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Author Topic: EOTFS: Emperor Wars - Game Over.  (Read 65514 times)

Vertab Nukks

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #555 on: October 10, 2015, 05:10:03 pm »

Some OOC comments:

While war has been avoided, I did play with the turn a bit afterwards, to get a feel for what combat looks like.
It appears there's no air phase in combat with assassins, or trusnikron raiders, despite both being 'hover' movement type. This is hugely confusing. Are there actually any hover units that are air-vulnerable? Or is it just an issue with battle display?
Also, assassins did not appear to target nobles first - is that rank thing from Nova not a thing here?

Oh, and assassins kept retreating after combat, even if they won the battle.



Another thing that bugs me a bit, is when I look at my casino liner fleet transportng tanks, cavalry and whatnot, I can't help but think that the liners should get their cargo space cut to 1 maximum.
As it stands, there's just very little reason to keep any bulk haulers, especially the Charioteer ones.
And it's kinda silly. Cruise ships we've got in RL are not made to carry any military hardware. Simple human infantry, sure, but not tanks, planes, artillery, etc. You need specialised ships with dedicated cargo space for that.
And I don't see any casino ship making profits when it's packed to the brim with troops and used for invasions.
I think it should be modded down to 1 cargo for future games.

I just crashed in the hotel but here is some answers.

Assassins and Truniskron have air combat activated, so that must be something with that specific battle outcome.  When I attacked Holy Terra I only used Truniskron and the anti-air tanks and Brother Battle took out several of them in the air combat phase.

No, Assasons don't target nobles in the Reality mod.  Also, the retreat may have combat specific or unit experienced based.  As you know I have a army of elite experienced assassins and last turn none of them retreated after my great and glorious victories.

I have already modified the Casino Liner for the next update, but it is going to be a money producer only with no transport at all.  Basically you can send it around the jumper as a cruise ship to spy on the orbital activities of your rivals he is the new build breakdown and cost of non-combat vessels.

Obun Diplomatic Vessel (1 transport, Earns 1000 fb, Costs 100 Food & 40 gems)

Scraper Smuggler (2 transport, Earns 2000 fb, Costs 200 Food & 50 gems)

Scraver Casino Liner (0 transport, Earns 3500 fb, Costs 300 Food & 60 gems)

Also, thanks to you I have removed the transports from Church, League, & Imperial Capitol ships so they will not be easily captured sometime next week I may release the new update and post a list of all changes and updates.  This game has helped work out a lot of the bugs from my last mod update, and by November I plan to release the new mod with the Vuldrok and Kurgan Worlds.
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Il Palazzo

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #556 on: October 10, 2015, 05:18:09 pm »

That's a lot of gems for a ship, but I agree that it makes sense.

Also, you might think of reworking the gen.assasins. They're way too effective for how cheap they are and how early they become available.
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Gollor

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #557 on: October 10, 2015, 06:05:46 pm »

I think the biggest problem about them is how its easy to recruit them. Each player have lots of labs, and with required technologies researched you can easily enmass them from 6-10 facilities at once. While all other units require specific facilities which are busy already.
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Margrave

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #558 on: October 10, 2015, 06:12:32 pm »

I have been remiss in sending you my mod recommendations Vertab but as the others said Genetically Engineered Assassins were at the top.

Either there should be a couple of proscribed technologies that they require and keep them the same cost or increase their price with wetware, electronics hell even just a ton of biochems to keep them less attractive to field in large numbers. Having a unit that is both great for spotting, camo and agility is just tempting not to use.

I can envision a future of nothing but armies of clone assassins replacing rank and file soldiers and killing each other over plague devastated worlds with hover battleship support and heavy metal playing in the background.

It is an awesome future.
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Vertab Nukks

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #559 on: October 10, 2015, 06:25:03 pm »

That's a lot of gems for a ship, but I agree that it makes sense.

Also, you might think of reworking the gen.assasins. They're way too effective for how cheap they are and how early they become available.

Already did,the Assasins have been raised to 3 turns, 40 biochems, maybe 10 wetware and I am going to add higher tech requirement (something high level proscribed probably the one that deals with cloaking) but Slayers Guild can still be hired quickly but gem and maintenance is going up but I haven't finalized those requirements yet and the only place to still build them is in the shield.

The high gem cost on the ships is 1. Because I realized I have now built an armada of smugglers and the only way to balance that out is higher gem costs because of their limited supply 2. It makes combat freighters and bulk haulers a cheaper more relevant option again.
« Last Edit: October 10, 2015, 07:02:23 pm by Vertab Nukks »
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Margrave

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #560 on: October 10, 2015, 09:05:03 pm »

That's a lot of gems for a ship, but I agree that it makes sense.

Also, you might think of reworking the gen.assasins. They're way too effective for how cheap they are and how early they become available.

Already did,the Assasins have been raised to 3 turns, 40 biochems, maybe 10 wetware and I am going to add higher tech requirement (something high level proscribed probably the one that deals with cloaking) but Slayers Guild can still be hired quickly but gem and maintenance is going up but I haven't finalized those requirements yet and the only place to still build them is in the shield.

The high gem cost on the ships is 1. Because I realized I have now built an armada of smugglers and the only way to balance that out is higher gem costs because of their limited supply 2. It makes combat freighters and bulk haulers a cheaper more relevant option again.

I approve of these changes. Also can Space Marine Legions fight in space?
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Vertab Nukks

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #561 on: October 11, 2015, 07:52:54 am »

That's a lot of gems for a ship, but I agree that it makes sense.

Also, you might think of reworking the gen.assasins. They're way too effective for how cheap they are and how early they become available.

Already did,the Assasins have been raised to 3 turns, 40 biochems, maybe 10 wetware and I am going to add higher tech requirement (something high level proscribed probably the one that deals with cloaking) but Slayers Guild can still be hired quickly but gem and maintenance is going up but I haven't finalized those requirements yet and the only place to still build them is in the shield.

The high gem cost on the ships is 1. Because I realized I have now built an armada of smugglers and the only way to balance that out is higher gem costs because of their limited supply 2. It makes combat freighters and bulk haulers a cheaper more relevant option again.

I approve of these changes. Also can Space Marine Legions fight in space?

There is a unit left over from Nova that fights in space and when you land it and chose disband it becomes a land unit like a halo jump unit, space marine legions are now renamed Royal House Marines.  However, I may create a Imperial Space Marine for the Imperial Fleet that fights in space but can't be disbanded into a ground unit.
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Il Palazzo

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #562 on: October 11, 2015, 07:59:39 am »

Why not make it a unit like the space bombers? With both space and ground attack capabilities? Give it maybe 4-5 movement points and let it move like bombers do - on land and in space, no jump (I'm not sure if all lander units are like that now, but you know what I mean).
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Vertab Nukks

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #563 on: October 11, 2015, 09:49:20 am »

Why not make it a unit like the space bombers? With both space and ground attack capabilities? Give it maybe 4-5 movement points and let it move like bombers do - on land and in space, no jump (I'm not sure if all lander units are like that now, but you know what I mean).

I can't believe I am saying this that is a great idea, Il Palazzo!!! Haha

I will test it out when I get back.
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Gollor

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #564 on: October 11, 2015, 11:48:59 am »

I don't think that space marines should be easily able to ascend to orbit. I like the variant when they are able to land to planet on their own, but not able to ascend to orbit back. Not sure if this is possible to do.
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Vertab Nukks

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #565 on: October 11, 2015, 11:56:23 am »

I don't think that space marines should be easily able to ascend to orbit. I like the variant when they are able to land to planet on their own, but not able to ascend to orbit back. Not sure if this is possible to do.

The one way feature will stay the same on House built space legions (you land them, disband them, and then have to refit them in a spaceport to make them space legions again, but Imperial Space Legions can't be disbanded so Il Palazzo's lander suggestion is a great idea, and since they are not rebuildable and a limited number of units I don't think it will be that big of a deal that they can relaunch on their own.
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Vertab Nukks

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #566 on: October 12, 2015, 11:40:48 am »

Only 6 hours till I am home and can start exterminating the Al-Malik!!!!  Oh wait, I mean to promote peace and harmony in the Known Worlds.   ;D
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Vertab Nukks

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #567 on: October 12, 2015, 11:08:20 pm »

Turn Sent

OOC Summary: the Li Halan have evacuated Madoc to fight another day, the Al-Malik are launching a full scale invasion of somewhere maybe Aragon? or Leaguehiem?  They have a huge fleets over Leaguehiem, Aragon, and Madoc.  The Aragon fleet didn't make sense unless they are attacking Aragon or shifting more troops to Leagueheim. Who knows what they are up too?

The large Church Fleet has returned to Pyre, don't know if the Hazat are still at war with them but this may cut their fleet off at Grail again.

Scepters have been delivered to Aragon, Pentateuch, the Decados Embassy on Byzantium Secundus, the Patriarch and Leaguemeister have been dropped off next to the Imperial Eye Compound.  Everyone please collect them this turn and send me a peace treaty afterwards.

The Al-Malik Scepters arrived over Byzatium Secundus and will be landed next turn.

The Li Halan have just finished constructing 4 Dreadnaughts at Kish and sent peace treaties to the Church and League! Woohoo!

I will write something in character later.



« Last Edit: October 12, 2015, 11:17:54 pm by Vertab Nukks »
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Il Palazzo

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #568 on: October 13, 2015, 05:44:10 am »

Hopefully, these are Charioteer Dreadnoughts - you can't be that far ahead of the rest of us, surely.


Also, I was thinking - would you all agree on an ad-hoc rule limiting the amount of gen.assassins one can have, to offset their overpowered status? Something like: never more than 1-2 per lab owned, or some other limiting formula.
I just don't want to see that future Margrave prophesied, where every land force is made of 100% assassins to come to pass.
As it stands now, there's very little reason to even consider building much else.
« Last Edit: October 13, 2015, 06:05:11 am by Il Palazzo »
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Margrave

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Re: EOTFS: Emperor Wars - Uproar!!
« Reply #569 on: October 13, 2015, 06:51:06 am »

If we all propose a formal treaty Noble Senators of this weighty issue then House Hawkwood would sign it.

 I would much prefer it if these fetid alchemical abominations were completely abolished, but I am no Mad Patriarch wishing to halt progress. I would agree to one assassin per lab.
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