Author Topic: So wait, what exactly determines race difficulties?  (Read 1062 times)

Offline MaskityMask

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So wait, what exactly determines race difficulties?
« on: May 08, 2015, 12:37:24 pm »
I mean, okay, peltians(uber weak) and boarines(really unsuited for atmosphere) are rather clear, but I'm not sure exactly what is logic between all of them. Evucs for example seem to be so good in research and disease resistance that so far they are easiest race for me to play, even more than zenith <_< I'm currently plagued by grials again, but I'm in 30 or so turns going to research monster trap and this time I'm not suffering from disease crushing my economy again... I'm even able to keep off hostile race expansions.

Offline x4000

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Re: So wait, what exactly determines race difficulties?
« Reply #1 on: May 08, 2015, 12:41:15 pm »
To be honest, those are pretty out of date I would think.  The races have evolved a lot since I originally set those difficulties.  Sometime prior to 1.0, we'll all probably need to compare notes and think about how we want to classify these.  It's just text, it doesn't affect the game difficulty -- it's mean to be kind of a guide to new players.  Clearly in this case the guide is actively misleading you. ;)
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Offline MaskityMask

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Re: So wait, what exactly determines race difficulties?
« Reply #2 on: May 08, 2015, 01:08:17 pm »
Well back to square one since monster pits turn out to be attack building that attacks with monsters instead of countering grials :P Meaning I still have three of those hanging around in my city

Weirdly enough, evucs are apparently so easy that despite of that I'm still doing pretty fine. Seems like only disease combined with grials can kill me

It doesn't seem like any people die(or at least much) when worms destroy buildings huh. Is that because of skill tree upgrade where people escape from building when they are destroyed or is that bug or unfinished thing?

Whatever is the case, evucs seem to be my best bet so far since they no sell diseases, have uber fast research and apparently don't mind worms blowing up their cities constantly

Offline ptarth

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Re: So wait, what exactly determines race difficulties?
« Reply #3 on: May 08, 2015, 01:13:37 pm »
Yes. It's because of the evacuation upgrade.
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Offline MaskityMask

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Re: So wait, what exactly determines race difficulties?
« Reply #4 on: May 08, 2015, 01:25:50 pm »
Huh. Ok.

And yeah, now I'm face palming since I realized that you can indeed bomb the worms with air cargo stations <_< To be fair, I'm pretty sure i tried that, but I guess I was outside the range and didn't realize it... Or maybe I didn't realize it because icon for targeting them doesn't change no matter which one you pick for attempt at attack?
« Last Edit: May 08, 2015, 01:28:17 pm by MaskityMask »

Offline ptarth

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Re: So wait, what exactly determines race difficulties?
« Reply #5 on: May 08, 2015, 01:28:28 pm »
Difficulty Notes

Peltian
Less effective Ground Troops

Boarines
Less effective Helipad
Horrible temperature range
10% more trash
Social Upgrades to Ground Troops +3 range, +1.40% damage

Fenyn
~75% less effective hazmats
Possibly extra pollution damage
Terraformed terrain scrubs pollution


re: Worms
I think that there are supposed to be other options for the worms, but the only thing that I've seen work is the bombers.
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Offline MaskityMask

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Re: So wait, what exactly determines race difficulties?
« Reply #6 on: May 08, 2015, 01:40:50 pm »
Yeah, those make sense. Meaning that evucs seem to be only ones with outright wrong rating

Well, I hope there are other options <_< Because bombing them to death takes forever. I did manage to kill one of them somehow, but there are now three of them...

Anyway, I'm close to completing whole tech tree with evucs and its nice to be on turn 348 and not dead/dying :p Evucs are now starting to be more awesome than zenith since they did survive the worms and not just disease xD

Anyway, I'm probably gonna mantis the "I had no clue from UI you can bomb the worms" thing, maybe the spy thing too but I'm gonna check out on that for while longer if there will be changes

Offline x4000

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Re: So wait, what exactly determines race difficulties?
« Reply #7 on: May 08, 2015, 02:03:04 pm »
For underground monsters, any ranged attack should also work -- so missile silos, etc.
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Offline crazyroosterman

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Re: So wait, what exactly determines race difficulties?
« Reply #8 on: May 08, 2015, 03:38:02 pm »
I think only the bombers work although I've never had a chance to try with the others (mainly because bombers are the only guys with the range to attack those guys without being nuked instantly) also boarines have a great temperature range once you get the social perk I tend to compare them to the burlusts in this way though admittedly the burlust temperature balance is a bit better though I personally feel that being comftorble in the neutral state of temperature is better than having mega high heat comfort. PS I'm surprised the evuks don't have a debuf of some kind when it comes to diplomacy considering that nobody(I assume) trusts them. 
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Offline tbrass

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Re: So wait, what exactly determines race difficulties?
« Reply #9 on: May 08, 2015, 04:23:44 pm »
For underground monsters, any ranged attack should also work -- so missile silos, etc.

Isn't everything ~except~ for ground considered ranged? I have tried with Helicopters, sea attacks, and monster pits to no avail. Only bombers seem to work.

And, like CRM, I get bombed to the stone age when I try to create silos.

Offline x4000

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Re: So wait, what exactly determines race difficulties?
« Reply #10 on: May 08, 2015, 04:27:37 pm »
Helicopters and sea are not considered ranged, no.  Neither are bombers, really.  Lasers and missiles are considered ranged.  There's a bug there, though, for sure.
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Offline MaskityMask

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Re: So wait, what exactly determines race difficulties?
« Reply #11 on: May 08, 2015, 04:49:17 pm »
Yeah, missiles are much more effective than bombers <_<

I'd say that problem was that I tried to attack them previously, but either my buildings were out of range or I gave up after noticing that cursor doesn't change for any of attack options... I mean, when you attack normal buildings, the cursor gets highligted, with worms there is no change. I'll mantis that once I finish this evuc game and hopefully won't get zerg rushed xP(Gonna try eliminating all my culture buildings to stop getting devotion <_<; )

Also, wait, lasers are supposed to be able to attack monsters? Since I was really disappointed to discover it didn't work :p Gotta mantis that then