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Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Freitag 12. Februar 2021, 16:50
von UesugiKenshin
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So something like this where M is the main deployment force so likely where the training facility is located. X is where smaller forces are deployed. Every inhabited sector within the subsection then has reinforcements fairly close. You set up whatever optimal pattern seems fitting and can even generate certain starship classes by location, so you know where all the classes of ships and troops are coming from and there is a mechanistic orderly way that troops and starships are created, trained, and redeployed.

So maybe your frigates are coming from 3,4 and your dreadnoughts are coming from 13,10. A predictable length of time passes before the next one is constructed. Otherwise you are randomly half-assing it. Your fleet composition will be skewed.

Ships converge on 7,7 so they get trained, then experienced ones at that training facility then are combined into fleets and dispatched to the optimal locations to protect that subsection.

Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Freitag 12. Februar 2021, 17:01
von UesugiKenshin
You don't have to build military shipyards everywhere, but those X and M locations require them. Between this and starbases, then your starships need places to repair post-battle or when captured through sabotage. Then there is always a nearby place to retreat to and take care of those weakened vessels.

I don't know how one could otherwise claim to have imperial forces in an organized empire. Your soldier astronauts are risking it all, and for command not to be organized and even more disciplined is sloppy and irresponsible. Command is not just issuing orders. You want your serving men and women to get home safely to their families.

Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Freitag 12. Februar 2021, 17:11
von UesugiKenshin
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If that subsection is on the edges of the galactic map, then obviously the way in which you defend it is different, but you want starbases in empty sectors so a crippled starship can flee to it on the edges. You also may need some level 2 military shipyards on the edges as well. You want starbases and excellent scanning probably isolinear on the edges as well. Well in advance, you want to know if the enemy is heading on an intercept course within that subsection.

If doing resource routes, it is wiser to have them within subsections as well. It is very tough to track down a resource route from more than one subsection away. That nonsense will make you pull your hair out.

Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Freitag 12. Februar 2021, 17:18
von UesugiKenshin
Because empires grow in unusual dynamic ways based on stellar phenomena or the proximity of minor o major races or poor map design, then most empires look like a jumble.

A modder organizes and balances where everything is located and cleans that disorganized mess up. This takes an immense amount of time when just playing BotE versus an editor. You cannot effectively wage war without extreme organization. That is why discipline is stressed from day one in the military. If everyone just did whatever they wanted, you get a jumbled inefficient mess. That is useless in war.

Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Freitag 12. Februar 2021, 17:23
von UesugiKenshin
The speed of a starship limits their ability to retreat and so ultimately governs where repair facilities are located. That and range. And all starships in a fleet travel no faster than the slowest ship.

This is why all these military bases and deployment training hubs and starbases and military shipyards are important in a practical way.

One training facility is fine for a planet but terrible for a galactic empire. It is an awful bottleneck and is very bad in early turns where it takes years not weeks to travel at warp speed.

Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Freitag 12. Februar 2021, 17:27
von UesugiKenshin
A tiny subset enjoys building, but most wargamers want to fight battles, so to get that manageable for BotE means a lot of modding and huge amounts of time as there is no quick way to do this with an editor. That happening is vital for BotE to become popular so fast scenarios can be made.

Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Freitag 12. Februar 2021, 19:09
von UesugiKenshin
Out of my 2100 ships, only 8 transports (Paqlans that were captured through sabotage and 4 Beth Extremum) are at Lambrecht and have been given orders to route to those inhabited regions with the most troops, but lacking sufficient deritium to make their own domestic Beth Extremum transports. Those are very fast and the Paqlans are very slow. So likely by the time they arrive, I could make transports instead. And that is mostly in the opposite direction, though the Heyoun are the most foolish about colonizing internal to another empire or recruiting/bribing minor races internal to the Omega empire.

Meanwhile I created and dispatched 10 fleets to sit in orbits and pressure those inhabited sectors.

Save your game often as if you hit the wrong button, the turn is ended without properly saving and an hour is wasted redoing the turn.

Most of my many transports are in orbit at formerly subjugated inhabited sectors, so I have to go through and find sixty useful ones to remuster and do second ground invasions with experienced soldiers.

Just for beta testing, since some sectors with troops were not making anything, I was able to make 150 Beth Extremum transports at those sectors, so the Omega have plenty of capacity to make most in a single turn and all by 3 turns. They still need travel time to get to intended targets.

Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Freitag 12. Februar 2021, 19:19
von UesugiKenshin
It is not very organized as it should be, and in a real galactic war, against a determined enemy who is organized, many transports would be attacked. That is what I would do as transports without escorts are extremely vulnerable. A better subclass of transports that is fast and defensible is almost required versus routing escort frigates or better. Time is money and that just add cumulatively to delays.

The Paqlans and others seem wonderful, but they are too slow, and as they were subjugated late, those sectors have too much construction that is important to control domestic morale than to be making slow transports.

Obviously an empire through advanced tech would make superior transports who can protect themselves for at least part of the journey. Then perhaps link up with an escort along the way. Then you are gambling they can safely move to the link up point.

Rotharians would love to cloak and ambush troop transports.

Rotharian commander " Those idiots gambled they could meet their escorts for protection, but never counted on us waiting here to interdict them. They are not even aware we are sitting here observing them."

Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Freitag 12. Februar 2021, 19:39
von UesugiKenshin
A 10x10 multiplayer game is intense as with your fastest ships, you can attack deep into enemy territory.

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The Khaoran homesector (K) and the Terran homesector (T) are within rapid striking distance. Those games will be intense at a speed of 4 sectors per turn. Dealing with cloaked Rotharian starships would be daunting. Luckily fleet speeds are reduced by the slow vessels.

Your experienced wargamer would love those games. The smallest flaws woul be ruinous blunders just like chess.

Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Freitag 12. Februar 2021, 20:02
von UesugiKenshin
The Belamar and the Tohm, both bitter enemies as they were members minor races to the Rotharians, because of numerous gifts coupled with reason, offered membership in turn #510. The Azorans offered it last turn. Things are looking up. That is 18 billion lives saved versus a bloody subjugation against civilians.
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http://birth-of-the-empires.de/wiki/ind ... E#Azoraner
Azora's shipyards are the pride of the whole system. A breathtaking facility extends over a distance of around 200,000 kilometers in space, which overshadows everything that our engineers have been able to achieve so far. In more than 3000 moon-sized halls, over 4 billion robots and a few engineers and planners work on the giant ships of the Azorans, which can easily hold ten times as much as one of our transporters and hardly lose any of their agility and speed. By the way, the Azorans only build transporters, not other ships, which earned them the nickname space trucks. However, they do not allow themselves to be talked into their planning, because they are very vain. Nonetheless, we have to get this system into our hands! The construction of the most modern ships in the shortest possible time can thus be realized without great effort.

Home system: Azora

Technological progress: progressive

Special Skill: Pacifist

Corruption: medium corruption

Spaceman nation: own ships

Special building: Shipyard complex: 200% shipyard construction speed, maximum ship size: huge
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http://birth-of-the-empires.de/wiki/ind ... -E#Belamar
The Belamar are modern monarchs. Your queen uses complex pheromone signaling to direct her drone-like citizens as she sees fit. This happens in several stages through a sufficiently complex management system around your planet-spanning kingdom. The monarchy is financially supported by high occurrences of purple shimmering grazite, whose high stability in processing is valued and at the same time the intoxicating effect on the organism in powder form is unique. This grazite is outweighed by gold in other regions, the Belamar are well aware of this, but they do not want to share their almost inexhaustible deposits, as they fear that other peoples may develop desires and ultimately try to enforce them through war.

Home system: Belamar

Technological progress: normal

Special ability: none

Corruption: easily corruptible

Spaceman nation: no

Special building: Export ban: -1 morale in the system, + 100% income on trade routes
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http://birth-of-the-empires.de/wiki/ind ... r_Q-Z#Tohm
Tohm's demographic development is like a dumbbell. There are many children and young people, many old people, but hardly any middle-aged adults. Mean age here means 100-400 years. A Thom is on average 800 years old. In the last system war, such terrible weapons raged among the combatants that all of the fighters were killed. They fought "to be fair" in remote terrain and adhered to the rule not to endanger the elderly or children, but women by fighting. This was exactly what remained and it is now the task of the old to raise the young on the one hand, but also to tame them on the other hand, since the Tohm are a very hard-fought race. So far this has worked very well, especially since the ancients rely on the technically advanced camouflage drones, flying cloaked miniature devices with either weapons or extended sensors on board, which can only be activated and thus controlled from a certain age. The use of this technology, no matter against whom, is often accompanied by sharp protests and rioting.

Home system: Tohm

Technological progress: progressive

Special ability: secret service

Bribery: difficult to bribe

Spaceman nation: no

Special building: Use of cloaking drones: + 30% secret service bonus , -1 morale in the system

Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Freitag 12. Februar 2021, 20:13
von UesugiKenshin
The pheremones of the Belamar queen are similar to the pheremones of the Rotharian queen.

The Azoran starships
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Lemmeth transport has a speed of 2
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Bremmeth transport has a speed of 2
http://birth-of-the-empires.de/wiki/ind ... r#Azoraner

So in both cases they are twice as fast as the Paqlan, but half as fast as the standard Omega Beth Extremum and so while useful, end up being too slow to use in actual practice without a lot of planning, and still can only be made 1 starship per turn which severely limits them for battle.

Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Samstag 13. Februar 2021, 01:40
von UesugiKenshin
When you rush construction as you have the tech and raw materials and the cash in the treasury, which realistically can likely only occur past turn #300, then if the code allowed you to buy each construction, rather than just the one on top, then construction time instead of eight single turns would take a single turn.

So while not directly an editor, it would vastly reduce the length of time creating scenarios.

So someone using my commodity manipulation system, who knew what they were doing, could mod incredibly fast compared to what we have now. You would load the beta multiplayer, play as all factions, rush mining and manipulate your economy and rush research, and then start rushing basic infrastructure rapidly.

So if that works and you could then save as a single player, then the whole complete empires might not take six months but maybe two months. There would still would be the regular exploring delays and need for sleep and analysis so it doesn't mean instead of 240 hours it takes 30 hours, but it would terrific.

You would select a line, click buy, and then click ok...eight times whereas now you can only do that once. In the code, it's a function of when the subtraction from the treasury takes place and updates in the next turn. Most people wouldn't do it as they would not have the funds or the raw materials. Having both and adequate research takes a rigid methodology and has to be done in a very logical order.

I'm not sure people understand what I mean and if I had the equipment and software, I would just make a video and load it to youtube. It is honestly only useful for modding as the AI does not do it, so it gives the human player a real advantage.

Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Samstag 13. Februar 2021, 01:51
von UesugiKenshin
The actual editor in Civ2 or 3 let's you build one city and then replicate all infrastructure to all cities (you clone it), so it is incredibly fast as you tailor construction as well. That is what is genuinely required.

Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Samstag 13. Februar 2021, 01:58
von UesugiKenshin
Paid PC games are often modable.

Free Android games are not modable in the space 4x genre as they are often either offline but have a pay to win system through upgrades, so players justify paying these, or they are multiplayer (MMO) so played online and to compete against long time players, they pay to win. There honestly are players who spend $50/month which is nonsensical. $600 a year to fight space battles???

Good wargames are modable and since they are, then people keep playing them over decades. The PC version of BotE was modable once and did not have encrypted save games.

The word mod was once a normal word as these were free changes to enhance the game. Now the word mod is anonymous with cheating which is weird.

The only Android strategy game that is modable in the old school sense of the word is unciv. That whole program is made to be altered. Often mods were made because there were no patches and the community created patches themselves.

Re: Advanced Save Game Six Empires Huge Map and Minor Races

Verfasst: Samstag 13. Februar 2021, 03:15
von UesugiKenshin
Half my transports are loaded and they are all veterans level 6 mostly and some level 5s. Oscar Mike (On the Move).
https://m.youtube.com/watch?v=bt74E45gVDc
Jarhead (2005)

Mostly it will be to do intimidation from orbit, just sitting there over minor race sectors. Suggesting they flip sides. I'm trying to save hundreds of billions of lives.