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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

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    Aug 11, 2013
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    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

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    Aug 22, 2013
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    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
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    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
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    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.
     
  10. j.d.shinshu

    j.d.shinshu Chieftain

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    Nov 9, 2017
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    The thread that never dies looks like.
    I'm sure my build was probably listed already. But TLDR all of thread.
    Before I installed 1.50 patch I went with a teleblitz build. Or as I liked to call it a "slaver" build. As I would often only build 2 colonies of my own.
    I like to finish games in less than 2 hours usually. Or alternatively shoot for 6000+ scores.
    As a side note the tech level never really gets that high in a quick game. Usually max at neutron blasters or ion cannons. It might not work well in an advanced tech game. Works great in post-warp though. You're already at the tech level you want to be at, but then so is everyone else.

    so the build:
    -fuedal
    +telepathic
    -50% growth
    +transdimensional
    -10 Ground Combat
    + 50 DEF
    + 20 ATT

    at start, make one freighter fleet. Then max science to get auto-factories, research lab, hydroponics while exploring everywhere in range. At same time occasionally max production to build&buy factory, and outpost ship. Find world suitable for incubator world during exploration. Pump up homeworld with housing from there.
    Build a beam battleship with lasers and a bomb or 2. Tech to battle scanners and battle pods.
    It's really a tricky start. You have to balance your finances perfectly and be super friendly in diplomacy until your first battleship is ready. Getting a rich leader is super helpful.
    I trade tech as fast as I get it if I can. As a general rule I never research weapons or armor if playing the long game, since it'll just end up in my enemy hands. Plus any non military tech just makes their colonies better for me when I take it. Do treaties and other diplomacy I play as needed, but just until I get the first battleship.

    Basically the auto/ND/continuous laser gunboats are so good at ship/base killing I steam roll the AI. And with super high defense (transdem-speed, +50, leader) it really can hang in a fight. I usually wipe out 2 or 3 civs within a couple dozen turns of getting the battleship, just the one. Pumping out a few outpost ships to extend the range of my battleship as needed.
    The 1.50 update doesn't change this build. You have to be more careful in tactical when attacking a colony but otherwise the same.
    You can take 1/3 to half the galaxy with the one ship and from then you have the infrastructure to build a real fleet, and also possibly catch up on tech. Although you often get a lot of tech from conquest and extortion. If AI get decent armor and/or shields I tech to auto mass drivers and if that can't crack their planets I'll build bomber cruisers to accompany the battleships.

    Basically I've played most of the other good combos, and they all have their good points. So I just take the other races in-game and use them as slaves. It scales with game difficulty too. The higher the level the more useful your slaves are. (Some more than others obviously).

    I'm really liking the ICE mod, since you can't do this until mid game. So I don't bother with telepathy. Time to figure out a new way to do it. I suspect aquatic, cybernetic, fuedal with ship defense maxed and possibly transdimensional. Maximize possible worlds to settle, and have cheap(ish) killer ships. It'll probably be more of an extermination build than slavet as it'd be better to have multiple incubator worlds to repopulate worlds rather than deal with unrest.
     

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