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Author Topic: The United Earth Expeditionary Fleet -- Alien Fire  (Read 22186 times)

RulerOfNothing

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #180 on: November 10, 2014, 05:54:35 pm »

Skyrunner, is it possible to upgrade my Scout M1s to Scout M2s with 150% HP, and if so how much would it cost?
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webadict

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #181 on: November 10, 2014, 06:05:50 pm »

"Well, well, well... What do we have here..." Pelsk sits down in his chair and watches the video streaming to his office monitor. "A war?" Perhaps this was the one that had caused all the damage to the Clawship?

Pelsk leaned forwarded and hit a button on his desk phone. "Veronica, I need you to relay a message to the pilot."

A female voice replied, "Alright."

"Have him stream as much information as possible--audio, video, everything. Have him pick up all communication relays and send them to us. If he's spotted, have him retreat back to Sol."

"Anything else?"

Pelsk leaned back in his chair. "No, not right now."

Stream information back to Sol. Retreat when spotted. Also, check out Pelsk Echo Beta when he retreats.


Impassers are not scouts, they're fighters.
darnit :<
Also get well soon!
(hmm, so I really must send a scout -.- ...Is it possible to create a Reconnaissance ship in the future? C-class and above perhaps? A Scout Frigate? o_O
"I'll have my Scout check out the planet after we've received more information."
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webadict

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #182 on: November 10, 2014, 06:42:19 pm »

Send both Hercules to Pelsk Alpha for cleanup duty. There should also be two more dead Alien Scouts instead of living ones there.
Send Squad Alpha to Pelsk Alpha. Escort Scout M2b to Alpha and scan.

Increase Control.
Build Scout M2b and send to Pelsk Echo.
Build Scout M2b and send to TaughtFamilyEquator and scan.
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Tiruin

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #183 on: November 10, 2014, 06:52:54 pm »

"I'll have my Scout check out the planet after we've received more information."
"We need faster scouts, is all that's on my mind now. It seems though through total control, it may inhibit free will...or free thought.

"I need to ratify the books being used in my province. We've a lot to fix."
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RulerOfNothing

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #184 on: November 11, 2014, 01:32:41 am »

10ebbor10, are the administrative fees still 33% of the research cost(so Superconductor research would be 27 credits)?
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10ebbor10

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #185 on: November 11, 2014, 02:21:42 am »

10ebbor10, are the administrative fees still 33% of the research cost(so Superconductor research would be 27 credits)?
Superconductors would be 30 credits. It's 33% of final cost, not current cost + 33%.
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RulerOfNothing

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #186 on: November 11, 2014, 02:23:03 am »

Right. I'm still going to commission Superconductor research though.
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10ebbor10

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #187 on: November 11, 2014, 02:29:25 am »

Right. I'm still going to commission Superconductor research though.
Ok, added.
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Skyrunner

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #188 on: November 13, 2014, 06:20:57 am »

Year 5, Q3~4

Pelsk of Cruaraea

The Impasser hangs around a bit, watching the battle go down. It seems that the second alien group has a disadvantage in technology, as they are being systematically killed despite their numerical superiority. The Kaa are doing a good job cleaning up (the second race will be nicknamed X for now) the X, though every now and then a kinetic weapon of incredible firepower rips apart a ship of their's. The Impasser retreats before the Kaa decide to clean up him, too.
As it flies by Pelsk Echo, it tries to scan Pelsk Echo Beta, but the weaker sensor suite of the Impasser is not good enough to figure out what's wrong with the planet. It will take 2 more turns for the Impasser to arrive at Sol.

Two Hercules lumber out of Sol orbit and jump to Pelsk Alpha. They arrive and load four of the wrecks floating around--three Alien Ships and one Pelsk M1a wreck.

Squad Alpha and a Scout M2b head to Pelsk Alpha. The Scout scans the system for 5 credits, revealing two star systems accessible, SpaceBendSign and SummerSentDried. The first system is 2.64 units away and the second 2.27 units away, both the most distant systems Pelsk has discovered so far.

Control is increased to 12 for 100 credits. The next increase will cost 200 credits.

Two Scout M2bs are constructed for 40 credits. The first one heads to Pelsk Echo, arriving next turn.
The second scout arrives at TaughtFamilyEquator. This system has one colonizable planet Prime. Ion trails dot the system, indicating recent Kaa activity. No aliens are current present though. A scan conducted for 10 credits reveals that this system is a dead end.

An income of 137 credits means Pelsk has a net loss of 18 credits this turn.


Fletcher of the Titanian Republic pays 20 credits to upgrade the Scout M1a to a Scout M2b @ 150% HP. It is sent to Olympus, arriving within 6 months. His other Scout M1a is en route to Sol and will arrive next turn.

He pays 50 credits to increase his control to 8. It will cost 100 to increase it to 12.

30 credits are paid to the Euroslavs for superconductor research, and another Scout M2b is constructed @150% HP, which follows the first one to Olympus.

With an income of 90 credits, Fletcher has a net loss of 10 credits this turn.


Zhakarov of the Euroslavic Federation

A Colonizer Beta is constructed for 100 credits and sent to the Vanguard system. It swings by Crowbar, and will arrive next turn... though it is questionable as to what Zhakarov intends to do with a Colonizer ship that cannot move--all Colonizer ships can execute ONE move action before burning out. (I am willing to undo this action)

The other Colonizer ship arrives at Vanguard and colonizes Vanguard Prime, constructing an entirely robotic colony that gives him 22 income a turn.

Improved Shields research commences, adding 1 to Patents income. It will only take one more turn of research to finish this.

The Superconductor research commissioned by the Titanian Republic starts, giving the Federation a 10 credit profit as well as +1 towards Patents. It will require 7 more turns of research to finish Superconductors. Perhaps Fletcher could convince his fellow faction leaders to research Superconductors to get it finished quicker.

The Scout at Crowbar returns to Sol and upgrades its weaponry, and the Ruhk fighter heads to Crowbar and will arrive at Vanguard next turn.

Zhakarov has no ships in the Vanguard system. If he does decide to launch his colonizer into a permanent orbit around Vanguard, I will provide scan info (though it'd also cost 20 credits).

With 126 income this turn (ten extra from Fletcher), he has a net gain of 1 credit.

edit: I derped, here's the results of the Vanguard scan. 10 credits used for it.

There is one system accessible from Vanguard, named KeepAccurateDisease and .86 units away.



Amelia of Kasselyn
A Turul is constructed for 150 credits. I am not sure why you want to remove a weapon that doesn't even exist on the ship (it has four tricap railguns rather than superlasers, that's the Emer)(realized that I didn't fix the weapons, just copied Emer's) and equip an even worse one (chemical missiles deal a very astounding 3 damage per hit and have ammo). With its quick speed, it is sent to Pelsk Delta as recon.

The system has two Alien Scouts waiting for the Turul. They fire first.
Scout1 Antimatter Missiles - 4.6 damage (hover for damage breakdown!)
Scout2 Antimatter Missiles - 4.6 damage

Four Antimatter Missiles strike the Turul's structure, opening massive holes in the hull and knocking out the primary sensor system. The Turul dishes out retribution--

Turul x3 Tricap Railguns - 2 damage
An Alien Scout explodes. The other Alien Scout is still alive, though. The ship's remaining railgun and missile system fire at the other ship.

Turul Tricap Railgun - 2 damage
Turul Chemical missiles - 1 damage

The Alien Scout is half dead, but the Turul is nearly dead.

Four Erinyes are sent to TaughtFamilyEquator but arrive to a system void of any aliens. Amelia's foreign affairs advisor asks Amelia cautiously whether she knows that the aliens don't seem to understand our language by default.

The Hercules in Cognitari loads a Erinyes wreck into its hold. Hercules are Tier Three, so they can load two Tier One ships or one Tier Two ship. The ships must be unloaded at an orbital docks to return some credits, or in the case of alien ships be analyzed.

A Colonizer Alpha is constructed for 50 credits but not sent towards Pelsk Delta.

A Scout ship would do.

The Impasser is sent towards CostAttentionPlay and will arrive in 1 turn.

With 147 income, Amelia has a net loss of 53 credits this turn.

A new ship can now be constructed, the Scout M3a. Also, a reminder that the Turul FAS can be equipped with a Kinetic Missile launcher once the technology is researched.









Spoiler: Star systems (click to show/hide)




Researching technologies (also in second post)
Kinetic Missiles2 turns
Improved Shields1 turn
Superconductors7 turns
« Last Edit: November 13, 2014, 09:57:58 am by Skyrunner »
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"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 #189 on: November 13, 2014, 08:18:19 am »

Spoiler: sheet (click to show/hide)
Recall the obsolete Erinyes to Sol.
Scan the Olympus system.
Pay Zhakarov 30 credits for Superconductor research.
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Tiruin

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #190 on: November 13, 2014, 08:20:26 am »

Amelia Tenrin
Spoiler (click to show/hide)
Quote from: My Advisor
Amelia's foreign affairs advisor asks Amelia cautiously whether she knows that the aliens don't seem to understand our language by default.
> Issue counterargument.
"Yet we've retained information that they have a translator--as well as having received their signals. If we can decode their lingual pattern, then we are pretty much moving onto a way to communicate steadily and easily.
> Get yon Hercules back to home base! (if it cannot load up an Alien Scout wreck).
> Retreat FAS to home base! Initiate repairs (could the repair mechanic be shown? :O)

"That, and it really seems that the Kaa (or whomever we're seeing) are vehemently against us. Now its not that I knew this firsthand--but I'd like to apply that to the rest of whatever we see out there."

> Construct a Scout M2a, send en route to Pelsk Echo [do this after all events happen; if not possible due to control overload,then turn into: Research 1 Improved Shields].

> Scan the skies of TaughtFamilyEquator. Send Erinyes Fleet back to Cognitari. Silently complain that they'll take THREE turns to get to CostAttentionPlay, then cancel sending them back to Cognitari. Instead, when skies are scanned--send Erinyes fleet automatically to the nearer system, if possible. If not, then return them to Cognitari.
> ebbor, how does your research commission thing work again? I'd like to commission 1 research (Kinetic Missiles--hoping Pelsk does the same or you do, so we can get this finished).
« Last Edit: November 14, 2014, 05:06:51 am by Tiruin »
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Skyrunner

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #191 on: November 13, 2014, 08:30:54 am »

the point is you actually don't know their lingual stuff, you only know how to communicate using their system.

Alien Language IS the research where you decode their lingual patterns and whatnot.

Finally, Pelsk got to ThoughtFamilyEquator before you did, so it's his.

Also clean up that final action, I can't tell what you want to do...

Amelia:
Advisor: "Perhaps the reason they had a translator is because it was a diplomatic envoy, while single person scouts don't have such machines...?"
« Last Edit: November 13, 2014, 08:37:43 am by Skyrunner »
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"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 #192 on: November 13, 2014, 08:50:59 am »

Skyrunner, does the Greater Good trait stack with the cost reduction if I decide to make 50% HP Colonizers (leading to costs being reduced to 25% of the base cost), or did you decide that the First Rate Industry trait shouldn't apply to Colonizers?
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Tiruin

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #193 on: November 13, 2014, 08:51:17 am »

Finally, Pelsk got to ThoughtFamilyEquator before you did, so it's his.
...Hence why I guessed if it was a typo or not. So even if nobody tried to scan the skies in...
it is Webadict's?
>_> My scouts. Ugh.
My English. Ugh.

To clarify the last action: That tiny .07 annoyed me :I
So I'm making a conditional action that if scan the skies shows any other systems connected to TFE, send em to the nearest one.

"You've a point there."
Quote
Potential
Improved Shields   30 * 2
Kinetic Missiles   100 * 4
Coilgun   60 * 4
Alien Language   60 * 6
Superconductors   40 * 8
Sensor Suite Satellite   40 * 4
Proton Beam   60 * 4
Capital Ships I   200 * 4
Larger Orbital Defense   100 * 4
Improved Missiles   40 * 6
"I'm glad we've a list of things to do--far more than we ever did in our last century."
« Last Edit: November 13, 2014, 08:59:46 am by Tiruin »
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Skyrunner

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #194 on: November 13, 2014, 08:54:35 am »

Skyrunner, does the Greater Good trait stack with the cost reduction if I decide to make 50% HP Colonizers (leading to costs being reduced to 25% of the base cost), or did you decide that the First Rate Industry trait shouldn't apply to Colonizers?
FRI doesn't apply to Colonizers for balance issues. :D

Tiruin: I don't understand what you mean. Can you try saying it instead of posting huge images :|

Advisor: "But, ma'am, my point is that their scouts cannot understand our language, so there's no good reason to beam messages at them that they can't understand..."
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"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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