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Author Topic: Let's Play GalCiv 2 - Twilight of the Arnor! (Dead)  (Read 52885 times)

Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Emergency Session)
« Reply #405 on: August 30, 2011, 11:39:42 am »

Real Life June. I'm posting this from the past! Oooooooooooooo!
...that's not nearly as creepy as I hoped it would be *takes off bed-sheet costume*

Anyhoo, we're back to where I left off on the previous update. Not as bad as it could be, but a lot still happened and now I'll have to recreate all the good stuff I did. Here's a sample of what happened:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

In an hour or so I will be firing up the game again to go another round.
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Emergency Session)
« Reply #406 on: August 30, 2011, 03:17:58 pm »

Make sure to point out if any trade goods, galactic achievments, and/or techs we have are different than they would have been.
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By definition that makes you a fan since you still buy them.

Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Emergency Session)
« Reply #407 on: August 30, 2011, 04:50:31 pm »

The update is now being written. Here's a preview:

Two races are out of the game.
The Krynn have lost some of their massive influence.
Our ships are stronger than ever before.
We are still small-fry.
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IronyOwl

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Emergency Session)
« Reply #408 on: August 30, 2011, 06:57:08 pm »

The update is now being written. Here's a preview:

Two races are out of the game.
The Krynn have lost some of their massive influence.
Our ships are stronger than ever before.
We are still small-fry.
:o
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Emergency Session)
« Reply #409 on: August 30, 2011, 07:38:10 pm »

((X-Fire was being a jerk and refused to upload the first few pics. Fear not, I will get everything!))

Year 2232, Part 2

The Yor were contacted with an offer for Interstellar War Colleges in exchange for attacking the Drath Legion. They readily accepted, declaring war the next week.

The Drath, oblivious to our duplicity, called and smugly told us about a new weapon system they were developing: Singularity Drivers. Terran scientists were somewhat nervous at the implied power of the weapon.

Scientists came up with a way to (theoretically) increase the defensive power of several ships:
Spoiler (click to show/hide)

News came from the Chevychev system that the local Armok cruiser (one of the older ones) had finally killed enough Krynn ships to reach level 11; the crew were hardened veterans who kept the ship running against all odds. Their ship was renamed "Champion" in honor of their achievement.

News reached the Alliance that the Thalans had defeated the rodent-like Snathi and wiped out their civilization. Aside from a few refugee vessels, the species was gone:
Spoiler (click to show/hide)

Phalanx Systems, a major computer manufacturer, announced the invention of the Xanax Defense Coordinator, a supercomputer that could focus the defensive abilities of ships in a fleet to withstand more damage:
Spoiler (click to show/hide)

Though it was unofficially known for years, the planet of Ymir I became formally recognized as the Alliance's manufacturing capital:
Spoiler (click to show/hide)

In deep space, a group of pirates discovered an ancient vessel with an unprecedented find: Ultradrive. Far superior to anything the galaxy's inhabitents had been able to produce, it had the capability to substantially boost any engine in existence. The pirates sold the secret to the races of the galaxy and became multi-trillionaires overnight:
Spoiler (click to show/hide)

Not to be outdone, scientists perfected ECM:
Spoiler (click to show/hide)

Still, the war waged on. The planet of Himalaya IV was captured by Terran Marines:
Spoiler (click to show/hide)
An obsolete technology was uncovered from the ruins:
Spoiler (click to show/hide)

Pelagon III, the closest shipbuilding world to the military resource, finally completed five constructors. Defended by two Armok cruisers, the constructor fleet set off:
Spoiler (click to show/hide)

Sadly, the constant shipbuilding and maintenance fees once again sent the Alliance's treasury into a downward spiral. The regretful decision was made to cut espionage spending.
Spoiler (click to show/hide)
No new spies for now, but we still had five in reserve and one on a Krynn world that for some reason was being ignored. That agent had survived the most recent purge and had been in position for almost two years.

Scientists excitedly announced the invention of the next level of point defense, called:
Spoiler (click to show/hide)

The massive constructor fleet reached the military resource undisturbed (though it was a close call), and in record time forged a massive bastion against all foes:
Spoiler (click to show/hide)

Suddenly, the unthinkable happened:
Spoiler (click to show/hide)
Faced with either a life of servitude or a repeat of the Snathi purge, the Iconian leader surrendered to the relentless Thalan assault. Their surviving ships pledged loyalty to various alien races; four ships chose to defect to the Alliance:
Spoiler (click to show/hide)
Sadly, the distance was too great, and the crews were forced to enter hibernation until a friendly outpost was in range.

A minor race that was in the area took a moment to introduce themselves:
Spoiler (click to show/hide)

The Thalan fleet, no longer needed, proceeded to fly through Alliance space. It was the first look High Command had managed to get of the Thalan's rumored technological superiority:
Spoiler (click to show/hide)

Aldra III announced the grand opening of a massive transponder receiving device, which could detect ships anywhere in the galaxy:
Spoiler (click to show/hide)

After a fairly substantial assault failed to destroy a single Alliance ship, the Krynn ambassador contacted High Command with an offer for a peace treaty. On advice from the council, MAX POWER! rejected the treaty, electing to continue the war.

A method of reliable interstellar banking was perfected:
Spoiler (click to show/hide)

The Eyes of the Universe, aside from showing all ship on sensors, dramatically boosted the range that normal sensors could "see". Alliance officials had an unprecedented look into Krynn territory, including the massed fleets of fighters waiting to attack:
Spoiler (click to show/hide)
More importantly, however, was news that High Command immediately suppressed. A single Armok was dispatched towards Krynn space, and soon disappeared inside their borders.

While continuing the hunt for anomalies, the Terran Flagship, the oldest surviving ship in the fleet, was destroyed by a Krynn fleet:
Spoiler (click to show/hide)

The ice world of Chmmri I was captured. It suffered from a distinct lack of usable space:
Spoiler (click to show/hide)
The research theories captured from the planet, however, were far more interesting:
Spoiler (click to show/hide)

The solitary Armok that had been launched three weeks ago had finally reached it's destination: A massive starbase, deep within Krynn territory, which had been mining huge quantities of an influence-boosting substance. Top intelligence operatives believed that the substance gave users mild mind control abilities, making their words carry more weight.
Spoiler (click to show/hide)
Though the base had only token weapon systems, it had pretty much every mining module known to man installed, boosting the output to insane levels. This base was the reason low-class Krynn worlds could resist every effort to counter-influence them. It was the source of the Krynn's power. And on October 22nd, 2232, the base was annihilated by the cruiser known as "Ambush".

Ambush was assigned to hunt down and destroy a couple more starbases, though it's job was made more difficult thanks to every Krynn ship in the sector coming to full alert. It succeeded in destroying an economic starbase and an influence base before being forced to retreat. It returned to Earth and the crew were hailed as heroes.

In celebration, the final iteration of Stinger missile was perfected:
Spoiler (click to show/hide)

A number of Thalan fleets were observed in Krynn territory:
Spoiler (click to show/hide)

Alliance military vessels began encountering Krynn ships using an unusual tactic: stacking several small fleets in a single parsec of space, rather than lumping them all together in one large fleet:
Spoiler (click to show/hide)

With powerful point defense guns and smaller stingers, approval was given to further upgrade the Armok class, making it more powerful than either of the previous iterations:
Spoiler (click to show/hide)

Despite the continuing conflict, tourism in the Alliance suddenly skyrocketed. This, combined with the Krynn's waning influence, meant that the war was firmly in our favor.
Spoiler (click to show/hide)

Still, Thalan fleets continued to emerge from deep space...
Spoiler (click to show/hide)

The Krynn, sounding considerably more humbled, once again requested a peace treaty:
Spoiler (click to show/hide)
Since they were still unwilling to pay up, the treaty was rejected.

With the year almost over, the Alliance launched humanity's largest invasion to date on the world of Saba III. Four billion Alliance soldiers grappled with eight billion Krynn defenders, and emerged victorious:
((pretend that there is a pic of Saba III here *headdesk* ))
An intact power plant was recovered, and with it the principles to create our own:
Spoiler (click to show/hide)

In honor of the S.P.Y. network, and as a sort of condolence to cutting funding, MAX POWER! renamed the Zalr system Yeoman, and the planet of Zalr I became Yeoman Prime:
Spoiler (click to show/hide)

Xenosociologists came up with a new theory to convince alien worlds to join the Alliance:
Spoiler (click to show/hide)

UP vote came up, for taxing foreign starbases:
Spoiler (click to show/hide)
Despite a massive influence loss, the Krynn came out on top yet again:
Spoiler (click to show/hide)
The closest thing we have to allies, the Arceans, Yor, and Drath all voted alongside us. Sadly, all of us put together are still the smallest voting block. We didn't stand a chance.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hey, we survived another year, without serious losses!

A few things that were not important enough to screenshot:
  • The Ascension starbase has been rebuilt. A couple of Krynn attempts to destroy it were thwarted, and there is a small military starbase nearby to assist in defending it.
  • The military mining starbase has been upgraded some more. Mining rate has increased.
  • Some Iconian worlds in our territory are now owned by the Thalans. I'm not bothered by this, as their influence is weak and we have an influence starbase nearby to hopefully convert the masses.
  • While upgrading the Mk 2 cruisers to the Mk 3 is tempting, keep in mind that each upgrade costs 690bc, and resets the ship's level to 0 (meaning the ship loses it's boosted health). For ships like Champion, which was level 15 last I checked, it could actually make the ship weaker for a time.
  • Boatmurdered, like it's namesake, is doing awesome. The Armok defending the world has fought off (at last count) four separate Krynn fleets, each consisting of five heavy fighters and all in a short timespan. I'm looking for suggestions to name it.

Also something to vote on: Should we upgrade to a Republic? Our approval rating is in the mid-60s or so, which oughta be enough for this level of government, and the economic boost could be helpful. However, I do not believe that we can change back to a dictatorship once we make the choice. Vote wisely.
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #410 on: August 30, 2011, 08:53:21 pm »

War Council

Absolutely brilliant, well done on destroying their starbases, especially that blasted influence one.  With a request to Sheb, start pumping out Armok mk3s, our space superiority is one of the major reasons we are winning this war.  Do not change into a republic, for two reasons.  One, a dictatorship is cooler, especially for a warmonger like me.  Two, just in case, let's not have the Industrialists lose an election. 

As for strategic planning, have you captured their Tir-Quan ( or whatever device made their soldiers awesome ) or have I missed you capturing it?  If you haven't gotten it yet, please do so.  This much larger look into Krynn territory will help quite a bit.  Continue with the war effort, and thank you for your cooperation and eagerness to destroy all of our enemies.   
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #411 on: August 30, 2011, 09:03:05 pm »

Even with the massively boosted vision range, I have not been able to find Gladstone. I KNOW it has to be somewhere!

I plan to use Armok Mk3s for scouting for the planet, but invasion will likely have to wait. Remember Saba III, the world I captured near the end of the update? I would have had it much earlier, but two fighters managed to slip through my defense screen and blow up the transports. This was in the middle of my territory. Trying to send transports through the heart of Krynn space would pretty much be suicide.
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NRDL

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #412 on: August 30, 2011, 09:07:44 pm »

Alright, continue with the starbase and economy building destruction, weaken them.  If they can't manufacture fighters and ships, they can't stop you.  Also, use envoy tactics.  Have Armoks ( whatever model, they're all pretty good ) fly very close to transports, swat any fighters out of the sky. 
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timferius

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #413 on: August 30, 2011, 09:36:11 pm »

On that note, can you not throw one in a fleet with the transports as a last line of defense?
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Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #414 on: August 30, 2011, 09:44:46 pm »

On that note, can you not throw one in a fleet with the transports as a last line of defense?
Not at the current logistics level, no. Eventually yes.

I would appreciate it if all council members could leave a post with their current assignment on it. A lot of people have been absent lately, so it's time to clean the listing on the front page.
« Last Edit: August 30, 2011, 11:05:43 pm by Sirus »
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #415 on: August 31, 2011, 12:27:54 am »

Colonial Affairs

I firmly support that our various planets in our domain be given the  same rights and freedoms the old countries back on Earth used to have. Even if they don't vote our way, that is merely the way of things. We'll still have the better money, and we can all agree that freedoms are a good thing.

Not that we need the cash right now, tourism money is temporarily giving us a huge income boost. Oh well. Still, I'll support anything that will make our planets better.

Anyways, now we need to decide on a research path. How far down the miniturization tree are we? I can imagine we might want to go down there more if it won't take too long, but obviously logistics, engines, weapons, and shield defense (to fight off the frankly frightening Thalan ships) are all also good war techs. I would like to research something down the research tree, though, because that will boost our research up greatly. Xeno ethics and approval-boosters are also good things to grab if they won't take too long.

Do any of our "friends" have any trade goods? I'd like to get them, no matter what they are or what we pay for them. I'd also like to make alliances with as many of the weaker major powers if possible so they might help in the war effort. Or they'll get their asses kicked but oh well. Also, if there are ANY minor powers in our domain or at least where we can reach them, please wipe out any and all minor powers. Those fantastic planets must be OURS!
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Hmm...I've never been a big fan of CCGs - I mean, I did and still do collect Pokemon cards, but I never got heavily into the battling and trading thing.

By definition that makes you a fan since you still buy them.

Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #416 on: August 31, 2011, 12:42:32 am »

Next in the miniaturization tree is Advanced. I don't remember the exact time, but I believe it will take 6 weeks to research. Most of the techs you mentioned (aside from shield techs) are around the same length of time.

I know that the Seeker Swarm have Xinanthium Hull Plating, but aside from that I'm not sure if anyone else has stuff.

The closest minor race that I've found are the Dark Yor. Sadly, all three(!!!) habitable worlds in that system have been captured by the Krynn. They are a big target on my list, but I'd have to fight my way through a couple more systems to grab them and they are all at the population cap. Only two minor races still exist, and so far I have been unable to find them.

I actually reccommend working on the advanced colonization techs. There are probably ten good planets in or around our territory. Sadly, they all require various advanced colonization techs, and quite a few are owned by the Swarm. I'm attempting to influence them, but I honestly can't tell if they would revolt when we don't have the proper technology.

Interestingly, Alliances can be researched in only two weeks. I'm sure that with just a little incentive, we can get the Arceans and probably the Yor to join us. They really seem to like us for some reason.
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Mr.Person

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #417 on: August 31, 2011, 01:39:07 am »

They're being nice probably because we can crush them easily and yet have instead been really nice and pleasant. Our high diplomacy probably factors in as well.

Ok, I have to suggest strongly we get miniturization. The ability to stuff more junk onto our ships is a really big deal when we get to powerful weapons. The difference between one weapon and two can easily be 20 damage near the middle of the tech tree. Even at the beginning here it's still useful. Course that's up to R&D.

If we somehow acquire a world we can't actually colonize, it acts completely normal except for a 100% penalty to everything. Income, production, everything. I think we still pay maintence costs, though. Don't those advanced colonization techs have high research costs? If we can get the 50% tech in under 10 weeks, I'd call it a good bargain to gain access to additional planets. We can always research the 100% tech later if we need to, but for now I think we'd be better off spreading our research into a couple fields to claim control of all the planets, then later making them as good as they can possible be. Not sure if it's a good research during a war, though. Still, I can support this completely if R&D wants these.

(For those that don't know, some planets have special qualities such as heavy gravity, toxic atmosphere, or being radioactive. The advanced colonization techs allow 50% use of a planet with a specific problem and then 100% use as two seperate techs. For instance, with toxic world settlement I, we could colonize toxic worlds, but they'll be 50% as good as normal worlds. To get full use, we have to research the second tech in the series. This won't help with a world with heavy gravity, though. That's a seperate tech.)

Now that income isn't as huge a deal as before, let's stockpile some cash and make all our production worlds factorys only. Build over any economic buildings we had to build to keep in the black. With the better economic buildings and inflated tourism income, we should be fine without them. But we NEED more ships quite badly.
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Hmm...I've never been a big fan of CCGs - I mean, I did and still do collect Pokemon cards, but I never got heavily into the battling and trading thing.

By definition that makes you a fan since you still buy them.

Sirus

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #418 on: August 31, 2011, 01:55:51 am »

Cruisers are probably the one thing we don't need at the moment. We have around 35 Armoks at last count, mostly Mk 2s. A lot of them are on garrison duty, but they rotate with front line ships when needed. Considering the numbers of attacks some planets have to deal with (Boatmurdered, Pelagon III, and Earth all come to mind), Armoks are the best defenders until we get a dedicated garrison ship designed. Only one world is currently building the Mk 3 Armok; the rest are building NRDLs (soon to be upgraded) and transports.

A question for Colonial Affairs: Pretty much all of our economic worlds have hit the default pop cap, and despite some of them being covered in economic buildings they still aren't producing enough tax profit. Should farms be built on these worlds?
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shadenight123

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Re: Let's Play GalCiv 2 - Twilight of the Arnor! (Update 8/30/11)
« Reply #419 on: August 31, 2011, 02:58:01 am »

R&D

let's research more weapons of mass destruction.
moremoremore.
more invasion things.
so we can have an easy way through.
something nice for the emperor.
yes.
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