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Post by ChocoCrowbar on May 19, 2014 9:53:29 GMT -5
Hmm, why that instead of just having +400/-300? Just curious. @chococrowbar, I am glad you cannot see my tears of shame in comparison to your economic skills. Just never went over the quality of the planet, and if I had to build hab but was already full quality, I just eliminated a mine. Of course, a rapid research to hab II and III and factory II helped a ton to not let me go over this number.
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Post by ChocoCrowbar on May 19, 2014 10:32:58 GMT -5
So you killed them all? or they never took worlds? I'm killing them off one by one. I manage my ships by units. Each unit has a healer, a torp only ship, a fighter, and a unit that has both guns and torps. I managed to beat most waves with just one unit, but when a world killer comes, I usually dedicate one unit to terminating it, and another to take care of its backup. Too keep the costs down of so many ships, the healer has a low dmg torp and no armor, but a high dodge rate, same with the others, if they're far from dmg, very low armor and somewhat high dodge rate from torps. Most of my ships have an upkeep of around 65 per turn. Now my world killers have somewhat of a high upkeep, more armor to resist attacks and a very high dodge rate, since they don't have weapons and only destroy Xenox colonies and then colonize it themselfs with a Colony Module II.
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Post by ChocoCrowbar on May 19, 2014 10:38:15 GMT -5
ChocoCrowbar what areas did you research first? How did you manage such a quick demolition job against the Xenos? I'm still in awe of your performance I researched the planet upgrades first, up until hab II, then the ship construction upgrades up until the carrier. Then I modded these ships to lower their income by focusing them on one type of dmg (torps only, guns only, healer only) and gave them or a high dodge rate if they're far from battle, or high armor and somewhat dodge if they're up at the front like fighters. I build them in units, and once I build my Xenos killer, a unit escorts them to a planet. Still haven't wipped them out, since I'm playing on the big maps, only have half of the map under my control.
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Post by kyleobrien on May 19, 2014 10:56:39 GMT -5
Well to me to start fresh now.
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Post by Cory Trese on May 19, 2014 11:43:22 GMT -5
The 'Units' strategy is very well described. It is key to have self-contained groupings within the Fleet or you end up trying to move large numbers of ships long distances to engaged.
I tend to use fewer, more expensive ships. Except on Fighters, where I go a bit cheap.
Still, don't want them to die much due to the Morale hits you take, so build them to be cheap but not explody.
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Post by nails on May 19, 2014 12:30:44 GMT -5
One fighter with a 2/4 reactor and a 1 AP gun that has a defense roll. Moderate shielding but very evasive one Templars ship one torps ship one repair carrier with cheap torps and lots of evasion
Templars explorer is the rover
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Post by ChocoCrowbar on May 19, 2014 14:57:23 GMT -5
I do wish I could update or refit the ships that are already built, even if it costs something, instead of having to destroy them and build them new.
That being said, does destroying a ship impact moral?
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