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SIGSEGV
Nov 4, 2010


Remind, does the game have an option to remove spies entirely out of the gameplay? I'm betting no, given the somewhat grog-lite nature of the game.

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SugarAddict
Oct 11, 2012

SIGSEGV posted:

Remind, does the game have an option to remove spies entirely out of the gameplay? I'm betting no, given the somewhat grog-lite nature of the game.

I would imagine that even if spies were "turned off" it would only prevent the player from building and using spies and not the AIs.

Strategic Sage
Jan 22, 2017

And that's the way it is...

Libluini posted:

I will make that last Ithkul-run on a small map and with only 2-3 enemies so we can rush through it really, really fast. Of course on highest difficulty, just out of the faint hope that the AI will manage to kill them. (Won't happen, which is why I call it a hope)

Is there something about your modded setup that makes it actually possible to lose?

On the spying thing, I'm 95+% sure you can't turn it off. I don't think that's been an option in any of the MOO games.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Thotimx posted:

Is there something about your modded setup that makes it actually possible to lose?

On the spying thing, I'm 95+% sure you can't turn it off. I don't think that's been an option in any of the MOO games.

Ironically, one of the next games on my LP-list has the option to just switch spying off. MO3 doesn't, however. Both the original devs and the modders were far too proud of their little James Bond Simulator to allow that.

And maybe I make this seem too easy, but if you don't know what you're doing, it's easy to get in a bad position if you can't expand enough or a bad war stops your progress. After that, it's mostly a slow, grueling death until you realize you can't win and just stop playing.

The mod just helps this process along by giving the AI more tools (like more sensible designs, attempts to slow down the endless production of transports, etc.) to combat the player. Especially in shield tech: The rebalance may have been to make shields feel more "German" instead of the Star Trecky original Orion, but it also has the effect of making tech progress a lot more important. If a player fucks up and ends up 1-2 generations of shield techs and weapons behind an AI, every ship combat will end in a loss. It really hurts! In vanilla, I could sometimes defeat a vastly superior fleet just by throwing vast amounts of missiles and fighters at them, as the shields will collapse much faster. In MO3, the same thing still works, but needs a magnitude more ships, fighters and missiles to work. If you're already losing, your economy may not allow you to create the necessary numerical superiority.

In short, there are a lot of pitfalls and traps that shunt you down to Game Over Ville, but I've been playing MO3 for something like 17 years now, so it's kind of hard to not just do the most optimal thing basically on auto-pilot.

Edit:

Another way to lose is to take any race except Insectoids or Gas Giant Dwellers and forget to switch diplomatic victory off. Especially the Imsaies and Eoladi with the enormous amount of population they can cram into their gas giants tend to run away with a Senate victory if you let them. On a huge map bad luck can make them spawn too far away from you to do much besides hoping they don't win before you can reach them. This leads to weird dead man walking scenarios where you play a couple hundred turns without knowing you never had a chance of winning.

There's nothing quite as dumb as, for example, joining the Senate as Humans only to learn one of the gas giant empires is loving huge and just joined the Senate, too. Then you can either delude yourself and continue playing until the bitter end, or go "Ah, I see" and try again with better settings.

Libluini fucked around with this message at 01:28 on Jan 5, 2020

Strategic Sage
Jan 22, 2017

And that's the way it is...
I was more making a reference to the fact that it is literally impossible to lose in vanilla MOO3, because the other empires can't invade your planets no matter what. You can definitely get into an unwinnable situation, but as Lt. Cmdr. Data reminded us many years ago, that's different than actually losing.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Thotimx posted:

I was more making a reference to the fact that it is literally impossible to lose in vanilla MOO3, because the other empires can't invade your planets no matter what. You can definitely get into an unwinnable situation, but as Lt. Cmdr. Data reminded us many years ago, that's different than actually losing.

Honestly, I don't even remember if that's true anymore. I started playing Ultima Orion back in 2004 and never went back to vanilla. Except for a short phase about 5 years back when I was trying out some other mods. Mods who didn't change the gameplay. About ten minutes with vanilla gameplay let me run back screaming to Ultima Orion and I never looked back.

That said, I do remember losing planets in vanilla, but after all those years I'm not sure anymore. Could be that the patch fixed at least that nonsense. Or it could be that my memories of vanilla slowly got buried under my memories of playing Ultima Orion.

Though it's also true that I ever only lost one vanilla game ever, and that was a diplomatic victory for the Imsaies. They won at some point between turn 370 and 380, so right about now. :v:

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
I'm still working on this, don't worry!

Next update should drop tomorrow evening. European time.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
Master of Orion III: ULTIMATE Edition



Chapter 108: The War against XEOL V




Turn 380! More revolts, virus attacks against our research computers. You know the drill by now.




According to our messages, unrest events are down, but military sabotage acts are up.




Apart from spies duking it out in the streets, we’re still in a holding pattern until we get that special tech we want. Because of this, we spend our combat phases just blockading or punting out enemy “attacks”.




Turn 381 continues the weird running joke of people protesting against the most harmless poo poo while we’re busy assembling death rays and super-capital ships. Having trade embassies is apparently really vile for people, so now our prototype-project for imperial trade embassies is taking five turns longer.

There’s also a new agent for the AIA joining up. Agent Meister Muside has the weirdest name so far.




Revolts in Alchiba and Fieras continue.




A Meklar spy dies but that isn’t important. Important is that our superdreadnought-prototype has been finished! We can now design superdreadnoughts!

Hell yes!




Before we go nuts designing our next fleet generation, here’s “Meister Muside”, a dangerously mediocre spy.

They immediately get a desk job somewhere, so they can’t get themselves hurt.




Ironically, the rest of our dissolved task forces hits our reserves this turn, so another huge batch of ships gets scrapped.

Don’t mind me, just making space for the new fleet.




Still zero from scrapping. So it’s not from the active turn, but also not from the turn before? I guess either we get nothing, or the display is wrong here, too.

Considering we still aren’t building tons of ships and our income is shown as negative again (that’s a swing of 600k+ AU or roughly half of our tax income from last time!) which it certainly isn’t, I’d guess the display is just not working correctly, like at all




:siren: It’s time! :siren:

Our new main capital ship: The Very Heavy Long Range superdreadnought Union. It’s FTL-engine is a miniaturized version of the Portal Drive we’ve been using for ages (the war sadly doesn’t allow us to wait longer for the next upgrade) and the sublight drives are Gravo Jets.

Gravo Jets use artificial gravity fields interacting with the surrounding space to move the ship. This technology also allows for the creation of artificial gravity sources in case the ship is deep in intergalactic space or other weird regions with almost no gravitational interactions to play off of.




Another tech-upgrade hits the defense: The new class VI Dual Combo Shields are a combination of all technologies we have developed before, all in one set of generators. A ship with class VI shields can now generate a combination of staggered shields of all three known principles, all staggered behind each other!

In gameplay terms, a large generator now gives us nearly 4k shield points, and the shield regenerates 413 points every 5 seconds. If an enemy can’t deal at least this much damage, they can’t ever scratch this ship.

To explain the madness with the “staggered shields”, the next shield class up is the Paratron, a German SF Perry Rhodan mainstay since literally the 70s of the 20th century. That blueish shield-sphere is so ridiculous stronger then everything which came before it, our class 7 shields will just be a single Paratron-sphere and the modders tried to make the lore/gameplay-conflict as low as possible by making the classes 5-6 a growing number of staggered shield-spheres to show how the Paratron essentially can do the same thing as dozens of less shields.

The class 4 shield got a similar treatment, before I “orionified” the tech tree, the class shield was simply a home-grown Terran shield system that was pretty strong, but not completely nuts like the Paratron. The original Paratron has a neat, but brutal history. Terrans and their friends only managed to replicate this alien technology after hundreds of years of help by four-armed giant monsters that had this tech for thousands of years already and felt guilty when other four-armed monsters (distant relatives) killed off most of mankind.

Anyway, my point was that the old “Quantum-Fields” were as superior to the older shield classes as the future class 7 shields will be to what we have now, which is why the class 3 shields were simply “class 2, but more of it”.

The other reason for this “staggered shield” poo poo was that Perry Rhodan doesn’t classify energy shields in numbered classes. There are instead “families” based on scientific principles. Like our oldest shields were based on gravitic manipulation and later on quantum-shenanigans, PR shields are structured around what they’re doing, not around how strong they are. Nowadays, the Paratron isn’t a single super-shield anymore, but represents an entire class of shields that all do the same thing. This allows authors to shorthand a lot of alien tech by describing their incomprehensible alien XrlkjRK-lns generators as “like the Paratron, but with X” and all readers immediately know the aliens are at the same level as the protagonists.

And I think that’s enough for now. More when we actually get this holy poo poo what is this type of energy shield!





As agreed upon, the main weapon for our newest class of ship is the Dark Energy Beam. And this ship class has a lot of them. 6 Improved Spinal Mounts for the extreme range and damage, 5 Hermes Phalanx Batteries to absolutely murderize any fighter coming too close and 6 Very Heavy Mounts because they fire slightly faster while having almost the same range and DPS as our spinal mounts. Oh, and they have a 360° firing angle, not that 60° cone our spinal mounts have to deal with.

All around, this design should be a lot less vulnerable against being out-maneuvered by faster task forces, since they don’t have to turn around to fire all their main weapons.

Let’s see how this works in a real battle!




Next up, our SD carrier. The Very Heavy Carrier Hammer (I tried to come up with another rock pun and got nothing) has the obligatory very slow sublight drives for maximum fighter space and comes with 18 fighter-bombers. The fighters have every upgrade under the sun, of course: Battle Computers, Fighter Armor, Fighter Shield Generators and Fighter Cloaks. The whole set!

Their weapons are plasma bombs this time around, since that gives them obscene damage, which should offset the one drawback of our superdreadnought-carriers: Having all that damage concentrate in just 18 fighters, which will hurt if we start losing fighters to PD.

Speaking of point defense, the VHC Hammer has 18 Hermes Phalanx Batteries to make every enemy fighter regret coming close. 9 Dark Energy Beams to kill larger fighters with their heavy weapons before they can get into range, and 9 Hyperfields (“Lightning Fields for you old MO-fans) to kill both light and heavy fighters as fast as possible when they get into knife-fighting range.

A full carrier task force with its 20+ main combat ships will put out a sizable 360+ anti-fighter/missile batteries in terms of fire. That should negate a lot of enemy carriers, hopefully.





So, that’s our new heavy weights. But heavy weights are expensive, so obviously we need some more designs. This is the Heavy Long Range battlecruiser “Inferno”.

Thanks to using a set of three massive improved spinal mounted plasma cannons as main armament, they can get astonishingly close in terms of both range and firepower to our superdreadnoughts, even though they’re comparatively tiny. Their drawbacks make them less useful in huge main battles, however: With only three main guns, every missing shot will hurt, like a lot

Also, they’ll be a sitting duck for almost 9 seconds while their weapons recharge and they only have a total of three point defense batteries.

Essentially, these ships are cheaper then our huge large SDs, and almost as good, but they really don’t like fighters. They’re good back-up, but I suspect their usage will turn out to be kind of binary: Are there enemy carriers? They blow up. No enemy carriers? The enemy blows up.




Like always, I like to pair direct-fire and carrier designs, so we also have the Fleet Medium Carrier Swarm, a battlecruiser-sized carrier.

They’re cheaper and therefore good for clean-up or raid duties, but they’re also meant to complement our gigantic superdreadnoughts in battle. Instead of 18 huge monster fighters, these things here have 25 really tiny fighters. When massed, the enemy PD will face waves and waves of these “Combat Swarmers” with their little dark energy beams, which will serve as a massive wall protecting our heavier fighters.

As the combat engine makes it impossible to target specific fighter types, mixing lots of tiny fighters with your normal ones will give you a huge advantage in major fleet battles.

Oh, and I managed to squeeze 11 Hermes Phalanx Batteries inside, too. This means, like their larger sisters, even after losing their escorts our medium carriers will pose a reasonable threat to enemy fighters.




Speaking of escorts, it’s time for our little force multipliers! First up, our new fleet recon: The Heavy Recon Cruiser Iridium.

Like always, this ship class carries the best sensor system we have, and the best ECM and ECCM. Their “downside” is that after all that poo poo we invented across the game is put inside the hull, there was only free space for a couple Hermes-Phalanx Batteries to give it at least some protection.

A full task force tends to get two of these from me, just in case some random shot takes out the recon. There’s not much to say about them, except that my recons tend to get both progressively more massive and more important the longer a game runs: Better electronics and sensors also tend to be larger, which means both larger recons and less and less main combat ships with electronics, as squeezing that poo poo in cripples them more and more. This of course means losing recons in a large battle hurts more and more, the deeper we get into the tech tree.

Sooner or later I’ll probably upgrade our task forces to 3 recons, as that hurts less than putting all that heavy recon equipment in all our ships.





It finally happened: With the Heavy Point Defense cruiser Samarium, even our PD-ships have started to leave smaller hull sizes behind. Smaller ships simply can’t put out the kind of fire we need to keep modern fighters and missiles away from us!

Especially important for designs like our combat battlecruiser, who can’t really defend themselves against fighters and missiles.

To keep be design bloat from going out of control, I decided to keep the “One PD-Ship To Rule Them All” design law I just made up. This one heavy cruiser design covers both superdreadnoughts and battlecruisers. It’s fast enough to keep up with our battlecruisers, while still carrying a small ECM I as emergency back-up in case the recons bite it and both Hyperfield- and Dark Energy PD-batteries.

A generic task force will end up with something like 6-8 escorts and 2-3 recons (out of 32 max ships) which easily translates to 100+ anti-fighter/missile batteries in addition to the PD the main combat ships will bring.

Though now that I type this up I realize our main carriers have so goddamn many PD-batteries they’re actually better at protecting themselves than their escorts. Something I’ll have to keep in mind, though adding 6 heavy cruisers to a task force is still a shitton faster and cheaper than waiting for 6 more superdreadnoughts to be finished, so don’t expect me to actually remember this dumb fact later.





With that, our basic new fleet is loving done, and I take some time-out to re-design our system defenses.

The new main stay for defense is the Light Attack Craft Spike, a tiny Lancer-class ship with one (singular, 1) not-improved (as that would have been too large) spinal mount.

They are blindingly fast and incredibly cheap, so our AI-governors will churn out equally incredible numbers of them, now that even our basic escorts and recons have started to become stupidly expensive.

In the future, every non-main combat force visiting one of our systems will see a huge swarm of these things close in at high speed and then will suddenly stop seeing things. On account of being reduced to space-dust.




Of course since tiny ships like the Lancer-class of hulls can’t really carry all the new electronics and other upgrades our main ships can, our new system defense crafts need to specialize a bit. The LAC Dust is a recon Lancer. It has to make do with carrying an older, obsolete sensor suite and some ancient class I electronics to defend itself and its task force, but on the other hand, I could squeeze in an improved spinal mount!

The Ion Impulse Cannon is also not exactly new and exacting, and even miniaturized it does 99 damage every 8,75 seconds to the Spike’s 214 every 5,49 seconds, but considering I could not fit any of the more modern electronics into its tiny hull, adding a huge weapon instead was far more satisfying.

Also since I have no control about what the AI decides to do, it’s a really bad idea to include system defense designs without main weapons into your line-up. You don’t want to end up with a Clown Defense Force of 80+ ships without weapons. You really don’t. Even the good old Paralyzed Defense Force with ships like this immobilized by system carriers haphazardly thrown into the same task force wasn’t as bad as this.




Anyway, specialization. Thus, LAC Shatter exists now. It’s armament are two tiny hyperfield generators for close-in defense and a single Hermes Phalanx. And again, thanks to hull size issues, I had to go back to our old Ion Impulse Cannons to find something small enough to still fit.

This design is basically a calculated risk. If I don’t notice a system filling up their system defense task force with these things, it’ll end up hilariously bad. But on the other hand, fighters exist. Being fast, cheap and annoying doesn’t help if some random carrier just laughs really loud and makes you explode.




While the “tiny ships, but a lot of them”-idea has some merit, I still hope (in vain) that one day, orbital stations will have a reason to exist.

But again, fighters exist. So by necessity, all my orbital designs will only have two things: a) Lots of PD and b) lots of fighters. This one is the Orbital Defense Satellite Ferrus, based on a “frigate” hull. It has all the ECM and ECCM, an old, but small sensor suite and can spit out a goodly amount of tiny swarmers. Death to all raiders and optimally, will actually be built and draw enemy fighters away from the vulnerable Lancer-fleets protecting the system. It’s the “cheap option” of our modern orbitals.




The Almandian industrial-military complex always demands at least one complete boondoggle each generation. This is it. The Heavy Orbital Fortress “The Heart” is a secret German SF-reference and will hopefully not end like its counterpart.

It has 8 spinal mounted dark energy beam cannons to tickle enemy ships getting too close, and a whopping 43 Hermes Phalanxes as PD. (Considering that’s only a fraction of what a full task force can bring to bear, it’s still not enough. The task force system really fucks over single orbital stations.)

The main weapon are the ability to spit out 76 fighter-bombers, however: The combined damage output is 20k damage, with a theoretical upper limit of 80-100k, depending on how many fighter flights can launch before the station is destroyed.

This hideous thing costs as much as a full task force of superdreadnoughts, can put out as much damage as a task force of SDs, but thanks to game mechanics, as soon as an enemy gets close enough to target it, it won’t be long for this world. It’s shields and armor are still comparable to a similarly-sized superdreadnought, it only has the fraction of a task force’s point defense, it’s the ultimate glass cannon.

Also there’s a good chance it will be obsolete before I can get one built. Same as always. :v:





And now the actually important part: Building all those suckers. JustGniess, once the jewel of one of our most hated enemies, is now an actual jewel for the Kingdom of Almandin: And as it is kinda important to us now, with its 12 industrial DEAs, I’ve decided to let them have our newest super-orbital. They’ll also get some of our new LACs as back-up.

The good thing is that with one of our strongest industrial centers behind, it’ll take only 5 turns to built one of our new space superfortresses. The bad thing is that I don’t really expect this system to ever be threatened, so it’s basically something I’m doing just because I can.




The madness doesn’t end! After talking about all the new ships we’ll soon have, let’s talk some more about technology we will soon have!

This time, it’s the Streuende Sprengkopf / Scatter Warhead! And no I didn’t miss the “r”, it has to be like this in that sentence because German grammar!

The Scatter Warhead uses the same poo poo we already have, just with multiple warheads of it, hitting hulls and shields multiple times all over the place. In other words, more damage.

Nice idea, but also just a case of MORE NUMBERS. The next two techs in the list on the left, in case I forgot, are Imperital Trading Embassies (MORE NUMBERS for trade) and Nano Factories (MORE NUMBERS for industry). Useful to have, but I have to give them a C- for lore. Just a repeat of earlier techs with better numbers.




GC 573 sees spies stealing our second best sensor tech.

Oh no! Now the AI will put them on their ships to see better to lose tons of space on their ships! The rest of the turn is same old, same old. Next!




Wait, stop! One of our spies killed an Evon-spy from the Eadinel Empire.

OK, but that really was the last interesting thing for this turn.




Until I see this thing. The Maxi-Fighter Garrison adds another shitton of fighters to the numbers a planet can poo poo out.

Another attempt by the modders to push the inevitable point where every plant and orbital becomes cannon fodder a couple more turns further away. We will see if this works when we eventually have to assault planets upgraded up to this point or further.

Personally, it will probably be painful for us.





The last thing for both this turn and this update: I’m clearing out all old ships remaining in our reserves, including old battlecruisers and dreadnoughts of the last generation. Our beautiful new death dealers will soon arrive to replace them!





Antaran Expedition Status


Expedition A2: Partial discoveries made (4) + 11 ships lost / 5 ships left (TF1)
Expedition B1: 16 ships en route (TF2)
Expedition B2: 8 ships en route (TF3)
Expedition B3: 16 ships en route (TF4)
Expedition B4: 32 ships en route (TF5)
Expedition B5: 24 ships en route (TF6)





Next: The War against XEOL VI

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
I'm legitimately amazed that you keep going.

How long do the actual turns take to play at this point?

Donkringel
Apr 22, 2008
Instead of scrapping the old fleets, could you just do this games equivalent of the RTS Attack move towards the heart of their empires?

terrenblade
Oct 29, 2012
Your people are clearly not protesting the development of a trading structure, but the idea of inter-imperial trade its self! With most of the universe against them there is no reason to trade with our soon to be enemies anyway.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

PurpleXVI posted:

I'm legitimately amazed that you keep going.

How long do the actual turns take to play at this point?

That's kind of mixed. A major war or me trying to make sense of what my hundreds of planets are doing can take hours, but there are also turns where fleets are in movement, techs are quietly researched and taking screenshots is like 90% of the time spend on those turns. :shrug:


Donkringel posted:

Instead of scrapping the old fleets, could you just do this games equivalent of the RTS Attack move towards the heart of their empires?

I'm scrapping old fleets to reduce maintenance costs better spend on new ships and if you think I will spend a couple extra hours re-forming old fleets into new task forces only to send them to their deaths, you're the Avatar of Madness

That poo poo would take ages, now I'm thinking of all the time that would be lost just resolving the resulting battles and it gives me the hives

Also the next couple updates will showcase why using older fleets doesn't always work. But saying anything more would be spoilers, so just be patient, please!

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

terrenblade posted:

Your people are clearly not protesting the development of a trading structure, but the idea of inter-imperial trade its self! With most of the universe against them there is no reason to trade with our soon to be enemies anyway.

What's the interstellar version of globalization? Galactization?

wedgekree
Feb 20, 2013
The thing is also there's a limit to how many ships you can put in a fight at one time, and it tends to throw them in randomly. In base game you could have a max # of ten armadas in a single fight, each with a max of 18 ships. And you could only 'fight' in one planet in a system.

So your invasion force of 200 armadas and 50'ish transport fleets somehow always ends in fights with 8 transport fleets and two combat wings. And all the while you and the enemy are randomly retreating, throwing in new task forces..

It's not worth it.

Mr.Misfit
Jan 10, 2013

The time for
SkellyBones
has come!

Libluini posted:

[...]
I'm scrapping old fleets to reduce maintenance costs better spend on new ships and if you think I will spend a couple extra hours re-forming old fleets into new task forces only to send them to their deaths, you're the Avatar of Madness

That poo poo would take ages, now I'm thinking of all the time that would be lost just resolving the resulting battles and it gives me the hives
[...]

I´ve been thinking about this for some time now, but is there any way to up the number of TFs allowed into one battle? So that you could resolve a humuongously big battle of 2000 vs 200 in one go instead? Would the game engine be able to handle that?

wedgekree
Feb 20, 2013

Mr.Misfit posted:

I´ve been thinking about this for some time now, but is there any way to up the number of TFs allowed into one battle? So that you could resolve a humuongously big battle of 2000 vs 200 in one go instead? Would the game engine be able to handle that?

Seems coded into the game engine. You can up the number of ships in a TF but not the total TF's in a battle.

I had one campaign over 'New Orion' where I lost like.. Well, I'd be putting 10 task force armadas into battle each turn, so ~ 180 ships a turn all dying.. Keeping this up pretty much constantly enough for at least 3-4 separate design upgrades to be built, mobilized, and then deployed to New Orion without having the blockade broken or being unable to attack the system each turn..

So I won the war after about 200 years by blockading the system with so many blown up ships of my fleet it blotted out the sun and they starved to death.

Strategic Sage
Jan 22, 2017

And that's the way it is...
There was a patch that did that back in the day, but patch isn't the right word. It was done by hacking the executable. Shows you how much time I spent playing this … this thing … that I still remember it was made by Bhruic.

Mr.Misfit
Jan 10, 2013

The time for
SkellyBones
has come!

Strategic Sage posted:

There was a patch that did that back in the day, but patch isn't the right word. It was done by hacking the executable. Shows you how much time I spent playing this … this thing … that I still remember it was made by Bhruic.

Well, it would have been my first thought as well. Check what value is used for TaskForces allowed into combat, which, considering how this game is made, is almost guaranteed to be a simple integer value, and just change it from ...whatever its original value to 100 or so.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

Mr.Misfit posted:

Well, it would have been my first thought as well. Check what value is used for TaskForces allowed into combat, which, considering how this game is made, is almost guaranteed to be a simple integer value, and just change it from ...whatever its original value to 100 or so.

On the other hand, since that limit doesn't seem to have any sort of vital mechanical role, I'd be pretty convinced it's there because of engine limitations. If you fiddle with it I could easily imagine the game just hard-crashing or turning into a slideshow in every fight where the higher limit is used.

terrenblade
Oct 29, 2012
Well, I've done it, I've gone and spent actual money on english translations of the first few Perry Rhodan books. Wish me luck, this is all your fault Libluini.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Strategic Sage posted:

There was a patch that did that back in the day, but patch isn't the right word. It was done by hacking the executable. Shows you how much time I spent playing this … this thing … that I still remember it was made by Bhruic.

Bhruic! Now that's a name that I've haven't heard in a long time. Bhruic made the patcher and most of the fixes used in Ultima Orion. The modders are really thankful to him at several points in their notes. I think he is the one who hacked the executable to change the number of ships per TF, as the modders ran into hardcoded trouble multiple times.


Mr.Misfit posted:

Well, it would have been my first thought as well. Check what value is used for TaskForces allowed into combat, which, considering how this game is made, is almost guaranteed to be a simple integer value, and just change it from ...whatever its original value to 100 or so.

Remember, the battle UI has only free slots for 12 TFs/objects. I imagine bad things start happening if you allow for more Task Forces then free slots in your interface. Also upping the number of ships in a TF from 18 to 32 sometimes generates absolute madness already when fighter launches or missiles are involved. I really don't want to find out what happens if the already suffering engine is asked to handle multiple times that.

On the weekend, I'll try to find what the modders themselves said about this, as it was written down somewhere. Either on their website or in the Galactopedia of the game.


terrenblade posted:

Well, I've done it, I've gone and spent actual money on english translations of the first few Perry Rhodan books. Wish me luck, this is all your fault Libluini.

Good luck, you absolute maniac you! (Getting PR into English failed multiple times over the years, so I imagine the English translations that do exist must be pretty wild. :v: )

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN
I've just been reading the wiki.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
OK, again: This thread is not dead, really!!!

The next update is even already written, I just need some more time to finally post it. Which luckily, should happen sometime today!

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
Master of Orion III: ULTIMATE Edition



Chapter 109: The War against XEOL VI




Turn 383. Our unrest problems get worse again, including open revolt on Alchiba IV. One building is destroyed, forcing upon me the hard and tedious task of waiting a couple turns for the AI to rebuild it.




More action this turn: One of our research projects is sabotaged, at least one enemy spy is captured and another one bites the dust.

Esanania Empire? Isn’t that the Eoladi-one? As far as I remember, that one had only one planet left last time. Kind of brazen of those gas bags. (If my memory is correct.)

Note to self: Look this up as soon as possible.





Our unrest top 4: As mentioned in earlier updates, spy-generated unrest hits young colonies the hardest, as all those unrest-reducing structures and DEAs haven’t been built yet. This of course means to ever get those colonies back to normal, there’s only one method that really works: Shooting spies. Which happens at random with rolls running in the background each turn!

Welp, we’re already recruiting our own unrest spies as much as reasonable to kill/catch those fuckers faster and all those planets have garrisons to prevent them from fully splitting off, so there’s literally nothing more I can do besides watching unrest numbers go up. And wow, 150 unrest must be a new record. :stare:




As our first new classes come in, it gets even more important to scrap older models as fast as possible.

Because you can’t look up what your ships can do outside your design screen, so when you later have to obsolete designs to keep the AI from building too many of them, it gets really easy to confuse your current and your older designs.
And nothing is dumber then losing a battle because a couple forgotten older ships got thrown into the same task force as newer ships, causing them to move slower on the strategic map and arriving too late.

Also maybe I’m wrong due to playing this session months ago and memories slowly fading, but I think those Lithoid-battlecruisers were meant for Antaran Expeditions and I’m almost sure they’re only here because some forgotten backwaters started building them ages ago and they only just now finished construction.





And now, for something actually interesting: Our active fleets of course are still made up of ships from our last generation. But we have tons of them, so Almandin Fleet Command decides to start the long-awaited offensive towards Yed. Hundreds of warships form up and enter hyperspace. The Yed-system awaits.

It has been how many updates and only now do we get some battles in this war against XEOL?! Someone should shoot this dumbass Let’s Player! :mad:




But a flight time of 2 turns means that, sadly, next combat phase is still without the expected major clash. Instead we have a small Cynoid-force visiting Inak and not doing anything, while something fucks up my screenshots so I’m forced to guess as to what happens at Neaux and Laan.

I don’t know how IrfanView sometimes manages to ruin that green font MO3 uses for enemy factions when I rename the screenshots. The programmers of IrfanView must really hate green fonts. Or “renaming” secretly does something else too, and the screenshots don’t like it. :shrug:

Anyway, Laan is just one of our recon forces doing its thing, but Neaux is an Ex-XEOL system. This sudden fleet of 128 ships is a sizable Cynoid-fleet. Looks like XEOL managed to outmaneuver us!





Our defenses in Neaux, including a waiting transport task force for the Yed-campaign, are utterly surprised. The recently liberated XEOL-colony has no chance.




The Cynoids need less then a minute to annihilate all defenses.




GC 576: Horrible defeats at the front, another huge wave of unrest. Ugh.




This turn, more interrogation of enemy spies and a Meklar-spy gets shoot in his stupid metal face.

On the othe hand, AIA Agent Hornisse bites the dust on our side. The spy war rages on.




The actual shooting war front is an even greater mess: Our main strength is still sailing towards Yed, but a large enemy fleet has jumped us and is now besieging Neaux.

Since our new fleets are still growing and can’t deal with this many hostiles, we’re now forced to turn our main strength around next turn when they arrive in Yed, then endure two more turns of siege before they can get back to Neaux. Not really our greatest hour.




But oops, there are also 196 ships waiting at Yed. So now we have to avoid/win that battle before we can even think of going back.

So, this should be no trouble, I think. We are a bit outnumbered, but we’re also (even with our older ships) technologically superior.




You may have noticed last update that there was no missile ship in our new line-up. This was because I was waiting on our next, better missile tech. But now, with the looming crisis, I decide having ships now is better then having slightly better ships too late. So enter the Heavy Missile Archer Zircon, a weird battlecruiser-design with just 4 huge launchers and just enough ammunition for 3 salvos, but the damage those missiles can cause will hurt like hell.

By now we also have missile armor, better missile AI and missile cloaks, so with enough of these launching missiles at the same time, enemy PD will have a bad time stopping them.




Next combat phase, tons of liquefied minerals hit the mining fan: The siege of Neaux continues and our main fleet hits Yed. But uh oh, XEOL has mobilized some more task forces and has now 319 ships to meet our 302 ones! Looks like we have a fight on our hands if the AI decides to intercept our fleet.

So, not only did I underestimate the Cynoids massively, I also managed to miscount our own ships, since I earlier thought that we have about less then half of what I actually send towards the Yed-system. Well, let’s hope our task force commanders are less of an idiot than the moron commanding the fleet!




Revolts on Fieras V and Alchiba II, unrest everywhere else (on our newest colonies), but on the military front we had a stroke of luck, as XEOL didn’t take the chance and left our main fleet alone. Now we only have to go back!




We seriously need more ships, because this dangerous dance between multiple strong enemy forces won’t end well sooner or later.




Like our shipyards are working day and night, so do our spy recruitment centers: AIA Agent Enthüllung is our latest attempt to prevent enemy saboteurs from slowing down our ship construction programs, but they’ll be soon joined by another, followed by about half a dozen Schemers to hopefully stem the tide of unrest-causing assholes rolling over us.




On the diplomatic front, we can ask for some trade treaty improvements again, so we do just that. And with that, we have dealt with all of our allies and the diplomacy-chapter of this update is done!




The following combat phase is bitter. We still have to endure XEOL blockading Neaux, our recon forces blockade some other systems somewhere, and a transport force of ours visits Yed, but can get out without a fight.

Seeing the AI not bombarding what was basically their own worlds not so long ago is a slight relief. (Yes, besides the bright red of DEFEAT, the Cynoids are only making sure to keep our defenses at a healthy zero, they’re not actually bombarding the planets they attack.)

Normally, enemy task forces are quite free with doling out fiery death to enemy populations, but there seem to be differences in temperament between the different races. The Raas certainly had no inhibitions bombing their own populace!





GC 579 sees an even greater wave of spy-related assholes playing tourist in the Kingdom of Almandin. Alchiba I, VII and VIII are at this point basically paralyzed, as every building built gets destroyed immediately by the raging rebellions.




This time though, our younger colonies aren’t the only ones suffering: Tali II sees enemy spies hijacking the local news broadcaster Xof News, which allows them to flood the local population with fake news about our terrible atrocities. The populace is not amused.

Hackers then destroy the banking system on Munic I. The local billionaires threaten the authorities with violent uprisings, but luckily the destroyed banking system only destroyed their money, so their rebellions fail on account of missing popular support and the now destitute terrorists are immediately thrown into prison and forgotten.

And a little message at the bottom reminds me that the Eoladi are the Karienieo Empire (they’re still in a forced peace with us, but the peace can’t end as long as we aren’t in contact, so the game spams this message each turn) and the spy we killed a couple turns ago was from a completely different empire!

Note to self: Try to type out these updates faster, before memories begin failing.





Behind the scene, I’m desperately building more ships all across the kingdom, as we really pissed of the Cynoids and they’re mobilizing their insane stockpile of ships against us. Yed is now protected by a whopping 868 ships already!

Sure, with optimal task force allocation, that’s only 320 ships per battle, but that’s still more then our entire active fleet on this front, so every battle will be a huge gamble. Especially if the Cynoids brought enough carriers.

And the modders made sure the AI can built some good carriers and artillery ships in Ultima Orion, so even with all the AI-weaknesses counting for you, it’s still a good idea to be able to replace your active fleet if your losses get too high.





Some more older ships are scrapped before they can mess up our fleets and the growing number of new ships slowly climbs towards the point where I can start forming up new task forces.

Huh. Looks like some of our 100+ planets are still quietly building old ships somewhere. If that happens too often for my taste, I think I’ll have to start trying some of the special functions of our fleet interface, like stopping all build queues of a certain design.




Enough babbling! More shooting! Our fleet arrives in Neaux and the fight is on! Both fleets spawn close together, so the direct-fire task forces of each side can immediately open fire.




But before the XEOL-ships can break our shields, our fighters arrive and massacre them.




It takes me a while to realize the Cynoids didn’t bring any carriers for some reason, so the battle is one, gigantic and absolute massacre.




XEOL starts triggering the retreat after the second of four task forces goes down, but our fighters are so fast, they still have time enough to blow up the third one and then continue to the last Cynoid task force and collapse their shields. The remaining Cynoid-ships jump into hyperspace just seconds before a massive wave of explosions would have taken them, too.




Well, that was something. Turn 387 tells us we lost not a single ship in that battle. A dire statement about how superior fighters are in this loving game.

Otherwise, there’s still multiple pages of spy news. Some get killed, some doe vile and nasty things. I’ll spare you the rest. Oh, and our allies refused to improve our trade treaty, which means instead of better relations, we now get a hit against them. Well, poo poo.

As a slightly amusing bit, enemy spies break into the great Dismay Vault and steal their secret plans for building amusement parks. Most of the population takes this as a great joke, but Malt Dismay, the current CEO of Dismay Inc., is infuriated.





Next up: More ship designs! Now that the normal ships are out of the way, I make some time to upgrade our transport fleet. The new Heavy Troop Transport Uranium is based on a battleship-hull and can transport a full corps. It’s also armed, has our best shields and ECM and isn’t as incredibly slow as you’d expect. In an emergency, those ships will at least have a chance at getting out before death comes swirling down.

700 Galactic meters per second isn’t tremendously fast, either. But at least it means I can move them out of the way when the game manages to put them directly in front of my main battle line, which beats all other considerations by a huge margin, as far as I’m concerned. Auto-designs tend to make carriers, missile and transport ships all basically immobile, as the modders are a great fan of min-maxed to hell designs. And for their main function, neither of those designs need to actually move -most of the time.

Obviously this is meant to primarily help the AI, as the dumbass MO3-AI probably would be really bad at experimenting with unusual designs, but for my own ships I tend to like it more if they aren’t nailed to the ground. In space.

That said, the min-maxed designs are also good for new players to learn what works and what not. The old vanilla auto-designs tended to be quite terrible and taught me lots of terrible things. Ironically, one of the first things I remember changing was making carriers slower, as I imagined them not needing to do much more besides occasionally relocating to another position in a battle. (Also I was annoyed with how much space the engines took away from cramming more fighters and missiles into the hull.) The new mod-designs follow the same idea to their logical conclusion. :v:





I completely forgot about this until I reached this screenshot, but we got a new leader for our council!

Lussisle Urdraal is a warrior of diplomacy and sees politics as his battlefield. He just loves using his brutish warrior body to intimidate the more dainty intelligent beings populating the Orion Sector. People who fall for his persona then get hosed, because he actually has a lot of self-discipline and is a very patient diplomat.

Thanks to him, our diplomacy points per turn get a +13% bonus, trade treaties get 10% easier to achieve and all that politiking eats 2% of our system taxes, because all those diplomats fighting their diplomat fights eat a lot of Horsd’œuvres.

We keep him. I like his style.




Astonishingly, it turns out we could have really used that guy a turn earlier: Our stalwart allies refuse to improve our trade treaties, for some reason??!

I’d really like to see why the AI takes the decisions it takes. Is there a secret reason for them to not take our money, or is it just more dumb THIS HIDDEN VALUE TELLS ME ACCEPTING THIS THING IS BAD BEEP BOOP bullshit? You decide!




If I interpret this screen right, our current relations are goodish, we like them well, they don’t like us. Doesn’t bode well for the future.

Then I remember the Annalona Empire is basically a cute kitten next to our Siberian Tiger, so I stop caring about their opinion immediately.




Some strange news! You probably don’t remember, as it was ages ago, but we send a small recon task force to explore this black hole here. Well, this turn we finally arrived but found nothing! So that was a waste of time.

Anyway, the 1st Void Recon is now continuing onwards to this unknown star over there.

Since it is just a normal star, we will very probably at least find something, at least. Definitely something. Not nothing, like this time.




Less stupid are the adventures of the 2nd New Recon task force. This group of scouts is surveying additional Cynoid-systems.

I think Inak wasn’t interesting. At least I couldn’t find a screenshot of the system, so either this came up in an earlier update or I forgot.




Turn 388 again showers us with revolting displays of unruliness.

There also tons of spy events, but you have already seen them all, moving on.




Research-wise, this turn is mostly boring. Only one new tech in our prototype-ledger. The Maxi-Fighter Garrison simply adds even more fighters to launch for the defenders. Basic, but effective!

Another mod-update to keep planetary defenses from becoming obsolete. If you keep up with building them, your planet can become pretty drat scary. Of course, if the modders hadn’t raised shield regen by insane amounts, no amount of fighters would have prevented enemy fleets from just one-shooting
planets around now.

So while this means a lot of drawn-out fights, it also means it prevents us from just steamrolling everything without resistance.

Well, eventually. At this rate, it’ll take 50-100 turns for our neighbors to reach this tech themselves. We can only hope they’ll steal it.





If I’m allowed to be frank here, freeing this system here from the Cynoids gives me nightmares. With maximum task force sizes, we can blow up around 320 ships per turn, even if we win each time.

Yeah, let that sink in. :shepface:




A short look at turn 389: The same turn our war against the Meklar times out, we manage to kill one of their spies.

I just found this amusing, there’s no reason for this screenshot otherwise.









Antaran Expedition Status


Expedition A2: Partial discoveries made (4) + 11 ships lost / 5 ships left (TF1)
Expedition B1: 16 ships en route (TF2)
Expedition B2: 8 ships en route (TF3)
Expedition B3: 16 ships en route (TF4)
Expedition B4: 32 ships en route (TF5)
Expedition B5: 24 ships en route (TF6)





Next: The War against XEOL VII

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN
Glad to see its not dead yet!

Dawncloack
Nov 26, 2007
ECKS DEE!
Nap Ghost

Deadmeat5150 posted:

Glad to see its not dead yet!

Hear hear!

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Watch it turn be out that all of Xeols ships are on that planet as soon as the rocks get a win the whole empire crumbles like it did with the lizards

Donkringel
Apr 22, 2008
I like the idea that your backwater colonies are building the space age versions of New Zealand Bob Semple tanks. They're trying!

Munin
Nov 14, 2004


Libluini posted:



If I’m allowed to be frank here, freeing this system here from the Cynoids gives me nightmares. With maximum task force sizes, we can blow up around 320 ships per turn, even if we win each time.

Yeah, let that sink in. :shepface:


I am not sure but I think this might be a badly designed game.

Nice to see the thread is not dead. Btw, Fairgame just finished his long war LP which also showed off some excellent bits of campaign design in that case.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
5999 ships what the gently caress. Is that 90% of their fleet or somethign in one huge lump just hanging out?

Strategic Sage
Jan 22, 2017

And that's the way it is...

Munin posted:

I am not sure but I think this might be a badly designed game.

It's not. It's a horrifically designed game. I'm not entirely sure it even deserves the term 'designed' at all.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
It's a game where they had a lot of okay ideas, some good ones, and managed to put them together in the worst possible way.

wedgekree
Feb 20, 2013
This game decided it wanted to be played by spreadsheet. And then the people doing everything put into said spreadsheet didn't bother to try and figure out how it actually worked

Donkringel
Apr 22, 2008

wedgekree posted:

This game decided it wanted to be played by spreadsheet. And then the people doing everything put into said spreadsheet didn't bother to try and figure out how it actually worked

It was an excellent game until they decided to put a graphics engine on top of it and the limitations that engine imposed upon the almighty spreadsheet.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
I'd really like to defend this game here, but I fear a lie that blatant would collapse reality as we know it


Slaan posted:

Watch it turn be out that all of Xeols ships are on that planet as soon as the rocks get a win the whole empire crumbles like it did with the lizards

Don't worry, the Cynoids are working hard to make this war even more tedious then the Raas War. :shepface:


PurpleXVI posted:

5999 ships what the gently caress. Is that 90% of their fleet or something in one huge lump just hanging out?

More like 80%, as they just mobilized 800+ more ships against us. :suicide:

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
OK, we're back!

Next update is coming shortly, I just have to upload the screenshots and then the next post is good to go!

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
Master of Orion III: ULTIMATE Edition



Chapter 110: The War against XEOL VII




GC 585. More revolts, and the Meklar are back for more war.




Enemy agents blow up automated factories on Plastrum I, at least not killing anyone in the process (though sadly, a Sapience-level AI gets erased) and more dumb spy poo poo happens.

In less dumb news, we can now build Maxi-sized fighter garrisons on our planets! And our scouts completed their survey of the Vaht-system in Cynoid-space.




The Vaht-system has an odd mix of Gnolam and Cynoid-populations.

Since both species are good with money, this is certainly good for the economy of XEOL. But I think all those Gnolams must hurt the production capability of this system something fierce.




The adventures of the 2nd New Recon task force continue! The next target is completely unknown.

Come on! That can’t possibly be another Guardian-system! Maybe it’s just a system too lovely to colonize? A sun without planets or something?




Meanwhile, our war with XEOL takes a turn for the worse. Somehow, even after piling 6k+ ships into a single system, the Cynoids still had tons of ships lying around. The fleet forming up in Yed numbers now 838 ships. A tall order.

I think without our new ships this would be impossible. Looks like our old fleets will be facing some serious attrition in the near future.




Seeing the numbers XEOL is mobilizing against us, I instantly rush back to our fleet screen to see how many of our new ships are available.

The answer is, our situation is kind of mixed. We have more PD- and recon-ships then we could ever need and nearly enough superdreadnoughts to form up two full armadas (they’re the ships called “Titan” in this screen, thanks to me forgetting to rename a string 15+ years ago).

The AI also helped us built a ton of our short-range plasma battlecruisers (we already have 37!), but our Swarm-class light carriers and our missile battlecruisers are apparently not to our AI’s taste, so there aren’t a lot getting constructed.

Let me just say, the preference of the AI to build the cheapest ships possible is kind of a two-edged sword: Sure, it’s awesome that the AI will automatically spam PD-ships and light scouts without me having to do a thing, but on the other hand, if ships are more expensive/larger then those, good luck getting them auto-build without setting all the other, cheaper designs to “obsolete”.





We may be facing a crisis on the front, but at least the tech screen still likes us and two awesome techs are entering prototyping phase this turn:

Energierückgewinnung / Energy Recycling
This tech is an upgrade to an earlier industry-tech and reduces the minerals used in industrial production by another whopping 20%! Yes please! The lore is simply “we are less wasteful and re-collect waste energy if possible”.

Crystal Beam
A Silicoid-only weapon. The description (special crystals from the Silicoid-homeworld are used to shoot a special crystallization-beam that slowly turns the target into crystals until it suddenly turns to pretty, crystalline dust) is suspiciously close to weapons used by the dreaded Abruse, a crystalline lifeform/civilization that nearly wiped out all life on the minus-side of the universe (it’s a long story).

And yes, that’s another Perry Rhodan reference. :v:

If I ever start my planned Let’s Read of German SF, I’ll cover Sinta’s adventures in killing all life everywhere probably at some point around 2030. You presumably want to use Perrypedia and Google Translate to look the Abruse up if you don’t want to wait that long.

Oh yes, I forgot. Stats: Good range, good damage. Enemy armor gets a 30% penalty when shot at with Crystal Beams. After we get this, I’ll try to use it in as many ships as possible because it’s a crystal weapon and we’re crystal people, so it’s thematic!





Turn 391: Enough enemy spies have been culled that the amount of events is way down.

Still some strikes and revolts, and the occasional act of terrorism. It’s just a lot less then before.




Before we go to the front, another new tech arrives this turn: Weathercontrols. Allows better terraforming and makes it cheaper. Nice, but not really awe-inspiring.




Our reserves: Right now, we could mobilize three full task forces, and two half-assed ones. Better, but we still need more ships!

Also I’m pulling the break on our PD- and recon construction. We have 100 PD-cruisers and 92 scout cruisers right now. That’s far in excess of what we need right now, considering we need only 1-3 recons and 4-6 escorts before these ship classes will eat into the general fire power of an armada.

After obsoleting our scouts and escorts, I went one step beyond and manually flipped a couple dozen planets to lay down some more ships from the classes the AI didn’t want to build. A couple turns more, and we should be able to put out a sizable fleet already.





Battle phase! Some forgotten scouts holding position and a major fleet battle in the Neaux-system. Our fleet has arrived and we would have sorely needed the ships pushed out of the system by the Cynoids. 320 ships are coincidentally, the absolute maximum allowed in a battle. Which also means 10 full armadas against our own, rather mixed fleet. Welp!

Eh, last time we met the Cynoids fleet-to-fleet, we cleaned house. I shouldn’t be scared so much.




The battle begins with a reminder that yes, the system defense fleet counts as a separate task force, so you better account for that before launching yourself into a battle.




XEOL certainly brought a lot of ships. Both sides are launching missiles and fighters, but both fleets are far enough away screenshotting them is a bitch.




There are enough fighters around thinks get even more incomprehensible soon. Here I think an enemy task force gets a pasting.

The arriving Cynoid-fighters to the left are kind of foreboding, don’t you think?




The Cynoid-fighters have arrived and the battle immediately swings around, hard.

That task force in the middle of all that chaos is now ours. Our other task forces are using their anti-fighter weapons on the fighter swarm around it, they’re not actually firing at the task force.




XEOL’s fleet has more carriers, and their weight-of-fire begins to tell. We can’t kill them fast enough and worse: They keep our fighters away from them, as they keep turning around to fight enemy fighters. This is bad.




Eventually, our direct-fire task forces lose their shields and dozens of ships disappear in titanic explosions.




The Cynoids entered the battle with four carrier and three missile task forces, which means 70% of their entire fleet was a giant, iron-mailed fist while the rest was enough to keep enemy fighters away from the carriers until their own could launch.

This is a perfectly viable fleet. A pure carrier fleet is doable, too: But faces the obvious risk of an enemy fleet spawning close enough to put the carriers at risk. By having some left-over task forces for more direct shooting, this fleet basically covers all its bases. Too bad our own fleet is the one getting dumpstered by this combo.




Eventually, all our direct-fire ships are gone, and since the enemy has so many more carriers, their next launch can target our own carriers, while our own fighters are off somewhere, fighting it out with the Cynoid’s first wave.




Obviously I won’t just sit there and wait until all our carriers and artillery ships are destroyed, so it’s time for General Retreat!

Saving our own carriers is now suddenly the most important thing in the world, but of course I’ll need to be careful to not mix them with our newer ships, as they’re clearly not superior enough to stand up in a major fleet battle.




After our embarrassing retreat, our fighters are left alone.




Luckily there are so many enemy fighters around, they don’t suffer long. Less then half a minute later the planetary shields collapse and this battle is mercy killed.




Well, that could have gone better. This screen tells me we killed a whole 6 ships in exchange to the massacre we suffered.

At least we saved our most important ships, even though we can’t tell from here, as Allied Strength / Verbün. Stärke never counts ships that fled as part of your strength (obviously, of course).

Also we ran into another Guardian! Let’s see if we can make some time in our war to go Guardian-bashing.





Our foreign relations at turn 392: We’re at war with everyone except the Imsaies. But while our current relations are still good, the trend is still going downward. Disturbing.




Also I’m fed up with our inability to clear out all spies causing unrest, so I take a look here and holy poo poo, we’re down to one last schemer already? That won’t do, that won’t do at all!

And so I recruited a shitload of new agents. In the meantime, Agent Kuh (German for cow, by the way) will be alone in his duties. At least his stats are a full 10/10, so Agent Kuh easily does the same work as 2-3 mediocre agents.




Next turn, we continue to get our asses whupped.




Ouch, that hurts!




And now 704 Cynoid ships are in Neaux. The freshly liberated Cynoid-system will soon be going back to its original owners, it seems.

We really need those new ships now, uh oh.




The RNG really doesn’t like us this turn and sends the surviving missile task force straight back to Yed, while our units flying from there are straight up traveling into another disaster.

My last hope here is XEOL not attacking those flying fleet units until I can get them out of there.




Oh gently caress, maybe I should write faster, I totally forgot those two carrier forces where traveling in the same direction.

Welp, this means the Cynoids get another go at our carriers. If the RNG is nice and lets them flee towards our border in the next two battles, or if the Cynoids don’t attack so I can give them new marching orders in Yed, we’ll be able to save those carriers. Easy! :suicide:




And this wasn’t the last fleet formation still fleeing through hyperspace! Three carrier task forces and three missile forces in total are on their way.

If we can pull this off those six units and their 180+ ships will be a sorely needed reserve for our new ships. If we can’t, welp. Then those ships will be caught and destroyed, sooner or later.











Antaran Expedition Status


Expedition A2: Partial discoveries made (4) + 11 ships lost / 5 ships left (TF1)
Expedition B1: 16 ships en route (TF2)
Expedition B2: 8 ships en route (TF3)
Expedition B3: 16 ships en route (TF4)
Expedition B4: 32 ships en route (TF5)
Expedition B5: 24 ships en route (TF6)





Next: The War against XEOL VIII

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
Oh man, actual opposition! Some genuine drama!

SugarAddict
Oct 11, 2012
It's so Moo3 that the AI intentionally sends your retreating ships into enemy territory to make it seemingly less cheaty for the AI to kill it.

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SIGSEGV
Nov 4, 2010


What a turn-around!

Of course the problem is that I have trouble seizing the time scale, so I don't know if those are genuinely serious setbacks or just a third of a turn of factory time lost on that front. Is travel duration still as ridiculous as in the early game?

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