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Whats the most unbalanced custom race you've ever made (MOO2)?

Discussion in 'Other Civ-Related Games' started by malicious bloke, Dec 25, 2007.

  1. Darza

    Darza Chieftain

    Joined:
    Aug 11, 2013
    Messages:
    231
    Slightly different: if you did fired all your weapons prior moving, then move somewhere - then it will be done-d at arrival. If you move ship first, then fire all the weapons as in your example - it wouldnt be doned.
     
  2. El_Machinae

    El_Machinae Colour vision since 2018 Retired Moderator

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    Ah, I see. Yeah, I instinctively worked around that by having lots of weapon groups. Make sense...
     
  3. Darza

    Darza Chieftain

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    Number of weapon slots used doesnt matter there. If you fired them all - it would be doned.
     
  4. Giftless

    Giftless Chieftain

    Joined:
    Aug 22, 2013
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    98
    I agree on the matter of having specialized planets; though usually with how I use FT in my games there's some extra context to consider. Usually on my Homeworld start I can only get 6-8 production early on before pollution sets in. And with how the game is designed there are almost always odd numbers of food units being produced (9 food when I have 8 aquatic population on a water planet). It may not seem like much, but all that loose change adds up, especially when it's BC that can kick in before a planet is fully grown.

    Anyhow, the way I use it is with a massive builder / terraformer style game. I pact and trade treaty every A.I. I meet, get colony governors set up in multiplanet systems ASAP, and Rush Buy. Granted, it might not work so well for an early game warlord; but if you're the type who planet-constructs and rush-terraforms everything then food scarcity is not going to be a problem :D

    P.S. I tried a game recently without the Fantastic Traders on and found that the game rounds down (a rip-off) on the food BC calculation. Therefore the difference for a three food surplus is 3 BC versus 1 BC, so it's not a simple 2x increase but a 3x increase in some cases.
     
  5. Darza

    Darza Chieftain

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    Moreother, in some case its truly infinite increase, with 1 food surplus - you jump from the 0 BC profit to a whoopping 1 BC profit. But well, that doesnt change anything. Did you watched the video link? Also there is no problem at all to build with pollution, to skip it entirely - you could use the Tolerant (as it also one of the best classic races), or Money race (not really working well in classic moo2).
     
  6. El_Machinae

    El_Machinae Colour vision since 2018 Retired Moderator

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    Yeah, I know. I would just save some weapons for last. I'd have to deselect a weapon if I had some complex maneuvers in mind
     
  7. humbe

    humbe Chieftain

    Joined:
    Nov 23, 2005
    Messages:
    168
    Most unbalanced race I've ever played:

    - Creative
    - Lithovore (*)
    - Tolerant (*)
    - Subterranean (*)
    - Ship Offence +50
    - Imperium (Dictatorship)
    - Large Home World
    - Rich Home World
    - Artifacts Home World
    - Lucky
    - Omniscient
    - Ground Combat -20 (*)

    (*) - All my colonists are captured Silicoids, so I'm getting lithovore, tolerant and subterranean from them, which removes my -food and low gravity penalties except for the ground combat penalty, and I had ground combat -10 to begin with.
     
  8. rcasale42

    rcasale42 Chieftain

    Joined:
    Aug 17, 2016
    Messages:
    4
    I don't know about most unbalanced, but I'm currently playing

    Tolerant
    +50% population growth
    +1 Production
    Charismatic
    -ground combat
    -spying
    -ship attack
    -ship defense

    Tolerant is just so powerful, with the added population and ignoring pollution. I like to take Charismatic for fun, because you can get more interesting leaders. Combat penalties are fine in my mind, because they have no effect on your early expansion, and once you have to economic base they can be offset by sheer numbers.

    BTW, I'm glad I found the MOO community.
     
  9. Tech_150

    Tech_150 Chieftain

    Joined:
    Aug 1, 2016
    Messages:
    30
    The "imbalanciness" of any custom race can be greatly improved by using patch 1.40 and /picks=14, or patch 1.50 and removing the restriction of only 10 negative picks.

    In 1.40, those 4 extra picks got me very accustomed to using subterranean most of the time. Two of my favorite 1.40 custom races:

    * FeudLithSubtCrea with -50 pop growth and repulsive
    * DictCybSubtCreaProd+2 with -50 pop growth and repulsive

    In 1.50, without a limitation on negative picks, you can do stuff like

    * UniTolLithSubt
    * DemoLithSubtSci+2ArtiLg

    With uncreative, pimped-up AI races and mapgen settings which also benetfit said AI races, even those can be a challenge.
     

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