Author Topic: Seed Request - Disposable Heros  (Read 4560 times)

Offline HellishFiend

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Re: Seed Request - Disposable Heros
« Reply #15 on: March 12, 2012, 10:58:14 pm »
I dont think it's very fair to try to role-play the neinzul forces by denying yourself the triangle ships.  :P
Time to roll out another ball of death.

Offline Wanderer

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Re: Seed Request - Disposable Heros
« Reply #16 on: March 13, 2012, 07:16:28 am »
I dont think it's very fair to try to role-play the neinzul forces by denying yourself the triangle ships.  :P

+1, though I'll probably use them as the 'home fleet'.
... and then we'll have cake.

Offline Xeph

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Re: Seed Request - Disposable Heros
« Reply #17 on: March 13, 2012, 03:37:56 pm »
I assume that you already have a procedure to search available outputs for connected worlds of desired ship-types... :p It's a click-fest for us players to try to set up hypothetical scenarios like the AI invasion of the Spire galaxy (i.e. using only Spire ships).

Any chance of us getting our hands on your galaxy seed creation engine?  ;D
« Last Edit: March 13, 2012, 03:51:42 pm by Xeph »

Offline LintMan

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Re: Seed Request - Disposable Heros
« Reply #18 on: March 13, 2012, 04:53:33 pm »
I had just been thinking about starting a game like this also, but a 4-5 HW start will likely bog my PC down quite a bit.

My idea was a special start option that would give you all the neinzul ships, but none of the triangle ships at the start.  This would make for a bit easier start than normal, but you can always set other difficulty starting options higher to counter this.

Offline PokerChen

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Re: Seed Request - Disposable Heros
« Reply #19 on: March 14, 2012, 03:29:45 am »
I dont think it's very fair to try to role-play the neinzul forces by denying yourself the triangle ships.  :P

 Very fair to whom? ;) The Commandos have fighter bonuses and the Tigers have bomber bonuses, and between the Weasels and Vultures we should have the last third covered ok. Nanoswarms are fairly efficient at converting attack waves, so I had full caps of mark I triangle ships after a couple of waves plus some of the AI's additional unlocks (laser gatlings are easy pickings, armor ships are hard). When the AI "levels up", I will then accumulate mark-II ships.
 Granted, a very big problem arises if the AI decides to attack when half of your fleet is red/recuperating in neinzul clusters. I also admit it was interesting re-thinking the command structure (i.e. ctrl-group binding) of neinzul fleets...

I had just been thinking about starting a game like this also, but a 4-5 HW start will likely bog my PC down quite a bit.

The ultra-low option will divide normal by 4, which brings a 5-HW games almost back down to normal size... it should be survivable (hehe).
« Last Edit: March 14, 2012, 03:32:34 am by zharmad »

Offline HellishFiend

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Re: Seed Request - Disposable Heros
« Reply #20 on: March 14, 2012, 12:44:53 pm »
Well, it stands to reason that the neinzul would have had some other technologies, units, and structures that complimented their ship design and gave them a more well rounded force. So trying to roleplay them by using only neinzul ships probably means youre playing with a gimped version of the neinzul...
Time to roll out another ball of death.

Offline PokerChen

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Re: Seed Request - Disposable Heros
« Reply #21 on: March 21, 2012, 09:22:22 pm »
Finished one run, have got a handle on how things work...

The Neinzul fleet in its entirely is surprisingly well rounded in and of itself. Although the hull bonuses are quite low, the only hull missing from the set of Commando/Tiger/Weasel is Command-Grade (which may be why H/Ks were surprisingly tough without Bombers to whittle them down). The lower max-DPS is compensated by the other two Youngling: Vultures will finish off anything in yellow or red (gosh you should see them at work), and Nanoswarms give you the time and breathing space to do the killing, as well as additional ships.

With things like exo-defense, one will still need fortresses, forcefields, and turret stuff. Pairing each carrier group with a couple of cloaker starships will save you from having to rebuild neinzul enclave starships and its Engineer attendants. Interestingly, Logistic-IIIs to boost their insane speed to 720/440 will give you much leverage in mobile defenses (ignore Econ-IIIs, you have 5 homeworlds!) The knowledge you'd normally spend in unlocking triangle ships simply get transferred to unlocking the Neinzul triangle, so we're not missing out on all that much...

I can see bigger problems versus, say, a Spireling AI since all spire ships are effectively immune to nanoswarms, and there's those Gravity Drainers... otherwise, every AI unlock that is not paralysis-immune gets eaten by a constant stream of Engineer-supported production pipeline.

Offline Flying_Bread

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Re: Seed Request - Disposable Heros
« Reply #22 on: March 21, 2012, 11:41:04 pm »
@zharmad: after reading that I think you may have convinced me to load up that seed and try this. Sounded like alot of fun.