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Author Topic: The United Earth Expeditionary Fleet -- Alien Fire  (Read 22514 times)

RulerOfNothing

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #270 on: November 23, 2014, 12:19:36 am »

Now I have a fairly good idea of the answer to this question given previous turns, but I want to be sure: is it possible for us to research as many different technologies as we have production slots?
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Tiruin

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #271 on: November 23, 2014, 12:21:09 am »

Now I have a fairly good idea of the answer to this question given previous turns, but I want to be sure: is it possible for us to research as many different technologies as we have production slots?
I...think it was noted very precisely that each and every nation can only research 1 for themselves--any trait that lets more be researched should be had before more than 1 is possible :P (ie Ebbor's trait)
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RulerOfNothing

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #272 on: November 23, 2014, 12:21:52 am »

Ebbor's trait just reduces the cost of research by 50% though.
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Skyrunner

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #273 on: November 23, 2014, 01:27:18 am »

Now I have a fairly good idea of the answer to this question given previous turns, but I want to be sure: is it possible for us to research as many different technologies as we have production slots?
Yes, as long as they're all separate technologies.

So if you have 4 production slots, you could do Double Colonization, Satellites, Enhanced Repairs, and Capital Ships I all at once, but you can't do Satellites twice, for example. Tiruin's confused right now :P
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webadict

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #274 on: November 23, 2014, 01:59:07 am »


Recycle an Erinyes.
Build 2 Colonizer Betas. Send to Freyr and Freyja.
Use Research Credit on Capital Ships I.
Research Double-Colonization.
Return Scout in Pelsk Echo to Sol.


Send message to the Kaa:
"Hey guys! How's it going?! Are you hear to celebrate my birthday? Did you bring me a present? We have pizza!"
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Skyrunner

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #275 on: November 26, 2014, 08:49:19 am »

Year 7 AU, Q3~4
(One note: I'd like it if you don't omit the [commissioned] next to commissioned research, as I rely on that for cost calculation)

Pelsk of Cruarea[/i]
In accordance with Pelsk's wishes, a new "ship" model is available--the Saccade-class probe! With a whopping 1 HP and the durability of a fairly tough glass of water, it nevertheless has 1 speed and full communications/surveillance/data relay capabilities. The prime advantages of a probe over a Scout is (1) The lack of human pilots, thus saving lives and money (2) The ability to hang out in a system with low chance of detection and (3) cheapness.

Also, each Probe only takes 0.5 Control.

40 credits are spent on Double-Colonizing, finishing the technology and enabling all factions to place two unmanned colonies per planet.

The #15 Erinyes is scrapped for 20 credits.

Two Colonizer Betas are constructed and sent to Freyr and Freyja, adding an unmanned colony to each planet for an extra 11 income each, for both Pelsk and Amelia.

Cruarea's other research credit is used on Capital Ships I. The advanced technology ripped from the wrecks of the alien ships was a great boon to research.

Scout #13 vectors out of Pelsk Echo and into warpspace to return home. It passes Pelsk Charlie, dropping out of warp to change directions, then to Pelsk Bravo. It will arrive in Sol next year, 1 turn.

The Kaa that contacted Pelsk is silent for a while.

"We ... are fine. We regret to inform that the Kaa are not here to congratulate the day you were born, nor have we prepared any tributes."

It seems that the machine-translated voice sounds confused, if that's even possible.

"This Kaa task force will now pass into warpspace, to pass through Pelsk Charlie, Bravo, Sol, Crowbar, then Vanguard system to KeepAccurateDisease."

The transmission abruptly cuts off, and the fleet of six sluggishly swings into formation--to be exact, the capital transport is responsible for the sluggishness--then disappears along the edge between Pelsk Echo and Pelsk Charlie.

With an income of 226, Pelsk has a net gain of 6 credits this turn.

Zakharov of the Euroslavic Federation[/i]

Zakharov's pair of Scout M3s arrive in their designated systems, SpaceBendSign and CloseDoorInstead.

CloseDoorInstead is a quaint system of two colonizeable planets, but it is traced with heavy ion trail remnants. There is also active construction going on, with a golden scaffold around a curiously curved structure. It looks like an ellipsoid ring, with bulky geometry attached to the outside edge. The construction is being guarded by a single Alien Light Corvette--a fairly large tier three ship with six gimballing weapons and a missile bay, keeping the golden and graceful aesthetic common to the Kaa. The ship notices the intruder and opens its tail hangar, releasing two Alien Interceptors which swing around and take up escorting positions around the M3. One of them hails the crew of Zakharov's scout, but its speech is gibberish and unintelligible... until the Alien Language team is able to interpret it!

"Primitive aliens, leave immediately or be detained!"

How reassuring.

SpaceBendSign is a system with one colonizable planet, an asteroid belt, and no traces of aliens.

Alien Languages, commissioned by Amelia, research pays Zakharov 10 credits and +2 to Patents.

Capital Ships costs 100 credits (assuming this is non-commissioned), giving +5 to Patents.

Kinetic Missiles research is conducted, again non-co, for 50 credits. It gives +3 to Patents. The Korosev Kinetic Missile is now available for use on the Turul-class FAS. It is a massive kinetic slug with a warp drive attached, which after launch enters FTL then exists it while preserving its momentum. The weapon deals 20 kinetic damage. But with great power comes a great price tag, and each KKM must be produced using Production and costs 10 credits. Currently, the only way to field a KKM is via the Turul.

The Colonizer in Vanguard colonizes the planet, giving Zakharov an additional 22 income.

With an income of 182+10, Zakharov has a net gain of 42 credits.


Fletcher of the Titanian Republic[/i]

Erinyes cannot be equipped with Kinetic Missiles. The Erinyes movement orders have been ignored.

The pair of Colonizers colonize the twin planets of Olympus, giving Fletcher an additional 44 income.

Seeing that I forgot to move the M2b out of the RocketFrogMAterial system last turn, let's just say that it returned and attempted to hail the aliens.

The other alien responds after another pair of interceptors swing behind the Scout.

"Greetings, aliens. What brings you here?"

Research: Alien Language is finished, giving all factions the ability to converse with the two aliens discovered so far in their language.
Coilgun research is conducted for 60 credits; 3 turns remain.
Sensor Suite Satellite research is carried out for 40 credits.. One turn remains until it is finished.

The new Scout vs Scout policy has been implemented, though it may be wise for Fletcher to make it broader--currently, it only applies to Scouts vs Scouts.

Translations are carried out, but the non-encrypted messages are not interesting. The Clawship sent a lengthy message, but it is protected by some sort of encryption.

With 164 income, Fletcher has a net gain of 64 credits.


Amelia of Kasselyn[/i]

Turul constructed for 150 credits, and sent to Knife. It will arrive next turn.

Alien Languages researched for 40 credits and commissioned for 30.

In PercentOffAcres, Tiruin's Turul fleet signals the aliens.
The response is "It is none of your business, primative, and it will be better for your long-term health if you stay out of this system."

Another Interceptor pops out of the wormhole.

The Scout scans the wormhole-producing device and discerns that it is what created and maintains the rip between dimensions. It also is fairly fragile--perhaps 10 damage worth will be enough to destroy its wormhole function without totally ruining the device. It then exits the system and returns to Cognitari.

The Colonizer Beta arrives at Nihil and colonizes Scintilla, providing an additional 22 income.

The Turul fleet stays there for now.

Kinetic missiles must be constructed before Turuls can equip them.









Spoiler: Star systems (click to show/hide)


Researching technologies (also in second post)
Superconductors4 turns
Sensor Suite Satellite1 turn
Capital Ships I1 turn
Coilgun3 turns

New potential technology:

Kinetic Missile ProductionCan construct 2 missiles in 1 Production slot40 * 2 turns
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"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

RulerOfNothing

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #276 on: November 26, 2014, 09:30:14 am »

Skyrunner, how strong is the encryption on the Clawship message? Anyhow, I order the Scout at the RocketFrogMaterial (hence renamed Lethe) system to relay the following message:
"We are of the Titanian Republic, and we are here on a mission of exploration. We would like to know who we are talking to though."
While that is being transmitted, I set up a futuristic space conference call with the other faction leaders. "Well, my Scout has made proper contact with the 'greys' (for lack of a better term) and they seem to be both peaceful and willing to talk. Is there anything you people want me to ask them?"
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10ebbor10

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #277 on: November 26, 2014, 09:33:28 am »

Okay, the aliens are passing through sol to get to keepaccuratedisease. Why?

They colonized the system, so they must have another path to it.
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Skyrunner

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #278 on: November 26, 2014, 09:37:38 am »

It's fairly hard to break encryptions without any knowledge about how they did it...
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10ebbor10

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #279 on: November 26, 2014, 04:48:52 pm »

Statement: The Euroslavic Federation is always willing to consider doing research under commission of other parties. Adminstrative fees might or may not apply. All research property of the Euroslavic federation.

Production:

 - Colonizer Beta
 - Capital Ships
 - Coilgun

Movement:

- #1 - Scout M3a - HP 10/10 (CloseDoorInstead)
       - Broadcast: We excuse us for this territorial intrusion. However, encounters with others of your species lead us to believe that you understand our navigational systems, and if you would be so kind as to provide accurate navigational information, further infractioms can be avoided.
       - Leave for Rushmanagedsattelites
#6 - Scout M3a - HP 10/10 (SpaceBendSign)
        - Scan the skies, head to the closest system
#4 - Colonizer Beta - HP 8/8 (Earth docks) (+ new colonizer)
       - Head to and colonize SpaceBendSign
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Tiruin

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #280 on: November 26, 2014, 05:34:03 pm »

Amelia Tenrin
Spoiler (click to show/hide)
> Turul fleet to RushManagedSatellites.
> Impasser to PercentOffAcres
> Turul fleet will send message of marvel and admiration of Kaa tech before leaving.
> (What's the price/stats on probes Skyru? They seem to be equipped with the colonizer alpha rocket :P)
> Research Sensor Suite Satellite
> Build 2 Colonizer Betas; send one to Cognitari, send the other to Vili. {Hopefully you run the Colonizer landings first before you run the Control of this? :D}
> Scout m3a to Pelsk Echo (yay next turn arrival) and scan Beta if nobody else is able to respond.

Quote
40 credits are spent on Double-Colonizing, finishing the technology and enabling all factions to place two unmanned colonies per planet.
((When we get manned colonies...what happens?))


"Nice work on the interrelations, Pelsk. Now we know a bit of Kaa culture and values. They seem to be the tributary kind. I wonder if they're against or for any other civilization of species? Caste-system idea?"
Quote
But with great power comes a great price tag, and each KKM must be produced using Production and costs 10 credits. Currently, the only way to field a KKM is via the Turul.
"Also, the Kaa have some kind of wormhole-related technology in PercentOffAcres--the nearest system to Sol, anyway.

"Is there any reconnaissance module near Pelsk Echo? I'd be sending my scout there if nobody else is able. {Probes seem like the end-all for scouts though...hmm}"
« Last Edit: November 28, 2014, 02:43:55 am by Tiruin »
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RulerOfNothing

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #281 on: November 26, 2014, 05:49:44 pm »

So Skyrunner, is my chat with the aliens going to happen between turns, or should I just put what I want to say in my turn post?
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Skyrunner

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #282 on: November 26, 2014, 10:08:10 pm »

Fletcher:

"We call ourselves the Empire of Iron. Perhaps you have met our oppressors and enemy, the Kaa."

Zakharov:
"The Kaa do not share information with primative aliens barely better than the animals they evolved from. Leave immediately, or by authority of the Fifth Expansionary Fleet your "ship" and its crew shall face impoundment."

Tiruin: iirc the probe has 1 HP, 1 speed, costs 15, and takes 0.5 control. Ion engine.
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RulerOfNothing

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #283 on: November 26, 2014, 10:12:01 pm »

"We have met the Kaa in battle. What can you tell us about them? For that matter, is the Empire of Iron interested in diplomatic relationships?"
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Skyrunner

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #284 on: November 26, 2014, 11:14:21 pm »

Fletcher
"The Kaa are infidels, interested in their own egotistical view of how the Universe must be, not knowing that the gods are wrathful at their golden ships mocking those who created the universe! We shall crusade until every one of the Kaa ships are blown open to the void, lifeless and dead!"

"We welcome any who wish to stand against the Kaa."
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"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward
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