2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 888 Dream Wedding
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Gaming (Other)
Register FAQ Members List Mark Forums Read End

Gaming (Other) For the discussion of video games, board games, war games, LARPs, kick-the-can, etc.

Reply
 
Thread Tools
Old 08-07-2008, 09:06 AM   Top  -  End  -  #1
Maxymiuk
Ogre in the Playground
 
 
Join Date: Sep 2005
Location: 
Potato Country
Gender: Male
Default Let's Play: Space Empires IV

It's the post that started it all: spoilered for sheer length. Posts #2 and #3 have info that's far more relevant to the LP in progress.

Spoiler



Tyran Concordiate Territories, circa 2428.1

Props to Artanis for keeping this thing updated.

Table of Contents
Part I - Governor
Part II - Hero
Part III - Admiral
Part IV - Counterattack
Part V - Xenocide

Interlude - Expansion

Part VI - Exploration
Part VII - Old Friend
Part VIII - Pretorians
Part IX - Invasion
Part X - Amon'krie
Part XI - Advantages
Part XII - Alliance
Part XIII - Offensive
Part XIV - Turning Point
Part XV - Retreat
Part XVI - Losses
Part XVII - Technological Superiority
Part XVIII - Battle for Belfen
Part XIX - Preparations
Part XX - Defector
Part XXI - Disappearance

Interlude II - Vignettes

Part XXII - First Blood
Part XXIII - Bankrupcy
Part XXIV - Reunification
Part XXV - Heroes
Part XVI - Discord
Part XVII - Blitz
Part XVIII - Defenders
Part XIX - Volunteers
Part XX - Hidden Strike

Interlude III - Comparisons

Part XXI - Betrayal
Part XXII - Crusade
Part XXIII - Homeworld
Part XXIV - Victory

Epilogue - Consolidation

Current Participants:

Admiralty:
1. Premier - Grand Admiral Premier Baron yun Vlosterkaus
2. Twin2 - Admiral Gerald Meane
3. Twin1 - Admiral Janus
4. Lord Asmodeus - Admiral Dominus
5. Dumbledore lives- Admiral Michael Wilson
6. Talkkno - TBA
7. Kane - TBA
8. Artanis - TBA
9. AgentPaper - TBA
10. *free*

Captains
Layman Numerous - Cpt. Layman Numerous of TLC Sword of Insufferable Arrogance
Philistine - Cpt. Robert Anson of TMCS Revenge
Rockphed - Cpt. Nacern Razerthorn of TGD Bradley Prime's Revenge
That other guy - Cpt. Otto of TMCS Bismarck
Juhn - TBA
Sanzh - Cpt. Khoras Antieron of TPA Phantom Hammer
Cobalt - Cpt. Traff Disdin of TMCS Alacrity


Fanart by That other guy
Spoiler


And a piece by DrunkMonkGar
Spoiler
__________________
Let's Play: Space Empires IV (complete)

Last edited by Maxymiuk : 08-26-2009 at 07:01 PM.
Maxymiuk is offline   Reply With Quote
Old 08-07-2008, 09:10 AM   Top  -  End  -  #2
Maxymiuk
Ogre in the Playground
 
 
Join Date: Sep 2005
Location: 
Potato Country
Gender: Male
Default Re: Let's Play: Space Empires IV

Fleet Roster

The Knight Peacekeepers Preemptive
NOTE: Fleet roster based on ships departing Lenoltris in 2423.6 Current status unknown.
Admiral Premier Baron yun Vlosterkaus
Ships:
TMCS Bluntness of Purpose - Victory III - Admiral Vlosterkaus (Flagship)
TMCS Warden - Victory III
TMCS Unrequited - Victory III
TMCS Starfury - Victory III
TMCS Sworn - Victory III
TMCS Trial - Victory III
TMCS Righteous - Victory III
TMCS Revenge - Victory III - Cpt. Robert Anson
TMCS Oblique - Victory III
TMCS Overrun - Victory III
TMCS Fury - Victory III
TMCS Direct - Victory III
TMCS Deterrent - Victory III
TMCS Cartagina - Victory III
TMCS Avenger - Victory III
TMCS Lodestone - Temeraine II
TMCS Fettered - Axiom III
TMDS Hustings - Axiom III
TMDS Ballot - Axiom III
TMCS Chainer - Axiom II
TMCS Hastner - Axiom III
TMCS Nemesis - Axiom III
TMCS Stalker - Axiom III
MDB Staccato - Needler III
TBI Cerberus - Hound II
TBI Rexus - Hound II
FRV Rumbler - Nanite II
SCR Aureola - Atlas I
+3 captured Pretorian colony ships


The Hand
Admiral Janus
Ships
TPB The Maw - Inferno I - Admiral Janus (Flagship)
TMCS Null - Ender I
TMCS Bismarck - Overlord I - Cpt. Otto
TMCS Candid - Victory III
TMCS Chastity - Victory III
TMCS Destruction - Victory III
TMCS Eternal - Victory III
TMCS Hoff - Victory III
TMCS Jester - Victory III
TMCS Offering - Victory III
TMCS Overture - Victory III
TMCS Turnabout - Victory III
TMCS Unusual - Victory III
TGD Bradley Prime's Revenge - Charger V - Cpt. Nacern Razerthorn
- 4 ground divisions
TMT Sweeper - Cheval I
SCR Northlight - Hercules I


The Hive
Admiral Dominus
Ships
TLC Dominus Nex - Candor III - Admiral Dominus (Flagship)
60 strike craft:
- 4 Andromeda wings
- 4 Contrail wings
- 4 Flame wings
TLC Elite Orbit - Candor III
60 strike craft:
- 4 Andromeda wings
- 4 Contrail wings
- 4 Flame wings
TLC Honeycomb - Candor III
60 strike craft:
- 4 Andromeda wings
- 4 Contrail wings
- 4 Flame wings
TIS Onager - Thunder III
TIS Trajectory - Thunder III
SCR Phenomenon - Atlas II


Lance of the Dominus
NOTE: Currently defunct
Admiral Gerald Meane
__________________
Let's Play: Space Empires IV (complete)

Last edited by Maxymiuk : 07-17-2009 at 09:02 PM.
Maxymiuk is offline   Reply With Quote
Old 08-07-2008, 09:12 AM   Top  -  End  -  #3
Maxymiuk
Ogre in the Playground
 
 
Join Date: Sep 2005
Location: 
Potato Country
Gender: Male
Default Re: Let's Play: Space Empires IV

Ship Designs

Note: Only latest designs are shown.

Sledgehammer
Spoiler


Sling
Spoiler


Swarm
Spoiler


Specialist
Spoiler


Support
Spoiler


Colonization
Spoiler


Space Stations
Spoiler
__________________
Let's Play: Space Empires IV (complete)

Last edited by Maxymiuk : 04-22-2009 at 06:11 PM.
Maxymiuk is offline   Reply With Quote
Old 08-07-2008, 10:12 AM   Top  -  End  -  #4
Premier
Bugbear in the Playground
 
Join Date: Sep 2004
Location: 
Default Re: Let's Play: Space Empires IV

My votes are the following (I won't cast votes on issues I don't have a strong preference about):

Name: Teratohalgon Omnihale


Quadrant type: Cluster (for bottleneck defenses)

General options:
- Limited resources: no

Race
Appearance: 3 or 6

Culture: In order of decreasing preference:
- Researchers
- Technicians
- Colonists

Homeworld:Wasn't there also an option for Noble Gas atmosphere (Xenon, probably)? Anyway: Gas, whatever atmosphere

Diplomacy: Extermination when provoked.


Those who stand on that wall


Name - Premier Baron yun Vlosterkaus
Fleet Designation - The Knights Peacekeepers Pre-emptive
Flagship name/class - Bluntness of Purpose / Ship of the Line
Doctrine - Sledgehammer. If possible later on, adding some long-range missile ship support, one or two Specialist ships (planetary/stellar/warp point mainpulation), and some repair craft. But I understand that's long-term.
__________________
"I had thought - I had been told - that a 'funny' thing is a thing of goodness. It isn't. Not ever is it funny to the person it happens to. Like that sheriff without his pants. The goodness is in the laughing. I grok it is a bravery... and a sharing... against pain and sorrow and defeat."

Last edited by Premier : 08-08-2008 at 10:33 AM.
Premier is offline   Reply With Quote
Old 08-07-2008, 11:34 AM   Top  -  End  -  #5
Narkis
Barbarian in the Playground
 
 
Join Date: May 2007
Location: 
Greece
Gender: Male
Default Re: Let's Play: Space Empires IV

An excellent game. I wish I could find some people for a multiplayer sometime.

Anyway, those are my favourite settings:

Quadrant type:
- Cluster
General options:
- All systems connected yes
- Warp tunnels scattered across the system no
- Limited resources no

Random events
Frequency:
- Low
Degree:
- Catastrophe

Race
Appearance:
16
Culture:
- Researchers
- Technicians
- Warriors
Special Trait:
- Time travelers (temporal shipyards ftw)
Homeworld:
Atmosphere:
- Oxygen
Type:
- Rock
Diplomacy:
- Extermination
Name: Terran Empire


Those who stand on that wall


Name - Admiral Von Narken
Fleet Designation - The Black Fleet
Flagship name/class - Subjugator / Ship of the Line
Doctrine - Sledgehammer. With the biggest baddest ships available.
Narkis is offline   Reply With Quote
Old 08-07-2008, 01:04 PM   Top  -  End  -  #6
Twin2
Barbarian in the Playground
 
Zombie
 
Join Date: Aug 2007
Default Re: Let's Play: Space Empires IV

Here are my votes:

Name: Ego-Viator

Quadrant type: Spiral

Random events
Frequency:
- Low
Degree:
- Catastrophe

General options:
- All systems connected: no
- Warp tunnels scattered across the system: yes
- Limited resources: yes

Race
Appearance: 11 or 2

Culture: In order of decreasing preference:
- Technicians
- Warriors
- Colonists
Special Trait:
-Industrialists

Homeworld:
- Hydrogen
Type:
- Ice

Diplomacy:
- Subjugation

Those who stand on that wall

Name - Admiral Gerald Meane
Fleet Designation - Lance of the Dominus
Flagship name/class - Elite Orbit / Carrier
Doctrine - Sling
Twin2 is offline   Reply With Quote
Old 08-07-2008, 01:17 PM   Top  -  End  -  #7
douglas
Titan in the Playground
 
Join Date: Aug 2005
Location: 
Norcross, GA
Gender: Male
Default Re: Let's Play: Space Empires IV

Space Empires IV is an excellent game, but as a veteran player of the original English version I think I can safely say that a few things got garbled in translation to Polish. You can buy the english version either boxed or for immediate download for a mere $9.99 USD from Strategy First. In the mean time, I'll include notes about translation errors with my comments below.

Also, there is an active web site set up to automate multiplayer Space Empires games called Play By Web.

Quote:
Originally Posted by Maxymiuk View Post
2. Because the distributors in this country refuse to sell us anything but sub-par localizations, all I have is a Polish version of the game. So if you see strange, unreadable gibberish pop up in the screenshots, do not be afraid. I will translate if it becomes necessary. Disclaimer: some of my translation will differ from the original version.
See link above for how to get the English version.
Quote:
Originally Posted by Maxymiuk View Post
Quadrant Type (Top table) - top to bottom
I vote Cluster.
Quote:
Originally Posted by Maxymiuk View Post
Warp Tunnels Scattered Across The Systems - the default "off" setting places warp tunnels on the edges of a system. On "on" they may pop up anywhere - even right next to your homeworld.
I like this one on.
Quote:
Originally Posted by Maxymiuk View Post
All Player's Planets Have The Same Size - irrelevant, since for this LP we'll be starting with only one planet anyway.
This setting isn't just for keeping all of your initial planets the same size, it ensures that all of your opponents start with the same size as you, too. Makes for a fairer game imo.
Quote:
Originally Posted by Maxymiuk View Post
Frequency
None - oh how I wish...
Low - the default. From empirical observation, this makes something happen about once every 100-200 turns.
Average - Once every 50-100 turns.
Frequent - as often as every 20-50 turns.

Degree
Low - a ship's engine blowing up for no apparent reason.
Average - a ship falls into a Negatice Space Wedgie and ends up in a system halfway across the quadrant. Planetwide epidemics.
Severe - Planetary core instability detected. Boom.
Catastrophe - Star core instability detected. Boom.
Frequent Catastrophic, just to spice things up a bit. Even with these settings star explosions should be fairly rare, and you get a 30 turn warning for them anyway. If your empire is so small that losing a single system with that much warning is truly crippling, you're doing something wrong.

Quote:
Originally Posted by Maxymiuk View Post
Appearance
I like the Xiati, personally.

Quote:
Originally Posted by Maxymiuk View Post
Culture
Berzerkers. Period. Yes, that +10 space combat bonus really is that valuable. I can give a detailed explanation of why if you really want me to.

Quote:
Originally Posted by Maxymiuk View Post
Special Trait

I'll be assigning 3000 points for race generation. It's possible to spend some of them on one of the traits listed below. Or you can vote for "None" and leave me more points to play with for stat increases.

Talented mechanics 1000pt. - base upkeep costs for ships (not bases) reduced by 25% (a.k.a. larger fleets)
Major translation error. The original name is Advanced Power Conservation, but that's not the real error here. The benefit is 25% reduced supply usage, not 25% reduced maintenance costs. This means fleets that can go a little farther between visits to a resupply depot, not larger fleets. This is very rarely a major concern in stock, so this trait is near worthless.

Quote:
Originally Posted by Maxymiuk View Post
Mechanoids 1000pt. - planets immune to epidemics. (easily countered with some research and a single building)
Not worth 1000 points. Not even close.

Quote:
Originally Posted by Maxymiuk View Post
Lucky 1000pt. - 50% reduction in chance for a negative random event taking place. (The wording seems to imply there's a possibility of positive random events. I have yet to encounter one).
Even with maximum random event settings, I'm not sure this is worth very much. Especially as I'm not sure the game recognizes ownership of star systems for this, so it may not affect the chance of random supernovas at all.

Quote:
Originally Posted by Maxymiuk View Post
Born traders 1000pt. - Don't need to build spaceports (you ordinarily need one per every colonized system in order to receive resource income from the planets there. Basically, this would let us expand just a little bit faster).
Original English is Natural Merchants. Borderline valuable. Not one I normally take, but not a bad choice.

Quote:
Originally Posted by Maxymiuk View Post
Engine experts 1000pt. - All ships receive one extra point of base movement (If I was going to take anything, that would be it. In SE4 mobility is a HUGE factor in a fight).
Original English is Propulsion Experts. One of the top picks. That extra movement point is very nice to have, and it stacks with literally every other source of movement speed.

Quote:
Originally Posted by Maxymiuk View Post
Skilled stockpilers 1000pt. - 120% base stockpile and storage capabilities of planets (larger resource stockpiles and more room for things like ground troops, fighters, ground batteries, etc.)
Original English is Advanced Storage Techniques. This is THE ABSOLUTE TOP PICK. I cannot emphasize this enough. That 20% extra space? It applies to facility space, too. Facilities are what produce resources, research, intelligence, etc. This is like a 20% boost to virtually everything production related. At 2 or 3 times the cost it would still be worth it.

Quote:
Originally Posted by Maxymiuk View Post
Industrialists 1000pt. - 125% base shipyard production speed (becomes especially valuable as we get towards the more advanced ships which can take even up to 20 turns to produce).
Original English is Hardy Industrialists. One of the top picks. The limit of one space yard facility per planet means construction speed is hard to boost beyond a certain point, and this helps with that.

Quote:
Originally Posted by Maxymiuk View Post
Psychics 1500pt. - opens access to the Parapsychology research tree. (Either use mind control on your population to make them happier, or on enemies to demoralize/convert them. A bit meh in my opinion).
For a human player, there is only one thing this tech tree gives that I think is significantly valuable, and it has an absolute counter that will be used by everyone late game. The Allegiance Subverter can be quite powerful, but it is useless against anyone who uses Master Computers. As Master Computers replace crew and for the bigger ships are actually cheaper than what they replace, everyone will eventually be using them anyway.

Quote:
Originally Posted by Maxymiuk View Post
Deep Believers 1500pt. - opens access to the Belief research tree. (Brainwash the masses and endow your ship crews with fanatical zeal.)
Original English is Deeply Religious. It is valuable for two things - the Nature Shrine and the Religious Talisman. The Nature Shrine is just a superior and easier to research version of Value Improvement Plants; nice, but only valuable in the long term. The Religious Talisman is so powerful it is routinely banned in multiplayer. A ship with a Religious Talisman will always hit with every single shot. This is an ENORMOUS force multiplier, cannot be countered, and if you choose your characteristics with this benefit in mind can actually have a negative cost in racial points.

Quote:
Originally Posted by Maxymiuk View Post
Time Travelers 1500pt. - opens access to the Temporal research tree (you gain access to alternative versions certain utility techs sooner than would otherwise be possible and get Temporal guns which rapidly age bits and pieces of enemy ships, which is a very fancy way of saying "they do damage").
Original English is Temporal Knowledge. Temporal Space Yards are the only reason I would ever pick it. Can be good, but it's not all that far up on my list.

Quote:
Originally Posted by Maxymiuk View Post
Crystal Manipulators 1500pt. - opens access to the Crystalline research tree. (Weapons with fancy names and average damage)
Original English is Crystallurgy. Crystalline Armor is the only reason to get this. A ship with a sufficient amount of Crystalline Armor on it (not really feasible before Dreadnoughts) is an extremely tough target due to the mechanics of how the Shield Generation From Damage ability works. One of the better picks late game, but not one I usually take.

Quote:
Originally Posted by Maxymiuk View Post
Bioengineers 1500pt. - opens access to the Bioengineering research tree. (Worth it if only because you get missles with a better rate of fire. Also, regenerative armor plating which sounds cool until you realize most of it will end up outright destroyed by your average salvo anyway).
Original English is Organic Manipulation. Heavy use of organic technology will significantly reduce ship costs, which also means shorter build times. The tradeoff is more cost in the least used resource (organics) and that your ships will be somewhat weaker than equivalent non-organic ships. Quantity has its own quality, however, and should usually be enough to make up for the difference.

Quote:
Originally Posted by Maxymiuk View Post
Stoics 3000pt. - The populace feels no emotion. (Which makes any sort of brainwashing ineffective against them. They'll never rebel either. On the other hand, you won't be getting any production bonuses due to happiness either. Either way, I'm banning it since I want something left over to make our people truly ours.
Original English is Emotionless. Even if you weren't banning it, I would advise against it in very strong terms. It is worse than worthless. I would only consider taking it if the cost were negative, that's how bad it is.

Quote:
Originally Posted by Maxymiuk View Post
Atmosphere:
- None - very rare and restricted exclusively to Rock planets. Yes, we could start on a Gas planet without an atmosphere. No, don't expect we'll find another one. Far as I can tell you never get a Giant planet without an atmosphere either.
- Methane
- Oxygen
- Hydrogen
- Carbon Dioxide
None is not actually any rarer than the other atmosphere types, as long as you only consider rock and ice planets. In fact, if you take all the moons into account (every moon always has no atmosphere in the stock game) it's relatively common. The game actually won't allow you to pick the Gas/None combination, btw. I vote Hydrogen.

Quote:
Originally Posted by Maxymiuk View Post
Type:
- Rock
- Ice
- Gas - seem to have the largest percentage of Giant planets, but also the largest diversity of atmospheres, making finding the right one a crapshoot.
Rock and Ice are virtually identical choices. Gas will get you fewer but larger planets in general. I vote Gas.

Quote:
Originally Posted by Maxymiuk View Post
Diplomacy
Assimilation. Ground troops are amazingly cheap, you should have tons of them everywhere anyway to make your own population happy (yay almost-free 20% production boost), and captured population retains its own atmosphere type while adopting all the rest of your racial traits. Capture some breathers for an atmosphere other than your own, spread them through your empire, and you can vastly increase your production potential.

The quick vote sheet:
Map
Quadrant type:
- Cluster
General options:
- All systems connected 0 yes
- Warp tunnels scattered across the system 0 yes
- Limited resources 0 no

Random events
Frequency:
- Frequent
Degree:
- Catastrophe

Race
Appearance:
19

Culture:
Special: vote for THREE categories, listing them from most to least important. The winner gets a big boost, second place a smaller one. Third place is left at nominal, and the one to come in dead last receives a penalty.
- Warriors, Researchers, Technicians
Special Trait:
- Advanced Storage Techniques (aka Skilled Stockpilers)
- Hardy Industrialists
- Propulsion Experts
Homeworld:
Atmosphere:
- Hydrogen
Type:
- Gas
Diplomacy:
- Assimilation

Quote:
Originally Posted by Maxymiuk View Post
Name - How you wish to be identified in the LP
Fleet Designation - How you wish your fleet to be called
Flagship name/class - how your wish to name you command ship
Doctrine - What kind of warfare your fleet will specialize in
Admiral Douglas
Frontier Security Fleet
Plebiscite/Ship of the Line
The Sledgehammer (Planetary conquest)

My detailed empire recommendation, assuming 5000 racial points:
Spoiler
__________________
Saberhagen's Twelve Swords, some homebrew artifacts for 3.5 (please comment)

Archives:
Spoiler
douglas is offline   Reply With Quote
Old 08-07-2008, 01:52 PM   Top  -  End  -  #8
Twin1
Halfling in the Playground
 
Zombie
 
Join Date: Dec 2007
Default Re: Let's Play: Space Empires IV

I'll give this a try. Here are my choices.

Quadrant type: Cluster

Random events
Frequency:
- Average
Degree:
- Low

General options:
- All systems connected: no
- Warp tunnels scattered across the system: yes
- Limited resources: yes

Race
Appearance: 6

Culture: In order of decreasing preference:
- Researchers
- Technicians
- Colonists
Special Trait:
-Time Travelers

Homeworld:
- Methane
Type:
- Rock

Diplomacy:
- Assimilation

Those who stand on that wall

Name - Admiral Janus
Fleet Designation - The Hand
Flagship name/class - The Maw / Specialist
Doctrine - Sling

Last edited by Twin1 : 08-08-2008 at 12:59 PM.
Twin1 is offline   Reply With Quote
Old 08-07-2008, 02:29 PM   Top  -  End  -  #9
Lord_Asmodeus
Titan in the Playground
 
 
Join Date: Dec 2007
Location: 
The Great Empyrean Sea
Gender: Male
Default Re: Let's Play: Space Empires IV

I'm just going to vote on the race thing.

Appearance: 2 (I'd prefer 5, but something tells me noone else will)
Culture: Warriors, Colonists, Researchers
Special Trait: Believers, Bioengineers
Homeworld: Methane
Type: Rock
Diplomacy: Subjugation
Name: The Tyranus Concordiate

Those who stand on the wall

Name: Dominus
Fleet Designation: The Hive
Flagship name/Class: Domina Nex/Carrier
Doctrine: Swarm
__________________
Spiffy new Bec Noir+Lil' Cal Avvie by RPGsr4me, thanks!
Shockroach by Meirnon, and Glasya, Queen of Hell by Neoseph7
Spoiler

Last edited by Lord_Asmodeus : 08-07-2008 at 05:42 PM.
Lord_Asmodeus is offline   Reply With Quote
Old 08-07-2008, 06:39 PM   Top  -  End  -  #10
Twin2
Barbarian in the Playground
 
Zombie
 
Join Date: Aug 2007
Default Re: Let's Play: Space Empires IV

About the admiral part I'm assuming we're all on the same side, or are we all on different ones going toe to toe with each other?
Twin2 is offline   Reply With Quote
Old 08-08-2008, 12:03 PM   Top  -  End  -  #11
Maxymiuk
Ogre in the Playground
 
 
Join Date: Sep 2005
Location: 
Potato Country
Gender: Male
Default Re: Let's Play: Space Empires IV

Updated the first post with the current votes. We're slowly getting there.

Explanation about culture: I forgot to specify how I'd tally the votes for this category. I've assigned 3 points for first choice, 2 for second, and 1 for third and whichever would break 10 points first would win. As you can see, it was a very close thing.

Special trait: To clarify, I've meant everyone to choose ONE trait. For those who've selected multiple I've only counted their first choice, but if you'd like to change that, let me know.

Diplomacy: I see about the only thing we can agree on is that we're not very friendly.

@Twin2: Yes, we're all on the same side. The idea is that you decide on the composition of your fleets, and I try and win with them.

@douglas: Thank you for the clarifications regarding translation errors.
__________________
Let's Play: Space Empires IV (complete)

Last edited by Maxymiuk : 08-08-2008 at 12:04 PM.
Maxymiuk is offline   Reply With Quote
Old 08-08-2008, 12:35 PM   Top  -  End  -  #12
douglas
Titan in the Playground
 
Join Date: Aug 2005
Location: 
Norcross, GA
Gender: Male
Default Re: Let's Play: Space Empires IV

Quote:
Originally Posted by Maxymiuk View Post
@douglas: Thank you for the clarifications regarding translation errors.
You're welcome.

Just to reiterate the two most important points for those who may not have read the entirety of my long post:
1) Talented Mechanics affects how far your fleets can go before resupply, which is rarely a concern in this game. It does not affect how large a fleet you can support.
2) Skilled Stockpilers affects the limit on resource and research production on each planet. It is by far the most powerful special trait (ignoring the Religious Talisman), giving an effective 20% boost to all resources and research speed throughout the game.

Also, if you would like to play a multiplayer game, I could set one up for you on Play By Web. Settings are negotiable, and it could be cooperative vs the AIs if you don't want to play against me.
__________________
Saberhagen's Twelve Swords, some homebrew artifacts for 3.5 (please comment)

Archives:
Spoiler
douglas is offline   Reply With Quote
Old 08-08-2008, 01:11 PM   Top  -  End  -  #13
Jimp
Bugbear in the Playground
 
Join Date: Nov 2006
Location: 
Ireland
Default Re: Let's Play: Space Empires IV

By the way, if anyone is having trouble finding a copy you can buy Space Empires IV Deluxe on Stream for around 10$. I'm downloading it from Stream right now.
__________________
Dub Club in the Playground
I need a new signature.
Jimp is offline   Reply With Quote
Old 08-08-2008, 01:14 PM   Top  -  End  -  #14
Twin2
Barbarian in the Playground
 
Zombie
 
Join Date: Aug 2007
Default Re: Let's Play: Space Empires IV

Quote:
Originally Posted by Maxymiuk View Post
@Twin2: Yes, we're all on the same side. The idea is that you decide on the composition of your fleets, and I try and win with them.
You poor bastard.
Twin2 is offline   Reply With Quote
Old 08-08-2008, 01:17 PM   Top  -  End  -  #15
Lord_Asmodeus
Titan in the Playground
 
 
Join Date: Dec 2007
Location: 
The Great Empyrean Sea
Gender: Male
Default Re: Let's Play: Space Empires IV

I've noticed that on the Special Traits list you don't have Believers listed Scratch that, you have Deep Believers listed, however you haven't counted it for my vote.(That was my first choice)
__________________
Spiffy new Bec Noir+Lil' Cal Avvie by RPGsr4me, thanks!
Shockroach by Meirnon, and Glasya, Queen of Hell by Neoseph7
Spoiler

Last edited by Lord_Asmodeus : 08-08-2008 at 01:19 PM.
Lord_Asmodeus is offline   Reply With Quote
Old 08-08-2008, 01:39 PM   Top  -  End  -  #16
Twin1
Halfling in the Playground
 
Zombie
 
Join Date: Dec 2007
Default Re: Let's Play: Space Empires IV

Quote:
Originally Posted by Twin2 View Post
You poor bastard.
Somehow I don't think a zerg rush is gonna do all that well here man

Oh and on the special trait since its only one choice I've decided to go with Time Travelers.
Twin1 is offline   Reply With Quote
Old 08-08-2008, 01:41 PM   Top  -  End  -  #17
Lord_Asmodeus
Titan in the Playground
 
 
Join Date: Dec 2007
Location: 
The Great Empyrean Sea
Gender: Male
Default Re: Let's Play: Space Empires IV

Can I change my fleet type and mothership type? I was thinking of switching to Sledgehammer... Scratch that, we already have like 3 Sledgehammer fleets, we need a Swarm fleet.
__________________
Spiffy new Bec Noir+Lil' Cal Avvie by RPGsr4me, thanks!
Shockroach by Meirnon, and Glasya, Queen of Hell by Neoseph7
Spoiler

Last edited by Lord_Asmodeus : 08-08-2008 at 01:45 PM.
Lord_Asmodeus is offline   Reply With Quote
Old 08-08-2008, 01:46 PM   Top  -  End  -  #18
Twin2
Barbarian in the Playground
 
Zombie
 
Join Date: Aug 2007
Default Re: Let's Play: Space Empires IV

Quote:
Originally Posted by Twin1 View Post
Somehow I don't think a zerg rush is gonna do all that well here man

Oh and on the special trait since its only one choice I've decided to go with Time Travelers.
Entire fleet of scouts here I come.

Either that or mass the old pax imperia escort carrier if possible.
Twin2 is offline   Reply With Quote
Old 08-08-2008, 01:51 PM   Top  -  End  -  #19
Lord_Asmodeus
Titan in the Playground
 
 
Join Date: Dec 2007
Location: 
The Great Empyrean Sea
Gender: Male
Default Re: Let's Play: Space Empires IV

Quote:
Originally Posted by Twin2 View Post
Entire fleet of scouts here I come.

Either that or mass the old pax imperia escort carrier if possible.
I just noticed that your fleet name is "Lance of the Dominus"
__________________
Spiffy new Bec Noir+Lil' Cal Avvie by RPGsr4me, thanks!
Shockroach by Meirnon, and Glasya, Queen of Hell by Neoseph7
Spoiler
Lord_Asmodeus is offline   Reply With Quote
Old 08-08-2008, 01:58 PM   Top  -  End  -  #20
Twin2
Barbarian in the Playground
 
Zombie
 
Join Date: Aug 2007
Default Re: Let's Play: Space Empires IV

Yea you just had to go and name yourself that didn't you.
Twin2 is offline   Reply With Quote
Old 08-08-2008, 02:04 PM   Top  -  End  -  #21
Lord_Asmodeus
Titan in the Playground
 
 
Join Date: Dec 2007
Location: 
The Great Empyrean Sea
Gender: Male
Default Re: Let's Play: Space Empires IV

Quote:
Originally Posted by Twin2 View Post
Yea you just had to go and name yourself that didn't you.
I had planned to from the moment I saw the "how you will be known in the LP" thing. It harkens back to my love of playing the Zuul in Sword of the Stars: Born of Blood, because I love the way they call you (the player) Dominus, and how deliciously cruel and evil they are. I mean come on, their FTL travel relies on ships called "Rip Borers" that literally tear through the fabric of space, to open a pathway for your ships, literally ripping a (not literally bleeding) hole in the universe
__________________
Spiffy new Bec Noir+Lil' Cal Avvie by RPGsr4me, thanks!
Shockroach by Meirnon, and Glasya, Queen of Hell by Neoseph7
Spoiler
Lord_Asmodeus is offline   Reply With Quote
Old 08-08-2008, 02:29 PM   Top  -  End  -  #22
Twin2
Barbarian in the Playground
 
Zombie
 
Join Date: Aug 2007
Default Re: Let's Play: Space Empires IV

Note to self don't get on your fleets bad side.
Twin2 is offline   Reply With Quote
Old 08-08-2008, 03:13 PM   Top  -  End  -  #23
Lord_Asmodeus
Titan in the Playground
 
 
Join Date: Dec 2007
Location: 
The Great Empyrean Sea
Gender: Male
Default Re: Let's Play: Space Empires IV

Well, you are my Lance
__________________
Spiffy new Bec Noir+Lil' Cal Avvie by RPGsr4me, thanks!
Shockroach by Meirnon, and Glasya, Queen of Hell by Neoseph7
Spoiler
Lord_Asmodeus is offline   Reply With Quote
Old 08-09-2008, 01:52 PM   Top  -  End  -  #24
Maxymiuk
Ogre in the Playground
 
 
Join Date: Sep 2005
Location: 
Potato Country
Gender: Male
Default Re: Let's Play: Space Empires IV

Ok, seeing as interest isn't what I hoped it would be, I'll give things another day and then make do with what we have and start the game.

Quote:
Originally Posted by Twin2
You poor bastard.
I'm still in control of what ship designs are available.

Quote:
Originally Posted by Twin1
Somehow I don't think a zerg rush is gonna do all that well here man
You'd be surprised. There's a cheap tactic that's very effective against computer players due to their approach to ship design. It lets Escorts mop the floor with Dreadnoughts, though it's not a method I'd use if I'm trying to conquer anyone.
__________________
Let's Play: Space Empires IV (complete)
Maxymiuk is offline   Reply With Quote
Old 08-10-2008, 10:07 AM   Top  -  End  -  #25
Maxymiuk
Ogre in the Playground
 
 
Join Date: Sep 2005
Location: 
Potato Country
Gender: Male
Default Re: Let's Play: Space Empires IV

And here we go.

Final setttings:

Map
Cluster
All systems connected - yes (The map generator spat out something that may either give us a cakewalk or a splitting headache, depending on where we end up starting)
Warp tunnels scattered across the system - yes
Limited resources - no

Random Events
Frequency - Low
Degree - Catastrophe

Environment
Planet type - Rock
Atmosphere - Methane (Terrorist attacks usually consist of mixing oxygen into the ventilation of the target building and then setting off a spark)

Race


Special Trait - Industrialists (it was a tough choice, between that and Advanced Storage Techniques, but in the end I decided we're getting a massive boost to research, etc. anyway)
Statistics:
After forking over for the special trait I was left with 2000pts. I've brought it up to 3000pts. by reducing the Colonist options: (garbled in translation alert) Adaptation, Birthrate, Happiness, Political Savvy. From there I've spent 2000pts. on Researchers options - Intelligence and Cunning, and the remaining 1000pts. on Aptitudes. Warrior options remained at nominal.

Physical Strength: 100%
Intelligence: 130% (128%)
Cunning: 120% (118%)
Adaptation: 89%
Birthrate: 91% (For some reason it wouldn't let me go lower than that)
Happiness: 90%
Aggressiveness: 100% (105%)
Defensiveness: 100% (105%)
Political Savvy: 90%

Mining Aptitude: 110%
Farming Aptitude: 100%
Refining Aptitude: 105%
Construction Aptitude: 105%
Repair: 100%
Maintenance Aptitude: 110%

Diplomacy: Subjugation, followed by Assimilation in case the xenos get uppity, followed by Extermination if all else fails (another tough choice, so let's go with all three ).

Culture:
I decided to throw in Warriors for -2% to Intelligence and Cunning and +5% to Aggressiveness and Defensiveness. I've also set Attitude (probably not how it translates) to Aggressive, since that's what it seems to be from your votes. It has no mechanical effect AFAIK. However Social Tendencies do, and those I've set to Bloodthirsty - this means the more we win, the happier our population is, but we take a popularity hit if/when we take losses or sign treaties.

Other settings

Technology costs: High (we don't want to hit Black Hole Generators too quickly)
Allowed Technologies: All (I was really tempted to ban Intelligence Operations because of how stupidly the game handles that aspect of warfare. But hey, this is in part about you watching me suffer, right?)
Starting Tech Level: Low (Also, I'll be sticking to the default research method that splits points between all projects equally instead of researching one after another, since it's more in line with what I have in mind for this LP)
Starting Resources: 20000 (not like it matters that much)
Starting Planet's Value: Low (you'll see why soon enough)
AI player density: Medium
AI player skill: High

Stay tuned for the first actual game update later tonight.
__________________
Let's Play: Space Empires IV (complete)
Maxymiuk is offline   Reply With Quote
Old 08-10-2008, 04:46 PM   Top  -  End  -  #26
douglas
Titan in the Playground
 
Join Date: Aug 2005
Location: 
Norcross, GA
Gender: Male
Default Re: Let's Play: Space Empires IV

That should do well enough against the AI if you play well, but that gets boring after a while. Would you care for a friendly multiplayer game?

Quote:
Originally Posted by Maxymiuk View Post
From there I've spent 2000pts. on Researchers options - Intelligence and Cunning
Cunning has nothing to do with research. It increases your intelligence points production, used for espionage and sabotage.

Quote:
Originally Posted by Maxymiuk View Post
Intelligence: 130% (128%)
Drop this to 120% and you'd save 1000 points. Enough to buy Advanced Storage Techniques and end up with an even higher final research effective bonus, combined with bonuses to resource production as well.

Quote:
Originally Posted by Maxymiuk View Post
However Social Tendencies do, and those I've set to Bloodthirsty - this means the more we win, the happier our population is, but we take a popularity hit if/when we take losses or sign treaties.
Bloodthirsty has a serious problem - colonizing planets causes unhappiness.
__________________
Saberhagen's Twelve Swords, some homebrew artifacts for 3.5 (please comment)

Archives:
Spoiler
douglas is offline   Reply With Quote
Old 08-10-2008, 09:30 PM   Top  -  End  -  #27
Maxymiuk
Ogre in the Playground
 
 
Join Date: Sep 2005
Location: 
Potato Country
Gender: Male
Default Re: Let's Play: Space Empires IV

Quote:
Originally Posted by douglas View Post
That should do well enough against the AI if you play well, but that gets boring after a while. Would you care for a friendly multiplayer game?
Maybe once this LP is over, as currently my schedule is full.

Quote:
Cunning has nothing to do with research. It increases your intelligence points production, used for espionage and sabotage.
I know that, but it didn't really fit into any other category either (something I realized belatedly). Besides, having it high means I won't need to "waste" as many building slots on intelligence centers.

Quote:
Drop this to 120% and you'd save 1000 points. Enough to buy Advanced Storage Techniques and end up with an even higher final research effective bonus, combined with bonuses to resource production as well.
I agree, but we aren't going for some uber optimal build for our race - I tried to accomodate everyone's votes as well as try something new from my usual game, and this is what we ended up with.

Quote:
Bloodthirsty has a serious problem - colonizing planets causes unhappiness.
... Actually... this will work out well.
__________________
Let's Play: Space Empires IV (complete)
Maxymiuk is offline   Reply With Quote
Old 08-11-2008, 12:16 AM   Top  -  End  -  #28
Maxymiuk
Ogre in the Playground
 
 
Join Date: Sep 2005
Location: 
Potato Country
Gender: Male
Default Re: Let's Play: Space Empires IV



I get the impression that most people who joined this LP are already familiar with the game, but I decided to still stop every once in awhile and explain just what the hell we're looking at for the benefit of anyone who wanders into this thread and may decide to join in the fun.
Above is the system overview - here's where we'll be spending most of the time within the game. From here we can issue orders to ships (which we don't have yet), view detailed information about planets, and access most of the submenus for ship design, building queues, empire overview, cargo transfer, etc.

The main screen shows us that, aside from our homeworld (the small purple planet with a selection box around it) there's two more worlds we can currently settle - the blueish planet just down and to the right, and the white one up and left. The former is a primary choice in this case - the green asterix next to it means it shares both composition and atmosphere with our homeworld, which means it can support more buildings and a higher population. The planet with the red asterix shares the composition of our homeworld (we'll need to research different colonization modules for gas and ice planets), but it has a different atmosphere. This forces our colonists into domed cities, which can only support a small population and a punishingly pitiful number of buildings. Still, it's a habitable world and those are at a premium this early in the game.

The two bright blue swirly thingies are warp tunnels, which lead to other systems - we'll be exploring them very soon. In SE warp tunnels make for natural defense points, and a properly set up defense might be nearly impossible to breach - we'll discuss that in detail eventually, but for now simply consider that in combat the first turn always belongs to the defender, and that during an assault through a warp tunnel all your ships will end up in range (if not at point blank) of the enemy's fortifications.

The irregular purplish blob in the lower left of the display is a space storm. In the game these crop up in almost every standard system and can provide a number of benefits or penalties to ships within them. For example, if we were to fight inside this one, it would negate any benefits we or our opponent were gaining from any combat sensors on our ship.
For the record, I have yet to fight inside one. They're too random, too out of the way, and usually benefit the less advanced ships, which I don't plan on having.

In the lower right corner of the screen you can see the quadrant map. While it's still unexplored, you can probably already see why this map type is called "cluster."

Finally, there's our system's star. They're important for a few reasons: you pretty much need one for habitable planets to be present, some important technologies need them to function, there can be more than one, etc. Ours is special because it's a bomb waiting to happen.


"An unstable star, which might explode at any moment."

Screw you, guys.


-------------------------------------------------------------------------

Planet Tyranus, Vendrin System, year 2400

- Is this a joke?
- The Concordiate doesn't joke, Maxymiuk.
- I'm sorry Hevel, but this - he tapped the documents on his desk - sure looks like one to me.
- It has the official seal.
- Full executive powers, Hevel? Authority over the entire system?
- And anything through the warp tunnels, once we can afford to send in explorers again - Hevel nodded solemnly.
- I don't buy it. Hevel... have you read this? I get the say so on every ship to leave the shipyards. I'm in charge of the military, colonization, deep space mining... This isn't how the Concordiate acts. To give so much power to one person... I'm not even a politician!
- Wars change things. You should know that.
- Yes, bu-
- The way the Concordiate sees it, the Colony Wars happened because there was no one in control. Dozens of factions, hundreds of [rivate interests, thousands of offivials cutting off their own private slice of pie. They want someone at the helm this time.
- They want someone to blame once things go wrong, you mean. But why me?
- Simple answer? You're a war hero, Max. You're the reason the capital is still standing. The people trust you. And since you're not political, means you're not in anyone's pocket, so the Concordiate is prepared to trust you. For now.
- What if I refuse?
- We can't stop you. But... look, we need you. We need a functional space program. We need the colonies again - you know there's been food riots in Nevola last month. We... - Hevel lowered his tone - The Concordiate's afraid this might end in a revolt, and they're too weak to prevent it right now. And they don't trust one another enough with that kind of power.
- And yet they trust me. And... - Maxymiuk suddenly understood. - And since you're the one here telling me all this... you poor bastard.
Hevel said nothing.
- Fine. When do I start?
- The car is waiting.


A few days later, Vanadus Shipyards



- One question, Director. How long?
- Four months. For both ships, that is - he added hurriedly. - We can have the first one out of the dock in two.
- Hevel...
- We'll start colonist recruitment immediately.
- Good, but there's something else - the new Colonial Governor in Charge of Extraplanetary Affairs Maxymiuk set his jaw. What he was about to say wasn't going to go over well. - This is far too slow.
- Our engineers are working as fast as the-
- I don't doubt that, Director. Your estimate is better than I expected, to tell the truth. However, it's still too slow. We need another shipyard. And I want it up there.
Hevel's and the Director's eyes went wide.
- Max- I mean, Governor, you can't be serious. Since the war... public opinion...
- The public opinion will have to deal. We need a shipyard in orbit if we're planning on establishing a fleet by the next century. And - he cut off the next words of protest - then we're going to build another orbital base and we'll be arming it to the teeth. I am not going to repeat past mistakes. Are we clear?
What choice did they have?
- Yes, Governor.



Above, you see what a ready project looks like. It gives us the class, type, cost, etc. - if you go back up a bit, you'll see it's part of a larger management screen that lets us create and edit designs for any ships, bases, or units we currently have researched (and even alien designs if we ever manage to get our hands on one).

The most important feature I want to discuss here is the modular design that SE allows. As you can see from the above screenshot, we're using the same template - a small space station - for both Gremlin and Overwatch projects. The first five components are required for both - a bridge, two life support systems, and two crew quarter modules. From there on out, it's whatever we want to put there (and will fit).

A small space station has a Tonnage of 500kT. The aforementioned basics take up 50kT. The shipyard facility on Gremlin takes up a whopping 400kT. With 50kT left over we could fit it with a single missle launcher, but since that would at most cripple a single unshielded escort, I chose to fit it with two additional cargo modules (20kT each).

The Overwatch takes up the matle of protecting our homeworld from early attacks. Since without a shipyard we have 450kT to spare, I've fitted it with 5 missle launchers (250kT total) and 3 mass drivers (original English would be something like "ballistic cannons" but I think my version sounds better, so nyah). However, note the "L" in the top left corner in the icon - it means that I'm using a Large Base Hardpoint to mount the guns, which gives them bonuses to damage and range, increases supply consumption per shot, and increases the amount of space they take up - the tradeoff is usually well worth it. The standard version of a mass driver deals 20 damage per shot, has a range of 2, and takes up 30kT. The LBH version deals 60 damage per shot, has a range of 4, and takes up 60kT.
This leaves us with 20kT of space, which is just enough for an extra supply bay - nominally, bases have infinite supplies, however once you enter combat, you find out that there's a fixed (and rather low) number of supplies they can use. And believe me, there's nothing more embarassing than running out of ammo halfway through a fight.
__________________
Let's Play: Space Empires IV (complete)
Maxymiuk is offline   Reply With Quote
Old 08-11-2008, 02:31 AM   Top  -  End  -  #29
douglas
Titan in the Playground
 
Join Date: Aug 2005
Location: 
Norcross, GA
Gender: Male
Default Re: Let's Play: Space Empires IV

Quote:
Originally Posted by Maxymiuk View Post
3 mass drivers (original English would be something like "ballistic cannons" but I think my version sounds better, so nyah).
Actually, it's Depleted Uranium Cannons (or just DUCs), but the point is that it throws a big chunk of something dense at a target. Depleted Uranium just happens to be a suitably dense material commonly known in modern science.
__________________
Saberhagen's Twelve Swords, some homebrew artifacts for 3.5 (please comment)

Archives:
Spoiler
douglas is offline   Reply With Quote
Old 08-11-2008, 03:16 AM   Top  -  End  -  #30
Dumbledore lives
Bugbear in the Playground
 
 
Join Date: Oct 2006
Location: 
Redmond, Washington
Gender: Male
Default Re: Let's Play: Space Empires IV

Can I be an admiral dude, it looks like a pretty gun game.
Name Admiral Michael Wilson
Fleet Designation The Knights Templar
Flagship Name/Class Metal Wolf Chaos/Line Ship
Doctrine Sledgehammer Immense firepower FTW!
__________________
Avatar by Diabhan
Shapperdash, movie reviews amongst other things.
Natural 1, a tale of critical failures

Spoiler
Dumbledore lives is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 01:02 PM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.