Author Topic: First impressions of nomad planets  (Read 3729 times)

Offline zoutzakje

  • Hero Member Mark III
  • *****
  • Posts: 1,052
  • Crosshatch Conqueror
First impressions of nomad planets
« on: June 13, 2015, 01:59:19 am »
just... wow. Quite an interesting game changing experience. Captured the mk IV planet next to me right off the bat before I realized it started to move around. Fortified it as much as I could and we'll see how that turns out, causing temporary alerts everywhere... First game in a while. 40 planets against 7/7 Golemite/ Tech Sledge and Scorched Earth/ Fortress King. 3 hards and a tech from random picks. As if that wasn't enough pain already, I found out one of the nomads is a coreworld with an active botnet on it... an actual coreworld is moving around!! RNG is brutal today. I really really hope homeworlds can not be seeded as nomads. Though I guess I know the devs long enough to know that when they don't give a proper explanation for a minor faction, they want us to experience extensive pain for !science! so I assume homeworlds are fair game as well :/ Sounds like Keith's work, he seems to enjoy giving us pain the most.

Very interesting and disturbing new game mechanic. Looking forward to finding out what hacking and capturing nomad 1 does. So far I'm unable to reach it. Hope I can get to it before these pain in the butt AI types wipe me out.

Offline Vacuity

  • Full Member Mark II
  • ***
  • Posts: 174
Re: First impressions of nomad planets
« Reply #1 on: June 13, 2015, 05:24:56 am »
Looking forward to finding out what hacking and capturing nomad 1 does.
Might I humbly suggest you make a save shortly before you capture Nomad 1?  If you don't know what needs to be done (or not done), things can get very hairy, very quickly.  Unless it's changed since the last time I tried that particular trick.

Offline Shrugging Khan

  • Hero Member Mark III
  • *****
  • Posts: 1,217
  • Neinzul Y PzKpfw Tiger!
Re: First impressions of nomad planets
« Reply #2 on: June 13, 2015, 06:15:12 am »
One essential thing to know is that you can sorta-cloak your nomads by putting a Warp Jammer Command Station on them. No more alert on the planets you pass by, as long as the Station remains operational.
« Last Edit: June 13, 2015, 09:09:57 am by Shrugging Khan »
The beatings shall continue
until morale improves!

Offline Pumpkin

  • Hero Member Mark III
  • *****
  • Posts: 1,201
  • Neinzul Gardener Enclave
Re: First impressions of nomad planets
« Reply #3 on: June 13, 2015, 08:18:36 am »
Looking forward to finding out what hacking and capturing nomad 1 does.
Might I humbly suggest you make a save shortly before you capture Nomad 1?  If you don't know what needs to be done (or not done), things can get very hairy, very quickly.  Unless it's changed since the last time I tried that particular trick.
Save before you even destroy the OCStation on Nomad 1. There is something to do before... no spoil.

Warp Jammer sounds like it was made for nomads! ^^

IIRC, homeworlds, both AI and human, can't spawn on Nomad. Aside from that, I think there is no other limitation: it can have every normal spawns, like goodies, minor factions (dyson? maybe), and everything that increase pain when on alert (DGLair, Alarm, Raid Engine, etc). They can have CSG, too. I remember a A-prime on a Nomad...

Yeah, great MFaction indeed.
Please excuse my english: I'm not a native speaker. Don't hesitate to correct me.

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: First impressions of nomad planets
« Reply #4 on: June 13, 2015, 10:18:12 am »
I really really hope homeworlds can not be seeded as nomads.

They can't.

Offline Radiant Phoenix

  • Sr. Member Mark II
  • ****
  • Posts: 362
Re: First impressions of nomad planets
« Reply #5 on: June 13, 2015, 11:37:40 am »
I really really hope homeworlds can not be seeded as nomads.

They can't.
That might be an interesting optional setting, though...  >D

Offline zoutzakje

  • Hero Member Mark III
  • *****
  • Posts: 1,052
  • Crosshatch Conqueror
Re: First impressions of nomad planets
« Reply #6 on: June 13, 2015, 01:31:54 pm »
cool, didn't even think of raid engines and alert sensitive stuff like that. Kind of makes me want to play against Raid Enigne with nomads...
I realized the potential of warp jammers right away but I don't have the knowledge for it yet

Offline Radiant Phoenix

  • Sr. Member Mark II
  • ****
  • Posts: 362
Re: First impressions of nomad planets
« Reply #7 on: June 13, 2015, 06:13:54 pm »
cool, didn't even think of raid engines and alert sensitive stuff like that. Kind of makes me want to play against Raid Enigne with nomads...
I realized the potential of warp jammers right away but I don't have the knowledge for it yet
If threat were less clever about not getting outgunned, I'd put Mil-3 down and laugh, laugh, laugh.  >D

Offline zoutzakje

  • Hero Member Mark III
  • *****
  • Posts: 1,052
  • Crosshatch Conqueror
Re: First impressions of nomad planets
« Reply #8 on: June 13, 2015, 06:33:59 pm »
curious question... I just finished scouting the galaxy. All 4 nomads are Mk IV. Coincidence or by design?

Offline Radiant Phoenix

  • Sr. Member Mark II
  • ****
  • Posts: 362
Re: First impressions of nomad planets
« Reply #9 on: June 13, 2015, 06:36:42 pm »
That's my observation on No-FoW maps.

Offline RabidDonkey

  • Newbie Mark II
  • *
  • Posts: 14
Re: First impressions of nomad planets
« Reply #10 on: July 25, 2015, 05:21:18 am »
I highly recommend sticking a mobile builder or two on nomad 1. I remember losing nomad 1 once in my Fallen Spire game when it connected with a couple of core worlds (Warp jammer won't prevent AI movements). The AI then used my previous mobile choke to slip 5k ships passed my main choke.  :'(