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May 9th, 2001, 07:43 PM
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Sergeant
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Join Date: Jan 2001
Location: Northern Virginia, United States
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Re: Need help against Rage Collective !!!
Cool...Rage Creator is listening.
I've been playing for about 65 turns or so, (low tech cost, so I have Atmosphere Modification Plants and QRs now). The Rage are on the opposite side of the Quadrant from me (fortunately). I've found them to be the toughest AI yet. A few things:
* Have not encountered Rage minefields; may have been cleared by the Phong, though...an example of excellent mine use is the Colonials shipset; haven't seen any mines on any worlds, either
* Planets mostly protected by External Missile Launchers (yes, I'm using a mod)...I don't know why it picked this particular weapon
* Haven't placed any sensor satellites in-system (also see Colonials for excellent use), so my cloaked ships roam freely... haven't found the heart of their empire yet, so I'm not 100% sure, though; only been through 5 or 6 of their systems.
* Currently working on missile-dancing them to death to work the PPB range disadvantage (once my Missile boats get to the frontlines; we'll see how that goes)
On the good news side, most impressive so far is:
* I like the 'none' atmosphere...seeing fully colonized moons is...unsettling.
* they really swarm! I attacked one planet Last turn, then cloaked, and all of a sudden, there's three dozen capital ships in-system next turn!
* they are currently competing with me for first place; they breed and expand like rabbits, but I can't find their colonizers to shoot down!
* excellent fighter design...I've had to run away from carriers several times
Overall, I'm seriously impressed...just work that cloak detection and mining, and there ya go! Keep up the good work!
zen
::edit::
Ooops, forgot to mention that I'm playing v1.70 of the TDM ModPack with v1.30 SEIV; this may all no longer be applicable with any updates
::/edit::
[This message has been edited by zenbudo (edited 09 May 2001).]
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May 9th, 2001, 10:16 PM
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Captain
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Join Date: Jan 2001
Location: Chandler, AZ, USA
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Re: Need help against Rage Collective !!!
Yep, I'm out here. For better or worse, real life has picked up its pace lately, so I haven't been able to work on the Rage as much as I would like.
Version 2.0 that comes with the latest TDM modpack (for SEIV v 1.35) produces slightly fewer ships and more units to try to slow down the resource drain due to maintenance. It also does a better job of setting up planetary defenses early on.
I have some ideas for changes to the research path that might improve things a bit, but I have not had enough time to set aside to test those changes. I do read all the feedback I can find on the Rage, though, so that when I do have time I can address any weaknesses anyone sees.
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My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)
Ursoids of the Galaxy, unite!
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May 9th, 2001, 11:25 PM
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Private
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Join Date: May 2001
Location: Germany
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Re: Need help against Rage Collective !!!
*** News Flash ***
Just received my latest turn ... one of my colonies started rioting because of the latest losses in the battle against the Rage.
Because of the Blockade it will take my another 3 turns until I have fighters at hand.
*** to be continued ***
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May 10th, 2001, 05:57 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Need help against Rage Collective !!!
ZzZ: You should also be developing the Psychic weapons, since you took that trait. The Allegiance Subverters are great; take over the Rage ships and use them to wipe out their former comrades. Besides, you can analyze the captured ships for tech. Oh, and the TK Projector (IIRC) is a decent early-game weapon (haven't encountered late-game, so I can't say any more than that).
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L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
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May 11th, 2001, 11:15 AM
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Private
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Join Date: May 2001
Location: Germany
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Re: Need help against Rage Collective !!!
More colonies start rioting although it seems that I defeated these damn aliens for this time (only one enemy ship left in my systems, three frigates hunting it).
Is there any hint for that? What can I do to make the people become happier now?
@ DirectorTsaarx
Of course I am planning to research the Psychic Weapons soon ... but I think it is much better to focus on fighters first (as they are a good defence for my systems).
BTW, thank you all for your help and comments so far.
ZzZ
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May 11th, 2001, 11:40 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: Need help against Rage Collective !!!
If you have fightrs that means you hav the construction tech lvel... which means you can research troops. A few dozn troop units will calm down a planet considerably. Ships help as well.
I have also heard of a cheat/ exploit where you move all the population off the planet using the "abandon colony" button (but leave the facilities in place) and then put them all back again. The planet's happiness rating is reset. Of course this isn't a particularly honest way of playing...
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"Pinky, are you pondering what I'm pondering?"
"I think so, Brain, but if they called them sad meals, kids wouldn't buy them."
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May 11th, 2001, 04:14 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Need help against Rage Collective !!!
Alpha Kodiak --
I checked a saved game near the very end. None of the Rage ships I'd ever fought or CI'd had any minelaying components (but they *did* have the tech -- they had sweeper components). Most options were standard except 255-system galaxy, 5k unit limits.
ZzZ --
Note that even *unarmed* troops raise happiness. A weaponless small troop can be very, very quick to produce. The psychology tree also has urban pacification centers, which increase happiness in a system. You'll want to research them eventually...
Certain other things such as colonization, treaties and building stuff can make your race happy or unhappy depending on whether you're happiness type is peaceful, bloodthirsty or neutral.
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-- The thing that goes bump in the night
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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May 11th, 2001, 05:35 PM
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Captain
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Join Date: Jan 2001
Location: Chandler, AZ, USA
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Re: Need help against Rage Collective !!!
quote: Originally posted by Taqwus:
Alpha Kodiak --
I checked a saved game near the very end. None of the Rage ships I'd ever fought or CI'd had any minelaying components (but they *did* have the tech -- they had sweeper components). Most options were standard except 255-system galaxy, 5k unit limits.
ZzZ --
Note that even *unarmed* troops raise happiness. A weaponless small troop can be very, very quick to produce. The psychology tree also has urban pacification centers, which increase happiness in a system. You'll want to research them eventually...
Certain other things such as colonization, treaties and building stuff can make your race happy or unhappy depending on whether you're happiness type is peaceful, bloodthirsty or neutral.
Thanks for the info! I finally got some time to play again, so I started a game where the Rage is one of the races I am facing. I ran into them a few turns back and am now at war with them. I've resisted the temptation to look at what they have so far, because I want to see what it is like to play against them without watching what they are doing step-by-step. After we get into it for a while, I'll check to see what they are up to and see if I can figure out why they are no longer building mine layers.
__________________
My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)
Ursoids of the Galaxy, unite!
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May 11th, 2001, 05:59 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Need help against Rage Collective !!!
Alpha, I am currently in turn 33 of a game, your rage have 3 different ships that have mine sweeping comp currently. They have PPB as well (ship Last encountered had ppb5/minesweeper II(2 of them), pdc5, and solar collector 1).
They also currently have two light cruisers in service that are 'mine layers'. Mine layer I was designed on turn 15, mine layer II was designed on turn 27. They are currently sitting at 7 out of 15 in scoring. With my Y'Gathian FreeStates at 1, Q's CueCappa modded race (v2) at 2nd, my own human player at 3rd, then the Klingon, tdm-Xi'Chung, the Cepholopeia (Squids, AI in design stage), Toron, Borg, Colonial, the rest are Neutrals.
Using the latest tdm-modpack and the latest patch.
(HARD game too, the Rage on one side, the Borg on the other, both their ships outclass mine.......damn I'm havin' fun )
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
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May 11th, 2001, 06:36 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Elk River, MN, USA
Posts: 472
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Re: Need help against Rage Collective !!!
Do I have the wrong Version of them? (they should be the Version from the Last TDM-modpack)
I'm currently on turn 63, and the Rage are in 14th place. This isn't a unique event either, they have consistantly been between 7th to 14th place over the Last 6-7 games I've started (only make it to turn 100 before I start a new one most of the time).
I use 100 system setting, with large midlife and 2000 point setting, otherwise all the setup options are the default ones. I set the computer players to hard, with a low bonus. Manually selecting the following races empires (all 2K); Rage, Pyrochette, Colonials, Piudon (?), Sergetti, Klingons, Romulans, Xi'Chung (?), Narn, Earth Alliance, Norak, Darlocks, and a couple I'm working on, then select many computer players, with no nuetrals.
Up until shortly after the Last TDM Modpack they consistantly did very well, so I was wondering if I may have got something messed up in thier AI files. Any sugestions on what I can check to make sure I'm using the right ones?
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