Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 13 14 [15] 16 17 ... 30

Author Topic: Fallen Imperium - Turn 10 - Need replacement!  (Read 26832 times)

Neyvn

  • Bay Watcher
    • View Profile
Re: Fallen Imperium - A long awaited turn 2
« Reply #210 on: May 28, 2011, 06:55:28 pm »

Opps one moment...

Spoiler: The Zia'Zola (click to show/hide)

Remind me please...
Nirur:: Do you remember what the PM research was?
Anyone:: What changes Loyalty again???
Another Free bonus here somewhere, it takes me time to get systems like this right...
« Last Edit: May 28, 2011, 07:12:45 pm by Neyvn »
Logged
Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Fallen Imperium - A long awaited turn 2
« Reply #211 on: May 28, 2011, 07:29:40 pm »

Nirur:: Do you remember what the PM research was?
Yes.
Anyone:: What changes Loyalty again???
Another Free bonus here somewhere, it takes me time to get systems like this right...
Loyalty is mostly changed by bombardment or assaults, regardless of who wins. Other conditions may also change it, such as random events, nearby events, or significant events (They won't like it if your fleet loses in a neighboring system, or if your massive deathfleet is defeated/wins a Pyrrhic victory. See also: stuffing 1/3 of your population in colony ships and losing them violently. 'Easy' wins might increase loyalty.)
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Fallen Imperium - Turn 3.
« Reply #212 on: May 28, 2011, 08:42:38 pm »

Any suggestions for determining ship repair rates?

Population shall only be tracked as far as tenths of a million, and rounded down.

Evilcherry:
Frigates researched - The art of building frigates has been rediscovered. These ships are roughly three times the size of corvettes. Due to economy of scale, they are able to carry slightly more then three times as much equipment as a corvette.

Vanigo:
Engines III researched - Larger engines may be attached to future designs, at the cost of offense, defense, HP, or other additions.
Research I researched. All future research increased by 10%. (After racial bonus; should come out to 1.32.)
Production I researched. All future production increased by 10%.

Neyvn:
Frigates researched.
Strike Craft I researched.
Population increased to 5509.6 million due to environmental improvements.

Criptfeind:
Research completed: Population Growth I. All population growth will now be increased by 10%. That's 0.06 * 1.1 = 0.066.
Researchers continue to struggle with designing infrastructure capable of launching such massive ships as frigates into orbit.

Ggamer:
Your researchers have failed you, and should be strung up for motivational reasons.
Thanks to a terrible series of oversights, an explosion occurred on all three FF Counts while they were docked for resupply. Each has been reduced to 1 HP, and will regain 8 HP per turn while guarding the current system. (Maximum strength bad event, but it hit a relatively harmless place on the table.)
Population readjusted to 5,394,600,000 - Your initial environment wasn't calculated in last turn.
-20 credits given as tax returns.

Spoiler: Known Techs (click to show/hide)

Spoiler: Standard Ships (click to show/hide)
Logged

evilcherry

  • Bay Watcher
    • View Profile
Re: Fallen Imperium - Turn 3
« Reply #213 on: May 28, 2011, 09:04:24 pm »

Spoiler: Kozel'sk (click to show/hide)

ggamer

  • Bay Watcher
  • Reach Heaven through Violence
    • View Profile
Re: Fallen Imperium - Turn 3
« Reply #214 on: May 28, 2011, 09:39:09 pm »

WHHHHHAAAAAT THE FUUUCK?!

woah! I got hit fucking hard! jeez...

eh.

Vanigo

  • Bay Watcher
    • View Profile
Re: Fallen Imperium - Turn 3.
« Reply #215 on: May 29, 2011, 12:34:22 pm »

Population shall only be tracked as far as tenths of a million, and rounded down.
Ah, in that case I should have another 0.9M.
Logged

Vanigo

  • Bay Watcher
    • View Profile
Re: Fallen Imperium - Turn 3
« Reply #216 on: May 29, 2011, 06:50:13 pm »

Oh, and my environment should be 196. Just forgot to change that number in the last line.
Logged

Neyvn

  • Bay Watcher
    • View Profile
Re: Fallen Imperium - Turn 3
« Reply #217 on: May 29, 2011, 07:19:18 pm »

Spoiler: The Zia'Zola (click to show/hide)

Just a check on Intrest, thats only for penalties right, its not a Save money get more thing...
I decreased my Pop from the full to only XXXX.X numbers, do I round up on Pop growth to the nearest .X
With Cash, do the .X earned round up or are they left there???
Logged
Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Fallen Imperium - Turn 3
« Reply #218 on: May 29, 2011, 07:31:28 pm »

Population shall only be tracked as far as tenths of a million, and rounded down.
Ah, in that case I should have another 0.9M.
Fixed in the map, but I didn't state it here. I should have.

Environmental values have been updated.

Just a check on Intrest, thats only for penalties right, its not a Save money get more thing...
I decreased my Pop from the full to only XXXX.X numbers, do I round up on Pop growth to the nearest .X
With Cash, do the .X earned round up or are they left there???
Interest is only for debts. No profits for saving money.
Round down.
Only whole populations produce credits.

New possible tech: Miniaturization. More advanced engines require more space. Miniaturization will shrink them, as well as weapons, defenses, and other stuff, allowing more of everything save engines. Don't ask how you're shrinking marine quarters. (Not really new, but worth mentioning.)
Logged

Vanigo

  • Bay Watcher
    • View Profile
Re: Fallen Imperium - Turn 3
« Reply #219 on: May 29, 2011, 08:33:57 pm »

Hey, when you scrap a ship for study, do you also get the bonus to techs prior to the ones used in that ship's construction, i.e. Beam I when scrapping a Count?
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Fallen Imperium - Turn 3
« Reply #220 on: May 29, 2011, 09:02:55 pm »

Yes, of course.
Logged

Vanigo

  • Bay Watcher
    • View Profile
Re: Fallen Imperium - Turn 3
« Reply #221 on: May 30, 2011, 10:21:03 pm »

Evilcherry, you rounded your population wrong. You're supposed to round down to the nearest 0.1M, not the nearest million.
Neyvn, you don't seem to have taken your research bonus into account when distributing research points, and your total is 24428, not 24000.
Logged

evilcherry

  • Bay Watcher
    • View Profile
Re: Fallen Imperium - Turn 3
« Reply #222 on: May 30, 2011, 10:25:48 pm »

Evilcherry, you rounded your population wrong. You're supposed to round down to the nearest 0.1M, not the nearest million.
Neyvn, you don't seem to have taken your research bonus into account when distributing research points, and your total is 24428, not 24000.
As the meta creator I penalize myself deliberately.  ;)

Vanigo

  • Bay Watcher
    • View Profile
Re: Fallen Imperium - Turn 3
« Reply #223 on: May 31, 2011, 06:43:49 pm »

Spoiler (click to show/hide)
« Last Edit: May 31, 2011, 07:31:55 pm by Vanigo »
Logged

Vanigo

  • Bay Watcher
    • View Profile
Re: Fallen Imperium - Turn 3
« Reply #224 on: June 02, 2011, 12:02:36 pm »

Uh, guys?
Logged
Pages: 1 ... 13 14 [15] 16 17 ... 30