Author Topic: Nomads and spire cities  (Read 1534 times)

Offline Vinco

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Nomads and spire cities
« on: June 20, 2014, 11:25:29 pm »
I haven't had a chance to test this yet, but can the nomad worlds cause an issue with spire city placement?  I know that usually one needs two empty worlds between spire cities... What happens if a nomad bridges a gap?  Does this disable placement on a world which would have been valid prior to the nomad linkage?  What about if you put a spire city on the nomad itself?  Let's say that you initially build the city while the nomad has no AI worlds linked to it, then the nomad migrates to AI territory.  Do buildings 4-6 keep working?  Can you rebuild them if they're destroyed?

I'll try to test these tomorrow, but wanted to throw the questions out for consideration.

Offline Aklyon

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Re: Nomads and spire cities
« Reply #1 on: June 21, 2014, 01:07:36 am »
Keith said in a different thread that nomads are eligible for spire hubs, but I belive thats as far as the forum has publically found out so far.

Offline keith.lamothe

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Re: Nomads and spire cities
« Reply #2 on: June 21, 2014, 11:14:53 am »
Yea, I didn't make any special exclusions for Nomads and hubs, etc.  In general I'm trying to let Nomads get anything normal planets can have to increase the potential for emergent hilarity.  The only things I've closed off so far are things that seemed too obviously mean.

Anyway, yea, it would be difficult to keep a nomads neighbors clear of all warp gates, so keeping it eligible for a size-6 city would be tricky.  But if you got it eligible once you could build it up to 6 structures and as long as none were destroyed outright you'd be fine.

If there's any problems that happen as a result of this, let me know :)
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Offline Draco18s

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Re: Nomads and spire cities
« Reply #3 on: June 21, 2014, 03:30:05 pm »
My problem (?) with nomads is that there's good way to ... access one once it's moved out of range of your territory.  They become incredibly difficult to defend, as you can't quickly move units onto it, etc.

Which is fine but it makes utilizing more than one almost impossible.  I've got them, the blade (I thought? I've seen no journals about it), and spire shards turned on and I've had to reload from an autosave at least five times now just because I lost Nomad 1 (and thus lost the irreplaceable beacon).  On two other occasions I lost the command station, but the stationed fleet ships were enough to bring the threat under control to recolonize (I keep a selection of remains rebuilders on the other side of the gravity well).  I'm constantly on skirting the edge of low-power and have ~20 converters going (and still 4 digit income; full caps of engineers can't build spire city modules/foldouts/ships fast enough).

I colonized a second, for the ARS and spire archive that was on it, but I abandoned it when it moved out of range.

Offline re4der

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Re: Nomads and spire cities
« Reply #4 on: June 22, 2014, 03:40:18 am »
I have not trouble defending my nomad so far. Except Mimic's reprisal. After placing enough turrets they can last for long even deep inside AI territory. Nomads are more troublesome when they let AI send backdoor waves behind your front line.
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Offline Draco18s

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Re: Nomads and spire cities
« Reply #5 on: June 22, 2014, 11:06:02 am »
I have not trouble defending my nomad so far. Except Mimic's reprisal. After placing enough turrets they can last for long even deep inside AI territory. Nomads are more troublesome when they let AI send backdoor waves behind your front line.

Already got full caps of all the basic turrets and two fortresses and two (three?) forcefields (mix of hard and regular).  Not to mention all of my fleet ships (I've been cruising around with enclaves and NCCs).

Offline Vinco

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Re: Nomads and spire cities
« Reply #6 on: July 04, 2014, 07:19:48 pm »
For what it's worth, I put my first spire city on Nomad 1... Got 5 buildings up and the survey complete before it reconnected to an enemy world.  The sixth building canceled out of construction, but the five remained.  Fortunately, the survey also remained complete.

Offline Vinco

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Re: Nomads and spire cities
« Reply #7 on: July 13, 2014, 05:04:57 pm »
Unfortunately, it looks like the nomad migration causes issues with spire progression.  I finally put down my second city, but the survey won't start.  I imagine the difficulty comes from my city on Nomad 1 being behind enemy lines at the moment.