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Lord Deependra

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About Lord Deependra

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    Old Hand

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    Brisbane, Australia

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  1. The 1000 ship limit isn't a huge restriction because you can always build bigger ships, How hard would it be to code in bigger divisions? Add a new tech path that opens up oversized divisions. You could then cap the number of ground units per position, but they could keep increasing the effective number of troops by building Brigades, Legions, Army Groups etc. It would take a bit of work, but there is no immediate hurry to implement the changes as no-one in Draco has too many troops yet. For example, to build an Imperial Army Infantry Brigade you would need the 1st Generation Logistics tech and 2 Imperial Army Infantry as the components. ,
  2. In Supernova, I call 100 years "short term plans". 😁
  3. We are the Klade. Intelligence operatives, interstellar merchants, spies, rumormongers and other sources report that your empire stands firmly against the dreaded DMX, destroying their shipping whenever possible. Also, your sources indicate that your industrial base is quite strong
  4. ...or is it? Maybe its all a ploy to lead you down a false research path ..... There you go, Hobnob, all fixed. But seriously, point taken.
  5. In Andromeda, it is Light Tachyon Blaster and 100cm Spinal Rail Gun.
  6. I have been maintaining a list privately and sharing it with the contributors. The list is up to 1947 different systems so far.
  7. To answer your specific question, yes you can. All my colonisation convoy routes offload colonists and construction materials of the various types then build the mines and colonisation building in the next few orders. Eg Priority 10 - CTRN: 11111, 100 Priority 20 - LC: 11111, **, Construction Materials, 50000, Colonists, 100, Fuel, 100000 Priority 30 - MOVE: **, Mouse, 12345 Priority 40 - WARP: ** Priority 50 - MOVE: **, Elephant, 67890 Priority 60 - WARP: ** Priority 70 - NM: **, Duck, 3 Priority 80 - OC: **, 22222, ALL NO FUEL Priority 90 - CON: 43, Iron Mine, 22222 Priority 100 - CON: 34, Light Metals Mine, 22222 Priority 110 - CON: 23, Gas Refinery, 22222 Priority 120 - CON: 1,Colonial Training Center, 22222 Priority 130 - LC: 29234, **, ALL Priority 140 - MOVE: **, Duck, 55332 Priority 150 - WARP: ** Priority 160 - MOVE: **, Elephant, 74636 Priority 170 - WARP: ** Priority 180 - NM: **, Mouse, 1 Priority 190 - OC: **, 11111, ALL NO FUEL
  8. The 1000 ship limit isn't too bad, since you can always build bigger ships. The 1000 division limit is pretty severe though.
  9. ANZ: Imperial Reforms Imperial Reforms: A tidal wave of reforms aimed at improving efficiency sweeps across the empire. Unnecessary, duplicative bureaucratic institutions are abolished out right. Bureaucrats whose positions are deemed pointless are reassigned or are simply fired. Rules and regulations are sharply relaxed across the board with an eye toward maintaining their importance wherever possible while minimizing their impact on the overall efficiency of actually getting things done. Countless other changes are made to the government with an eye toward improving efficiency at every turn. If your government happens to be a Bureaucracy, it realizes all of these effects as well, simply making it better in every regard. As a result of instituting these reforms, the following significant effects are gained immediately: [1] Colonist influx rate boosted, [2] Industrial output levels boosted, [3] Research output boosted, [4] Legendary Character promotion chances increased, [5] The Imperial Army is capped at 1000 divisions and [6] The Imperial Navy is capped at 1000 ships. If you have excess ships in fleets or already in your shipyards, some will be flagged to be scrapped upon completion to comply with the new Imperial limits, or even scuttled directly from existing fleets. Excess Divisions in armies, fleet cargo or stockpiles, or orders to build those in excess, may be lost. WARNING # 1: Once this technology is developed, all of the above benefits and restrictions will instantly snap into place everywhere in your empire. WARNING # 2: Be fully aware of the effects on your existing fleets, armies, stockpiles, shipyards, fleet cargo and divisional build orders before enacting this technology, though you have nothing to worry about if you are below the ship and divisional limits, and simply gain the benefits out right. Classification: Horizon Technology This Item cannot be manufactured, and is either a ground combat upgrade or a prerequisite for other technologies
  10. I draw my map in a spreadsheet., with circles representing each system and lines linking them for the warp points. Then all I need to do is drag systems around when the map needs to be re-arranged. Also, I write my fleets onto the map so I can quickly search for them.
  11. Quidquid latine dictum sit, altum videtur
  12. No, that indicates he only did a MOVE. In my case, the message was "[warp move by empire # 9999]" PS I presume you changed the names of the systems to protect the innocent.
  13. I was also attacked this turn by a DMX fleet of 1 Battleship, 3 heavy cruisers and a minelayer. Unfortunately, my picket ship was overwhelmed and only managed to destroy the minelayer. My ship was picketing the only warp point out of a system with a CORE fleet. Two turns ago, an empire (not one of mine) attacked a CORE fleet with a single ship to check it was unchanged in strength. Nothing had changed from the standard ships, so he attacked with his fleet on the next turn. When he arrived, there was an additional fleet of a battleship, 3 heavy cruisers and a minelayer. He was able to destroy this fleet plus the CORE fleet, losing less than half of his fleet in the process. It looks to me that last turn, all CORE fleets generated this new standard Battleship fleet, and then sent it out this turn. If that is true, then I would expect there to be a CORE fleet 1 AP away from where Glamdring was attacked. As to how to defeat a CORE fleet, have a look at its stats. For all its firepower, it has a significant weakness that can be exploited.
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