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Flagritz

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  1. Im not that computer minded (and I use a Mac so alot of my solutions are quite manual, however I get by easily enough using the following: 1) A Database program (I use Bento) for: - Storing Planetary data for each system that is not a Nexus - ANZ Records - Ship Designs As I go through my turns I just copy and paste the info into the relevant section of the database program. Then I can search the database for planets with a certain atmosphere or resource, look back at tech items and also keep track of what my designs actually require. 2) A Flow Char Program (I use Omnigraffle) For: - Tech Tree: I like a visual Tech tree so all the ANZ data I transfer onto a visual tech tree, this helps me spot patterns and which tech may lead to multiple items and therfore may need prioritising. - A Map of the galaxy: I like my maps to remain static and a flowchart program is designed to allow you to link boxes with lines, perfect for making a visual representation of space, I tend to find I only add 4-5 new systems a turn so easily manageable by hand, others do alot more exploration and the manual nature of this solution may not be perfect if your a big explorer. 3) Spreadsheet program (I use Numbers) for: - Managing production - Keeping plans for research (SRP spending also) and also general notes. Slowly my spreadsheet for managing production has evolved but to begin with it was simply to work out what order to build things. Now I paste in my bases inventory, it already knows what mining and imports will happen each turn and by just selecting what items I want to build it works out if I have the capacity to build the items this turn and then generates a list of build orders for me to input into the system. Ive not worked out yet how to successfully create the orders so I can just paste them into the turn yet, my attempts have met a mixed success and not had time to continue working on it. --- I know other players use different solutions, some use spreadsheets for everything from mapping to ANZ data. There are some programs other players have made that will generate a map each turn and plot routes but not used them so they are probably best telling you about them
  2. To be honest my thinking was more around the creation of a newsletter... Bear with me I haven't gone complete crazy! If there was a common area of space which all of us could get to, learn about, fight over and interact in it would lend itself to being reported on and therefore generate more talk. More developed nations would have the advantage but then again they always do, however we have many highly developed nations to counter each other. I know of alot of empires which have built up impressive fleets but no one to fight or they get on with their neighbours but can't reach those empires they do not like. Other smaller empires could provide the scouting and recon opportunities and if they get in with a bigger empire could be protected by them when they develop in the common area. I just thought it would add an interesting dimension strategy wise, What do you commit to the new area, who do you work with (you literally could work with any player regardless of distance), if you can't defeat someone in the new area then maybe you go for the old fashioned find him in real space and defeat him there.... And the great thing is, if you dont like it just ignore it and continue as before as it doesn't affect the actual game unless you want it to. But again its only a idea
  3. exactly, totally voluntary and only to promote interaction, also remember its one way, you send your 20 billion tons of ships to the second dimension and they aint coming back leaving your core worlds vulnerable.... I actually think it would be easy to implement (though Im no programmer so apologies Pete if I oversimplfiy Would just need 3 actions: 1) Create a cluster of systems that is not linked to the main map, as a suggestion I was thinknig 20 systems, each with maybe 5 warp links, the centre 5 are nexus, the 15 surrounding systems have on average 10 planets, that gives over a 100 warp points and 150 Planets so 250 locations in total. 2) As Highwayman suggests maybe each turn everyone will start from the same random location so maybe Pete creates a list known only by pete of the 250+ locations in random order, each turn he updated what will be the starting location for that turn. 3) Then all we need is an order that when issued moves that fleet to the starting location and clears the AP down to zero so cant take any further actions that turn. techincally ships already within the hyper space area could use the hyper jump order but all they would do is move to the new starting location for that turn. Certain restrictions would need to be put in such as ICE could not be transferred over and Gates have a 100% loss rate between normal space and the hyperspace area. However it would give alot of cool opportunities, give players the chance to be in combat test things out allow alot more interaction.
  4. Hi Random idea I was having... Wouldn't it be cool if you could build a one way gate that linked to a second dimension.... say maybe 20 interlinked systems separate from our current galaxy with lots of planets etc. Once ships are sent through though they cannot come back. Now anyone can build a gate to this area of space and can send what they want, ships sent through appear at random in different locations within the second dimension... It would give the opportunity for empires which haven't met to fight out, you could form alliances etc within the new dimension... just an idea...
  5. The Posbis from the sixties (till running today) Perry Rhodan series are robots with biological brains using Cube-like ships. The ships are numbered BOX-1234. http://en.wikipedia....ki/Perry_Rhodan Posbies were an early cycle running around 1963 or something likw that. Not heard of this before, looks very cool! will have to keep an eye out for a English version for my Kindle Jesus of the Borg is a new one on me, very stange/intriguing!
  6. The Holographic Battle director is Cumulative also, all bridge systems are. Divide total Bridge Strength by tonnage to get Fire Control
  7. A very interesting strategy General... I may have to put the Statis Field on my list of Research projects after all, very cool!
  8. I can never get it to work, when I have raised this before on the forum I never got a straight answer, I think players get the SCUT and SCRP order mixed up. I think the SCRP order works when you go to a base and recover the components, I dont think the SCUT order works where you are looking to just get rid of a ship by blowing it up. I wish it would work as it would be handy to get rid of some ships stuck down 1 ways in other players territory.
  9. Congrats Russ! Wishing you both lots of happiness!
  10. woops, yep El Capitan is right, I meant to put turns Determining the generation level for items will be something you will pick-up over time, either by talking with players (alot have put together lists which list the generation of an item) and through experience. Generally speaking if something has a rating of: Poor = Level 1 Fair = Level 2 Adequate = Level 3 Good and over is at least level 4 For Horizon tech, if you research one horizon tech and it took 3 turns then thats level 1, the tech that leads of from that will be level 2 etc.
  11. probably easier if I give you a brief overview of science as Im not sure how much you will be aware of. All empires have 25 research slots which they can assign to items, for an average empire if you put: 1 slot on a item to research you would generate 1 research point each week for that item 4 slots on a item would generate 2 research points each week for that item 9 slots on a item would generate 3 research points each week for that item 16 slots on a item would generate 4 research points points each week for that item 25 slots on a item would generate 5 research points each week for that item Basically the square root of the slots. However if you took all the science negatives when designing your race each slot would produce 0.8 research points (so you would need 5 slots to generate 2 points a turn, 12 to generate 3, 20 to generate 4) Or if you have taken all the positives you would produce 1.5 research points a slot (so you would need 3 slots to generate 2, 6 slots to generate 3, 11 to generate 4, 17 to generate 5, 25 to generate 6) Each item has a generation level and depending on its generation level requires a number of research points to complete, in general: level 1 generation item requires 3 points to complete (so 1 turn with 9 slots researching it or 3 turns with 1 slot researching it). level 2 generation item requires 12 points to complete level 3 generation item requires 27 points to complete level 4+ generation item requires 48 points to complete However to add a little more confusion just because something is MK I does not meant its level 1 generation, so for instance: MK I Nuclear Engine - Level 1 Generation Mk II Nuclear engine - Level 2 Generation Both MK III Nuclear Engine and MK I Fusion Engine are Level 3 Generation Hopefully still with us? Each turn each Scientist has a chance of randomly contributing points to a project current being undertaken (achieving a hit). If they achieve a hit then usually the number of points they will add to the project is equivalent to there scientist level: Level 1 - Scholar Level 2 - Professor Level 3 - Technologist Level 4 - Academician Level 5 - Senior Scientist Level 6 - Master Scientist Level 7 - Chief Scientist A scientist in a system with science installations has a greater chance of having a hit that turn. I tend to find that for ever 4-5 scientists you have you are likely to get 1 of them adding points to a project that turn. Also items which are being researched by multiple slots are more likely to be randomly picked by the scientist if he generates a hit. So for instance you are researching a level 4 item with 9 slots, it will take you 16 turns to research this (16 x 3 = 48) however if you get 2 science hits each turn on it generating say 3-4 points a hit, that means each turn you are getting on average 10-11 points for that project, it will be done in 5 turns. The science installations are: Astronomical Observatory Imperial Science Center Science Center Imperial Science Institute Science Institute Imperial Science Lab Science Lab Imperial Science Outpost Science Outpost Imperial Science Station Science Station Linear Accelerator Hope that helps
  12. The General is right, but stranger things have happened and sometimes the galaxy throws a curve ball and newbies end up near older empires. You will probably find that it will be a few months before you meet any empire, but this gives you plenty of time to learn the ropes and get organised Should our empires meet we look forward to establishing trade and diplomacy with your empire
  13. 1) Dont forget the Astronomical Observatory so 12 science installations. For security I always include the 4 intelligence complexes also and if you are really wanting to stay under the radar a planetary field distorter. A science colony is small so espionage isn't a big risk but why take any chances. 2) My understanding is that the colony has to be in the same system as the scientist however it can be on one planet while scientist are on several worlds through the system. 3) My understanding is that they would increase the frequency of hits, the bonus gained is linked to the scientist. 4) My understanding is that the scientist level will only affect the bonus gained but I may be wrong. 5) Hits can be quite beneficial, on average around 3-4 points, my results tend to suggest the hit is proportional to the science level so when a level 6 scientist gets a hit I see approximately 6 point increase for the project. 6) not sure on the types of planet, I always go for worlds different to my home world, my theory is the harder it would be for me to colonise the more valuable it will be for science hits. Also Distance from your home world is important, the further from your home world the greater the bonus. From my own experience my most advanced empire has found great success by just having lots of scientists (and only a few science colonies). If you are a Republican Technocracy with Science traditions chances are you will get a new scientist ever 1-2 turns; if you also exile other not as useful leaders in a years time you could have 20+ scientists, 2 years 30+.If you have 30 scientists ayou would expect around 5-6 hits a turn on average. thats potentially 15-20 extra research points a turn. I have found that if I put about 9 research centres (generating 3 points a turn for the project) on a piece of level 4+ tech (so needs 48 points to complete) I can complete it in 2-3 turns thanks to scientist hits.
  14. Greetings Grand Inquisitor, Welcome to the Galaxy! We look forward to learning more of your empire. Any questions just shout, although the forum can be quiet at times players are out there always ready to help!
  15. Thanks for the update Pete, hope it goes okay!
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