses to calculate the odds of beating you ...
That's not the problem. The problem is that whatever code the AI uses to calculate the odds of beating you ...