Ah, I thought that was only beams and missiles that suffered from atmosphere. Good to know. And wow, so Barrier + X = 30?
Please tell me bombs aren't affected by atmosphere too.
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How does this work? The selected ship takes 5 turns to Orion, as shown. The fleet at the system right next to it takes 7.
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War report continued!
So we're on turn 180, I've eliminated the Alkari. I am keeping this save game in case my plans don't pan out and I wanna test alternatives.
I have 21 planets, and room to colonise more. My population is 1st place, though Trilarians are very close behind. My fleet rating is 25% or so higher than anyone else's (I Have 6 Battleships, 2 DDs, 4 transports and I am paying 200 credits every turn. Gonna lose the DDs and transports for sure.)
I am behind in tech, though, and if Trilarians walk in with a fleet of higher tech ships, I'm not 100% confident my ability to spam ships with production will prevail. Hopefully I can translate that population advantage into other advantages sooner rather than later.
Since I expect Class V shields will make Nukes obsolete, and I have no other missile, I am going to try a crazy idea and equip ships with bombers, and research Anti-Matter Bombs. Later I'll swap to Heavy Fighters. I think the Icemod change to them was a really good one. I'll also use Heavy Fighters to capture Orion, if the Guardian lives that long with the powerful Trilarians ahead of me in tech.
To reiterate: I am going to be using Heavy Fighters this game. Not even going beams.
Let us continue, then.
Turn 184:
Mrrshans die, Sakkra contact. Apparently I am not first in population or fleet! Trilarians still beat them in tech and buildings, though.
189: Discovered Orion. 10 parsecs away. *curses* Guess I'll have to research Uridium. Was hoping for armor... Wow, Extended Cells are 120/300 space. Brutal.
195: Antarans raided a colony in Pavone. Bombers with Nuclear Bombs aren't quite powerful enough for this, and I didn't get to research Anti-Matter yet. Let's not even talk about the Star Base, which had nukes and lasers... Colony survived but mostly destroyed.
200: Oh come on, Antarans again, 5 turns later? Fortunately only heading for one those near useless dead rocks.
Researched Autolabs this turn. As I'm only doing 548 PP right now, I've been looking forward to this.
I'm moving all Alkari to Rial III, as soon as they assimilate and let me move them. I'm going to think of that planet as a... well, zoo. Yes, I'm a bad person.
219: Finally broke 1k research. Also I have the most pop, by a small margin. Fell behind even further in tech, though.
In restrospect, it took me waaaaay too long to prepare that first war. After this game I will see if that time can be shortened.
221: Got Heavy Fighters. Man, they are bulky! My drive and computer techs blow, so I'm going to just forgo initiative to squeeze in as much as I can. With my production race, I can take losses at Orion more than I can take delays for teching purposes.
237: Orion killed!
9 BBs with Heavy Fighters and Anti-Matter bomb. Lost only 3 BBs due to
my indomitable generalship keeping distance. Got:
* Death Ray
* Sub-Space Teleporter
* Reflection Field
* Quantum Detonator
Man, Xentronium would have been nice. Rocco, you were right earlier, it was my techy/creative bias speaking.
Bulrathi are blocking one of my systems. I am getting close to Doom Stars, and Bulrathi themselves are behind in economy, fleet and tech, so I could conquer them maybe. But if I get into a war with them, then Trilarians will probably sense opportunity and then I have no hope. I can see how fast Trilarian ships zip across the galaxy. (Doom Stars will not make me faster, but they will make me less of a likely target, and perhaps able to hold key systems at least.)
Rash-Ilki joined this turn. +15 Command Points and Instructor +7, I love her already and so do my as yet unborn Doom Stars. I also hadn't noticed that Khunagg wanted a job too. Even more production and CPs.
I still have no frikkin' ship leaders! This is my first Repulsive game where I got to Orion without even a single one.
Antarans destroyed another colony a few turns ago. Again in Rukubi. They have it out for this system.
239: Oh, I'm actually at war with the Bulrathi. How the hell does this work? Never got a message. Is this a bug?
Well. Bombin' time.
240: Psilons attacked me too! Bombed some unimportant rock. Again, I had no notice of war. What gives? Well, now there's a biiig fleet coming my way.
Psilons have the biggest fleet and their tech graph is about 5 times the height of mine. Is this the end?! Stay tuned.
I think all this got triggered simply by my fleet being away at Orion. I should have taken the negative CP hit and built a home fleet.
243: Lost some 6 colonies since this started. Fighter Garrisons are getting some kills, but not enough.
Researched Jump Gate this turn. Hopefully I can start destroying the enemy fleets.
248: Finally a confrontation between my main fleet and Psilon main fleet. They had a 10:7 numerical advantage, but I had Fighter Garrison too.
They had initiative, so most of my fleet was gone immediately, except 2 of my BBs and Loknar. The AI puts a few Ion Pulse Cannons even on high level ships? Wow. And they can be autofire? Wow. Does that mean Heavy Armor is useless, then? Or for that matter, Armor as such...
Then my fighters destroyed a couple (mostly the ground based fighters) and Loknar destroyed a couple, until he got... captured. Meh.
In the last few turns both my shipyards got bombed, despite defenses and what little defensive fleet I could muster. Now that my main fleet is gone too, I think it's time to end this game.
I am considering replaying from the starting save instead of a new map, to see what I can learn. (I don't think the lesson is "go beams as usual" - I didn't have the necessary computer tech or other techs, and I wouldn't have gotten them in time even if I had beelined right after Alkari.)
If you feel an urge to offer useful comments, by all means do.
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Some uncertain thoughts:
I wasn't impressed with the space-efficiency of ship-based Bombers and Heavy Fighters. (Can't comment on normal Fighters as I didn't research them.)
Also tested bombers in a pre-war savegame, to see how they'd do against the Alkari. Even with Anti-Matter Bomb they did much, much worse than MIRV Nukes. You can't blame this on the anti-missile techs such as PD beams and lightning field, because the Nukes were being faced with the same! (HFs were good against Guardian, but Guardian doesn't have Lightning Shield. Another candidate to replace the autorepair. Hm, but this would make missiles even harder to use against it... would that be okay because missiles are a low level tech?)
This may be an issue, or maybe not. The bombs do a lot more damage per hit and so overcome shields, so I suppose they're less space efficient as a balance tradeoff? I am not sure they need to be THAT much less space-efficient, though. And yes, I know it was even worse in vanilla.
I would say making them miniaturise would be an interesting idea, but with them being this low in the tech tree, Bomber Bays might become op then... not to mention if it would affect Fighter Garrisons. So perhaps a straight up reduction in space cost (+reducing Garrison space to keep it unchanged in power).
Last thing: ship-based Bomber Bays and Heavy Fighter Bays could use to be a little less bulky in any case. 50 and 75 are BIG chunks of a BBs 300 space, and putting in a special system can leave you with 3 instead of 4 HF Bays and lots of wasted space. I'd change them to 25 and 35 - and halve their fighters per unit if you want to keep overall power the same.