Jump to content
Rolling Thunder Forums

Sakarissa

Members
  • Content Count

    531
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Sakarissa

  • Rank
    Old Hand
  • Birthday 07/31/1969

Contact Methods

  • Website URL
    http://
  • ICQ
    0
  • Yahoo
    chaosian

Profile Information

  • Location
    Aurora, Colorado

Recent Profile Visitors

1,021 profile views
  1. Two turns ago with 5 DCS running, I got bumps of +2/+2/+2/+11. I'm guessing that the +11 was either 1 hit with really good RNG or it was a combination of two hits. One turn ago with 5 DCS running, I got bumps of +2/+2/+3/+5/+1 which averages to 2.6 per bump since I got 100% hits that turn. When I was running a single DCS I got several bumps of +4 and a +9. My average bump with only single DCS was 3.4. Has the rng been nicer to me?
  2. I got the impression when I was tracking the yields on each turn that the range of the bump depended on the yield itself. The smaller the yield the smaller the bump. As the yield increased th bump increased. Kinda hard to tell when I'm running 2000 deep cores on a single world.
  3. I haven't. Kinda makes me wonder what happens if a DMX sector gets completely cleared out. Does another mother fleet appear from the DMX Zone and set up shop? If not, eventually all the DMX sectors will be wiped out. I wonder what mechanism Pete has put into the game to keep the DMX around for the entire game......
  4. I have 5 Deep Cores running on my HW right now. The hits and additions to my resource yields seem to be in-line with their Andro counterparts. Unfortunately, I don't have hydro or geotherm yields to be affected by the Deep Cores. This means I have to build a lot of power stations to keep them up and running. You need 7 Fusion Power Plants for 1 Deep Core. In Andro, I have as many as 2000 Deep Cores running on an orbit. I've heard of players with a large cargo fleet that can drop and power a lot more than 2000 Deep Cores to get an orbit up to speed more quickly. I've also used ICE. My guess is that it uses the same process as Deep Cores but you can make a whole lot of it quickly to speed up the process.
  5. Ah, that may be were my confusion came from. I thought the MESS order had been updated with a free form entry field. Looks like it's just a workaround.
  6. But you can do Deep Core Surveyors in Draco.
  7. I thought there had been an update to the entry program that included a free form message for the MESS order. I downloaded the 'current' one from the game site but it doesn't have that update. Can someone point me in the right direction?
  8. Iron for steel/improved steel/advanced steel. The ingredients for electronics/Imp Elect/Adv Elect (crystals, gaseous elements, industrial chemicals, and petrochem). Those fuel most of the advanced techs. There are a others but as Hobknob stated "it depends". One of the rarest resources is Grains. It all depends on what you want to build. If your weapon of choice needs Caldaran Crystals then you want colonies that can produce them.
  9. I haven't uncovered Battle Moons yet so I can't speak to them. I do agree with Hobknob in that I would love to get my hands on the DMX tech to be able to construct a mobile shipyard. Kinda reminds me of the Seltorian Hive Ship from Star Fleet Battles.
  10. Some of the things in Draco got me thinking about how to get more use or make nexii more interesting. Right now, no one really likes them. There's no orbits to take advantage of. That means no pop groups, no gas giants, no industry, and the only way to defend a nexus is with starships (no orbitals). And if you get a lot in a small area you get a modern day sargasso sea that you can get stuck in if you don't know the full scope of the sargasso. Now, they can fit in your defensive posture. But, they are still uninteresting and mostly useless. Now, the biggest stumbling block is the lack of orbits. Without an orbit, you can't drop a colony beacon. Which means no pop group. And the pop group is what is needed. The idea I have is to give each nexus a set amount of "orbits" which would be discrete areas of space around the star(s) in the nexus itself. For sake of argument, let's say we code 10 orbits for each nexus. Since there is an orbit, we can drop a colony beacon to put a pop group there. Then, since shipyards and shipyard slips are already space-based (close planetary orbit but still in space) they can then be CON'd in that nexus pop group. What about power? Orbital Solar Power Stations. They are already placed in space (close planetary orbit again) and could be used in this situation. You could then bring things in via cargo ship (Andro and Draco) or by WHG or UG (Andro only) to build a deep space station and defensive orbitals. You could also tow orbitals to the warp points for defensive purposes. Or provide repair for damaged ships. And there are areas of space where a nexus would be a better place for a set of trade pop groups between empires. I'm not saying to code this into the current games but something to think about for the future. And this is the result of not getting my turn results yet.......
  11. The numbers so far add up the same in Draco as in Andro so far with the divisions we can build currently. When I start opening up the other divisions, I'll check them out.
  12. Imperial Army Heavy Infantry = x4 Close Combat, x3 Heavy Weapons, x3 Small Arms Imperial Guards Heavy Infantry = x3 Close Combat, x5 Heavy Weapons, x2 Small Arms Imperial Marines Heavy Infantry = x3 Close Combat, x5 Heavy Weapons, x2 Small Arms Here are the strengths and multiples for the three different Heavy Infantry types to help illustrate Hobknobs earlier post.
  13. Each division, with the exception of the Fortress division, provides 10 "multiples" spread across 1 or more ground combat strengths. There are 35 ground combat strengths to include Close Combat, Air Defense, and Biological Weapons. Let's take a Combat Engineer division as an example. It's 10 "multiples" are x1 Close Combat, x7 Engineering, and x1 Special Weapons, and x1 Subterranean. The game will total up all the "multiples" your divisions in an army provide. Those multiples are multiplied by the total strength you have in that category. Let's assume you have a single army of 1 Combat Engineer. You have 1 multiple for Close Combat. Let's say you haven't researched a whole lot of Ground Combat techs that provide strengths to the Close Combat category so your base strength for Close Combat is 500. This means your army of 1 Combat Engineer has a total rating of 500 in Ground Combat (1 x 1 x 500 = 500). Now, you focused on a few techs that provided strength to the Special Weapons category so your base strength is 4,000 and your army's total Special Weapons strength is 28,000 (1 x 7 x 4000 = 28,000). But if you had 10 Combat Engineers in that army you would have an army strength of 5,000 Close Combat (10 x 1 x 500) and Special Weapons strength 280,000 (10 x 7 x 4,000). The Fortress division differs slight since it has 100 multiplies instead of 10. Now, each division has different sets of multiples. Only way to find them all is to research enough techs to have a base strength greater than 0 (zero). You then DIV a division from a pop group to an army and then do a TAC. That will show you the multipes that division provides (assuming you have greater than zero strength in each of that divisions multiples). Alternatively, do an RA from one army to another army to transfer a single division and then do a TAC. I spent a lot of orders figuring things out on this. There are over to 323 ground combat techs that I know of and I haven't uncovered all of them.
  14. Thanks to everyone for posting their experiences with the DMX. I do consider them the primary enemy in Draco.
×
×
  • Create New...