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Post by pendell on Jul 27, 2022 17:58:54 GMT -5
So here's my observations so far WRT fleet maintenance, based on watching the maintenance numbers of my starting templar ships early in-game: -- Pay 100% maintenance when in red space, regardless of damage level. At least, when damage is > 50%. Probably won't be able to test below that. -- Maintenance in green space incurs a penalty when <100% fuel (factions charge a chunk of change for fuel) -- Maintenance in green space incurs a much more significant penalty when health < 100% (factions are worse than your local auto mechanic, charge through the nose for repairs). With both templar cruisers in need of repair and refuel, saw fleet maintenance of 140%+. -- Maintenance in green space at 100/100 is discounted compared to red space. -- Refueling/Repair from green or brown squares in deep space does not incur a penalty. In fact, I suspect they give a significant discount; I currently have three templar ships in an asteroid belt with two transports transiting red space to new colonies: Fleet maintenance is 46%! That's what happens when you stay away from factions! -- Based on this, I wonder if independent worlds will either charge a significant discount or a significant premium compared to faction worlds.
Respectfully,
Brian P.
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Post by pendell on Jul 25, 2022 15:50:48 GMT -5
Thank you!
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Post by pendell on Jul 24, 2022 15:26:12 GMT -5
I have a few questions on this game i am playing.
1. How exactly does fleet maintenance work? These are the variables of which I am aware:
A Conflict status B Ship is in red or green space. C ship is damaged.
the ship display gives the same flat number in all conditions, so I have a hard time predicting what different conditions impact their cost. the empire summary DOES show the total cost as standard cost times a factor, bur this is an aggregate, not individual.
Under what circumstances does a ship pay 100 percent maintenance? neutral conflict/green space/full fuel/undamaged?
the flavor text says factions charge to repair/refuel. Is it cheaper to leave a ship in red space, thereby avoiding repair fees?
How EXACTLY does fleet maintenance work?
Second.
I note that the default military transport design has 0 gun decks. is this an error, or does it invasion talents do not benefit from gun decks?
Third question Does st4x use the same dice mechanic as tbf? i would assume a weapon which uses torp+stealth means torp strong dice and stealth standard.
is this correct?
Respectfully,
Brian P.
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Post by pendell on Jun 27, 2021 14:39:32 GMT -5
Great! Excellent!
Respectfully,
Brian P.
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Post by pendell on Aug 20, 2020 17:15:27 GMT -5
Thank you, resistor. I suspect this as well, though I was hoping for confirmation from the devs. I haven't been able to encounter either the Terrox OR the Dark Terrox, though I did manage to encounter the Red Zorga on the Degla: 150 worlds map.
Respectfully,
Brian P.
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Post by pendell on Aug 7, 2020 16:42:28 GMT -5
Online Manual (http://www.tresebrothers.com/star-traders-4x-empires/game-manual#Alliance) reports effects of this conflict as:
Alliance
+2 RP per Colony
+2 EP Per Colony
+4 Credits per TP
-10% Colony Maintenance
However, the Templar library reports that there is a 10% reduction to ship maintenance AS WELL as colony maintenance. If this is accurate, it makes the alliance a far more attractive option vis-a-vis the trade alliance.
I believe that the in-game documentation is correct and the online manual is not. If I had permissions, I'd fix it myself. Since I do not, I can only submit this as a request.
Respectfully, Brian P.
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Post by pendell on Aug 7, 2020 7:46:41 GMT -5
I assume ST4X 2 will occur sometime after the events of STF, when the storyline culminates in Estelle Brookstrom declaring the Empire of Man with her as Empress. Then we can fight a multi-sided war against the Empire (or FOR the Empire, against rebellious Star Trader Factions), the Hunna, the Narvidians, and as many xeno factions as will fit on the map.
Mind, I have no idea if that's where the Brothers want to go with this, but I for one think it would be a cool story idea.
Respectfully,
Brian P.
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Post by pendell on Aug 6, 2020 9:20:00 GMT -5
I finally managed to conquer 2 alien worlds. I found later, that Xenoblots (tutorial alien) power IS being hyper resistant to invasion / bombing, so this explains partially my struggles. I found out that: - Over time my invaders started doing MUCH bigger damage. EXP has a much larger role I suppose in everything. - It still took a lot of effort, but I succeded. I'm on a 32x32 map and will try to eradicate them. It's hard to imagine how hard can this be on a 100xsomething map though. Also - I think I clicked on all tech tree and don't see other "Repair" options than "Repair fighters". My Invaders are not being repaired while in green orbit (Wolf ships are). My other ships can't fix them. Is this tech anywhere to be found? (To repair other types of ships) I'm sorry, Curator, but I believe you are mistaken; ALL ships are repaired in green space, but slowly. If your repair skill is not high, those repairs are extremely slow and incremental. I've played many, many games and I've never seen a ship of any class not being repaired in green space. Regrettably, it is only possible to repair fighters -- that is, spacecraft mounting a Fast Reactor type of propulsion plant -- with the talents Repair Fighter 1, 2, Multi-Repair Fighter 1, and Multi-Repair Fighter 2. There are no options or talents to repair or refuel cruisers, transports, or other capital ships in any way save by parking them in orange squares (refuel only) or green (refuel and repair). There are add-ons and upgrades which will increase the speed of repair in green space, but, again, there is no way to repair anything but a fighter save by parking them in green for several turns. This is one reason why I rely heavily on fighters backed by carriers; I prefer the tactical flexibility granted by the ability to repair and refuel them quickly, even though they are individually weak compared to other ships. This means that your games are going to have very long durations; even when you have an overwhelming advantage, it still takes many turns to conquer an alien planet, then either refuel/repair your ships in place or demolish the just-used invasion ships and replace them with new ones. Some players do that: They will have a constant stream of invasion ships pouring in from their core worlds; the replacement ships arrive just as the previous invasion is completed. The old ships are demolished, the new ones take orbit, refuel, and press on to the next target. This requires an extremely large and wealthy empire, of course. Respectfully, Brian P.
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Post by pendell on Aug 6, 2020 7:41:44 GMT -5
My GUADALCANAL class has the following attributes: Transport/Tech level 3 Reactor 9 Durability: 12 Shielding : 3 Evasion: 3 Sensor: 2 Gun Decks : 6 Pilot Training: Guns 1 Pilot 1 Torpedo Attack 0 Stealth 1 Repair 5 Invasion 3 Weapon: Heavy Drop Pod Armor: Duranium Composite Cladding (8 armor) Upgrade: Heavy Assault Brigade. Note: I do NOT include a colony module; this is purely an attack ship. Training: Planetary Invasion 2, Planetary Invasion 1, Sector Scan 2. Cost: 91CP, $739. Maintenance: $127 / turn. I do not deploy these ships by themselves; Xeno aren't that easy to kill and they regenerate 1 population point every turn. So instead, I deploy these in a group of 8. We totally surround the enemy star system and every transport performs scout/invade together. I can typically conquer a xeno world in 5 turns using this strategy; one wave of scout followed by every wave after of invade unless I the defense of the alien becomes " ?", at which point I scout again. Because I am deploying an 8-ship, I do not mount a colony module on these ships; they won't be using it, and it is wasteful both in terms of maintenance cost and mass. Instead I have a following ordinary colony ship whose orders are to colonize a newly purged xeno world. The important thing about invasion is that the damage you take from the planet is NOT mitigated by evasion or stealth. Consequently, you need as many points in durability as you can afford; not only does it give your ship more hit points but it has greater 'soak', meaning a certain degree of damage won't even be applied because your ships are that tough. Armor helps soak as well. That's another reason I don't mount a colony module; I prefer to use the mass allowance to put the heaviest armour on the ship I can. You need high points in durability, invasion, and repair. Repair is important because after the battle is over you need to really repair your ships to top form again before the next battle, and low repair stat will make this take 20 or more turns. Some players simply demolish their invasion ships and replace them with new ones to avoid this wait; I do not. Obviously, if you're deploying 8 invasion ships plus a colony ship plus their space superiority escorts (since they cannot defend themselves from space while conducting invasion) means you need an economy which can generate AT LEAST 2,000 credits per turn. I prefer to not perform an invasion until my economy is able to produce a surplus of 1,000 credits per turn even after my armada is fully built. Remember also that in enemy space your ships cost more in maintenance than they do in orbit around your colonies. One of the reason I colonize every planet I capture, no matter how poor they are; even a quality 1 independent planet is a more useful staging/repair/resupply point than a dead world. That's how I do this. I hope it is helpful! Respectfully, Brian P.
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Post by pendell on Jul 31, 2020 9:30:28 GMT -5
Here is my understanding of the Xeno in this game:
Red Zorga: Bonus to movement, 6MP ships. Very fast spread. Have a good chance of completely covering any map they are on. Dangerous when alone, but can paradoxically help on maps with many enemies, since their spread can isolate the other xeno. So once you beat the RZ, the other aliens are fairly weak.
Sidtax: Bonus to world killer assaults (at least, that's what I assume is meant by "occupation leaves few survivors").
Nyktos: Bonus radiation damage.
Jyeeta: Slow spread, heavily armored ships which require powerful weapons to defeat the armor soak, especially in the later levels.
Xytox: Bonus morale damage when a morale hit is taken.
Bollish: Bonus to missile and gunship construction (similar to Alta Mesa).
Krangg: Bonus to hyperwarp attacks.
Zynga: Fast spread, but ships are not as fast as Red Zorga.
Xebolits: Tutorial mission easy mode aliens.
Terrox: Listed as among the most common xeno in the description, but they are difficult to encounter in ST4X. The description says they are 'tenacious in defense of their worlds', which implies a bonus against invasion attacks, or perhaps that their AI is defensive. They spread extremely slowly. When playing on Rim 100x100 (60 worlds) they held 4 worlds for 8 years, despite there being at least one colonizable star right next to their worlds.
Dark Terrox: Haven't encountered in 4x. Description on Steam: "Little is known about the Dark Terrox. Once they are aware of Faction settlements, they will attack without mercy or warning."
According to a discord chat with the developers, Terrox and Dark Terrox appear on the following maps:
"Degla: 48x64 Map (32 Worlds)"
"Degla: 100x100 Map (112 Worlds)"
"The Rim: 64x64 Map (64 Worlds)"
"The Rim: 100x100 Map (60 Worlds)"
I can confirm Terrox appear on Rim 100x100. However, I have not encountered Dark Terrox on these maps. I haven't encountered the Dark Terrox since 2014, in fact. I play on Android.
Respectfully,
Brian P.
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Post by pendell on Jun 18, 2020 19:33:18 GMT -5
Thanks for your work on this update! I would suggest if we are not getting any more content on TBF, that you add a bounty hunter mission or plotline in STF where we can finally bring Prince Tarquin to justice. I've a bone to pick with that guy. Respectfully, Brian P. The Grand Tarquin lives on. Not once my crew catches up with him, barring an act of genuine repentance (say, he's been atoning as a monk for his sins for the past hundred years). They've got the #4 airlock all ready for him and specially decorated for the occasion. Respectfully, Brian P.
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Post by pendell on Jun 17, 2020 20:45:54 GMT -5
Thanks for your work on this update!
I would suggest if we are not getting any more content on TBF, that you add a bounty hunter mission or plotline in STF where we can finally bring Prince Tarquin to justice. I've a bone to pick with that guy.
Respectfully,
Brian P.
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Post by pendell on May 19, 2020 5:05:36 GMT -5
Strange report. After the defeat of the radiation 0 planet, all xeno ground forces stop resisting for the rest of the game? Correction; radiation 1 or radiation 3 defense 0. It happens on my last enemy so I don't know if it affects all of the enemies or only one; the others are eliminated. In my last game ( on garden map, normal) , I sustained casualties in the first attack on my next two or so planets, but no casualties for succeeding waves and after that no casualties at all for the next 14 planets during any attack. The other coincidence is this is at the same time I deploy my second assault task force: At this point in the game I have 16 assault transports in two groups of 8. Each attack means I completely surround a planet and start hammering away, one TF executing refit while the other is invading, all the while an endless stream of colony ship arrives from the core worlds to exploit the newly conquered planets. Some kind of overflow condition, maybe? Respectfully, Brian P.
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Post by pendell on May 18, 2020 22:26:00 GMT -5
This game is no longer under active development, but I confess I find it absolutely fascinating. Would you consider making the source code available on github or a similar platform?
Thanks. Even if the answer is "no", I still love the game.
Respectfully,
Brian P.
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Post by pendell on May 18, 2020 20:18:01 GMT -5
So I've been playing on normal difficulty level in the Degla maps on a galaxy tablet and I notice something odd.
My usual planetary invasion strategy involves 8 transports with 12 durability and 8 shielding+planetary invasion 2. At the beginning of the map, the battles are extremely hard fought. I've seen transports take 72 points of damage in a turn against a stiff xeno defense.
But, after awhile, I eventually attack a planet with radiation zero.
And after that, I stop taking casualties from the xeno ground forces. The readout shows a radiation of 20+ and a defense of 21, but after a few additional turns, the ships stop taking damage from the ground defense, at least from that Xeno, for the rest of the game. The rest of the planets are curb-stomped in short order.
This is usually towards the end of the campaign anyway, but I did notice. The Xeno still launch spacecraft, and those still fight as they always did, but it's like the ground defense gave up completely.
I assume this is a bug; but is it possible this is an intended effect? I killed a queen or something like, and when I did the xeno lose the will to fight?
This game isn't actively being developed, but if you are thinking about investigating, I'd still recommend not fixing it. This isn't a factor until well after the campaign has been decided and the rest is simply a long march to wipe out the remaining colonies; like in a chess game after the opponent should resign but still insists on playing the board out to its inevitable, inescapable conclusion. I'm given to understand that many better players would already have quit and moved on by that point anyway.
Respectfully,
Brian P.
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