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  #11  
Old April 16th, 2002, 04:57 AM
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Default Re: Looking for Advice on Race Design

It can't fight off Point defense.

But there are ways to delay the destruction.

Install shield, armour and Fighter ECM
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  #12  
Old April 16th, 2002, 02:22 PM
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Default Re: Looking for Advice on Race Design

Temporal + Organic is a good set up for fighters.
The often overlooked small time-distursion is a weapon of horror against big ships with heavy shielding. Just try to count how many small-electric discharges or DUCs are required to down 3-4 phased shield generator V and compare it with small time-distorsion.
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  #13  
Old April 16th, 2002, 09:40 PM

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Default Re: Looking for Advice on Race Design

2Oleg: Im going off topic, but there is such a thing as specialised ships and shield depleters.....
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  #14  
Old April 16th, 2002, 09:57 PM
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Default Re: Looking for Advice on Race Design

my opinions only, I would increase your population to at least 105%, I agree with Atrocities on increasing your Refining. Temporal trait uses more Radioactives then farming so if you are going to use both, try and make them fairly even in their resources or you will short one or the other.
Your set up looks good, it mostly depends on exactly what type of race you are trying to create. This in turn would dictate where you want to add or subtract your points. For example, if you want a strong defensive race, then these would be the areas you would increase, A strong aggressive race would in turn affect those areas. So it really boils down to what you want your race to be and what you want them to accomplish

just some ideas mac
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  #15  
Old April 16th, 2002, 11:08 PM

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Default Re: Looking for Advice on Race Design

I've found some Deeply Religious races become very annoying after they get the weapon talisman. The Narn, Norak and Vandron races both have lowered aggressiveness (less accurate direct fire) and heightened defensiveness. They tend to use missiles early on until they get Religious Tech 4 and the talisman. Then they become very frightening. Have to have Combat Sensor III's and a fully trained (+20%) fleet with fully trained (again +20%) ships to hit them with direct fire weapons. (And I think their point-defence gains the same benefits of the talisman. Argh.)

[ 16 April 2002: Message edited by: Sinapus ]

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  #16  
Old April 17th, 2002, 01:44 AM
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Default Re: Looking for Advice on Race Design

If you're going to depend heavily on fighters then you should remember a couple of tricks.

1. Racial (and cultural) attack and defense bonuses don't affect fighters (not sure about other units though). So you might be justified in shaving a couple of points off and putting them elsewhere. If, that is, you think that you can suitably keep your carriers out of harms way.

2. You might want to try releasing your fighters *before* you enter combat. That way they attack as one group and don't get picked off by PD as they gradually stream into range.

3. This idea is only good for system defense. You can get around the 100 unit/sector limit by launching a larger amount all at once. So if you have 180 fighters on a planet, none in orbit, you can launch them all by using the 'move all' button. You can then move this monstrosity to a worp point or other area you want defended and fleet it with a conviently placed base (so that the fighters won't run out of supplies).

I hope some of this might be of help.
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  #17  
Old April 17th, 2002, 04:01 PM
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Default Re: Looking for Advice on Race Design

One thing to note about playing with the happiness figure: if you're using a Temporal race, you get the "Temporal Vacation Facility" (TVF), which gives the best happiness bonuses (+2%, +4%, and +6% for the various levels). So you might be able to get away with lowering happiness. The first facility I build in any new system is that TVF (and don't forget to build one on your homeworlds (or at least in your homeworld systems) as soon as possible).
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  #18  
Old April 18th, 2002, 02:37 AM

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Default Re: Looking for Advice on Race Design

The bonus for Vocational facility don't stack with Medical Labs, do they? Whenever I try to place a Vocational, it tells me there's already a facility with that ability.

PS: Anyone know whether putting more points into an intel project than necessary gives it higher chance to beat counter-intelligence?

For example, giving 100k points to a project requiring 10k.

[ 18 April 2002: Message edited by: Kin-Chan ]

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  #19  
Old April 19th, 2002, 01:24 AM
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Default Re: Looking for Advice on Race Design

quote:

The bonus for Vocational facility don't stack with Medical Labs, do they? Whenever I try to place a Vocational, it tells me there's already a facility with that ability.


They don't stack, however, if you ignore the warning and build both facilities anyway, the game will use the higher of the two happiness modifiers, so it is worth building them both if you have room.

quote:

PS: Anyone know whether putting more points into an intel project than necessary gives it higher chance to beat counter-intelligence?



A project can't accept "extra" points. Allocating all those points to just one project will simply finish the project quicker and waste the excess points. The chances of it failing or being countered are unchanged. Hwever, if you invested the extra points into multiple copies of the same project, you increase the chance of overwhelming the counter-intel and succeeding.
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