Sixth game on the multiplayer slow game server (0.4.9)

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Magnate
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Re: Sixth game on the multiplayer slow game server

#61 Post by Magnate »

Yes that one

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Oberlus
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Re: Sixth game on the multiplayer slow game server

#62 Post by Oberlus »

Magnate wrote: Wed Nov 13, 2019 6:58 pmYes that one
Not merged, and we are playing with the weekly test version (at least the clients) so I guess nope.

I vote for setting some human limits to comsats:

I like this: maximum 1 comsat per system (dead dogs don't bite) but you can spam troop drops or whatnot if you like (they are not that effective, so...).

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swaq
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Re: Sixth game on the multiplayer slow game server

#63 Post by swaq »

Oberlus wrote: Wed Nov 13, 2019 7:52 pm
Magnate wrote: Wed Nov 13, 2019 6:58 pmYes that one
Not merged, and we are playing with the weekly test version (at least the clients) so I guess nope.

I vote for setting some human limits to comsats:

I like this: maximum 1 comsat per system (dead dogs don't bite) but you can spam troop drops or whatnot if you like (they are not that effective, so...).
I think that would be a good restriction. For clarification, would you count empty hulls besides the Colony Base Hull as comsats as well (even though they are mobile)?

Magnate
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Re: Sixth game on the multiplayer slow game server

#64 Post by Magnate »

Sorry folks, I am not capable of playing sub-optimally. If you want me not to build hundreds of comsats, upgrade to a version with that pullreq!

Edit: I am of course capable of screwing up, I just mean I cannot make myself do suboptimal things. I have no honour. Sorry!

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swaq
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Re: Sixth game on the multiplayer slow game server

#65 Post by swaq »

Magnate wrote: Wed Nov 13, 2019 9:16 pm Sorry folks, I am not capable of playing sub-optimally. If you want me not to build hundreds of comsats, upgrade to a version with that pullreq!

Edit: I am of course capable of screwing up, I just mean I cannot make myself do suboptimal things. I have no honour. Sorry!
That's fair. If we can't all agree to play a certain way then the game mechanics will have to be the limiting factor.

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Oberlus
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Re: Sixth game on the multiplayer slow game server

#66 Post by Oberlus »

Fair enough. Comsat salad will be.


BTW, it might be that L29Ah is waiting for a "next turn" email but he won't get any since he is online since turn 1.
If that's the case, I guess JonCST was right when suggesting to send the email to all players and not only offline ones.

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swaq
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Re: Sixth game on the multiplayer slow game server

#67 Post by swaq »

L29Ah wrote: Wed Nov 13, 2019 4:47 pm Don't be slow and please make your turns in ten minutes or i'll be pissed!
Just waiting on you. :P

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swaq
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Re: Sixth game on the multiplayer slow game server

#68 Post by swaq »

Turn 5

We have picked up signals from multiple other sentient species. There are at least three, but probably more. One seems to have even conveyed a declaration of peace. This could be some sort of code but it is believed that we properly responded. In addition we will have to keep in mind a key phrase we intercepted: "Peace, Love, Weed." Surely this has a deeper meaning.

In the meantime our initial exploration met tragedy almost immediately when a scout was blown to smithereens upon entering a key system. Have we encountered hostile forces already? No, it appears the hostile ship was unmanned and firing indiscriminately. Might as well be a monster. Space expansion may be more dangerous than we thought.

Magnate
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Re: Sixth game on the multiplayer slow game server

#69 Post by Magnate »

Possibly the worst start ever, certainly the worst I have ever had personally:

1. Homeworld on its own - this is normal, you're lucky to get anything else in your home system.

2. Only one starlane - this is pretty normal too, given small galaxy and need to separate players.

3. Deep space next door - so far, so depressing but not unusual.

4. Three exits from deep space:
a. More deep space, then two planet system (poor and hostile), then deep space dead end.
b. Two-planet system (poor and uninhabitable), guarded by sentry
c. Two-planet system (poor and hostile), guarded by sentry AND maintenance ship.

So, a bit like O01eg's start last time, only with nothing to colonise before researching xeno genetics or taking out a sentry.

I think I may have mentioned to some of you I HATE SPACE MONSTERS THEY RUIN THE GAME!

But we will see how far we can get before we give up.

Magnate
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Re: Sixth game on the multiplayer slow game server

#70 Post by Magnate »

So, tips on cheapest way to take out a sentry. They have flak cannon so I assume fighters are out?

Need six shots with MD4, so that's two robotic hulls with three each? Or one such hull, which will have single-digit hp left after two rounds of combat. Anything cheaper than that? It's good that we can build robotic hulls so early in the game ;-) ;-)

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Oberlus
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Re: Sixth game on the multiplayer slow game server

#71 Post by Oberlus »

Magnate wrote: Fri Nov 15, 2019 4:16 pm So, tips on cheapest way to take out a sentry. They have flak cannon so I assume fighters are out?

Need six shots with MD4, so that's two robotic hulls with three each? Or one such hull, which will have single-digit hp left after two rounds of combat. Anything cheaper than that? It's good that we can build robotic hulls so early in the game ;-) ;-)
I'm planning to take down my 3 sentries (one on each system) using 4 frigates with MD2, so I don't have to wait until robos. I might lose some of them, but I'll be able to get th necessary reinforments in the time traveling between each sentry.
Magnate wrote: Fri Nov 15, 2019 4:11 pmPossibly the worst start ever
[...] we will see how far we can get before we give up.
I can say I've had starts like the one you describe, against AI. It was hard but fulfilling. Just make sure you get the most of the early forces you are being forced to build.
I hope you will show us at least some of the fighting spirit that the previous losers had :twisted:

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Re: Sixth game on the multiplayer slow game server

#72 Post by Ophiuchus »

Magnate wrote: Fri Nov 15, 2019 4:16 pm So, tips on cheapest way to take out a sentry. They have flak cannon so I assume fighters are out?

Need six shots with MD4, so that's two robotic hulls with three each? Or one such hull, which will have single-digit hp left after two rounds of combat. Anything cheaper than that? It's good that we can build robotic hulls so early in the game ;-) ;-)
Sneak past them using the flux hull line.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Look, ma... four combat bouts!

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swaq
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Re: Sixth game on the multiplayer slow game server

#73 Post by swaq »

Turn 10

All available resources have been diverted to anti-Precursor weaponry. Information is power and we can't get information without clearing the paths for exploration. Greeting the neighbors will have to wait.

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Oberlus
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Re: Sixth game on the multiplayer slow game server

#74 Post by Oberlus »

Annual Directory of Weed Empire

The galaxy is dark, and dangerous, full of ancient ships covered in fearsome weaponry. We spot them from afar. We hide.
We were able to reach the Very Bright Star that our ancestors yearned for colonise, but it had no planet at all. What a disappointment. At least we found a rocky planet not far from our pond, it's a start.
Then we met the 4S empire: Strong Sturdy Stubborn Stones. They are all of that, as we found out, gradually.
They are rocky, huge, strong beings, a total terror if you imagine one of them stomping over you. And looks like you can shoot big shells at them without making them blink. Also, they live in hellish planets and love to take a bath on magma. They're a demonic nightmare with steroids. We have things in common: we both like to float. Weed on water ponds, Stones on magma ponds. The similarities end there. We struggle to imagine how they could develop intelligence in the first place.
We thought at first they wouldn't be a problem to coexist, since they are short-sighted and cannot see our planets, plus they are not interested on anything apart from magma planets. We thought we could convince them to take out the ancient ship separating our spaces, by luring them to a lonely magma planet in our space, for us to take the several water planets in the way.
But they rejected. "No", they said. They don't have an extensive vocabulary, but they have their own agenda. That was a surprise. And, most shocking, they do have an interest for our desired water planets, since they got some inferior species in a nearby planet. We asked to have some of them, but they denied. "No". So we will have to rush to get some of the planets, and take out the annoying rogue ships by our own forces. That was a bummer.
However, we put all our diplomacy skills to work, acknowledging the infinite stubbornness of our rival that predates their intelligence, to make them useful for us. The efforts have been fruitful and we have forged an alliance. We will cooperate. They have the strength, we have the brains. Weed always thrives.

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alleryn
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Re: Sixth game on the multiplayer slow game server

#75 Post by alleryn »

Puny plant species has offered us valuable gem planet in exchange for worthless flood worlds. The mighty Egassem Empire's vision of perfect crystalline symmetry in the stars comes still closer to being realized.

1. Get crystals
2. Smash enemies with crystals
3. ????
4. Take bath in crystal lake. Who needs Profit.

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