Spore Mods!

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Gus Smedstad:
I've seen it a couple of times now, but only because it was a weak empire being mashed by a bigger one, and I was pretty powerful.  Despite the tendency to sneer at your tag-alongs, if you've got 3-4 really strong ones they do add a lot of firepower.  The enemy typically comes in groups very like yours: one central strong ship armed with missiles and bombs, and 4 small escorts armed with beams.  When I'm by myself, I have to do some kiting to deal with the escorts one at a time.  If I've got a strong escort of my own, the enemy escorts are generally dead before I have a chance to target more than one. 

If you keep your fleet repaired, it's not hard to defeat an invading fleet without much assistance from the natives.  AoE repairs are very cheap.  The main thing is having escorts that are strong enough to survive 1-2 encounters before you need to repair them.

 - Gus

Zazazu:
Quote from: J. M. Pescado on 2008 October 02, 15:23:04

I've never really seen them lose in a fight specifically because I didn't intervene. There are only a few fights where my intervention makes or breaks the deal, and many more where my intervention appears to be entirely counterproductive, as forcing the combat abstraction into the concrete results in them losing faster regardless of what I do.

For some reason the empires I meet are either huge conglomerates of more than 10 systems or tiny nothings of 3 systems. I've watched empires be swallowed from the sidelines.

karthikthepro:
Another mod for removing the restriction on travel range when getting nearer to galactic core. This fools the game into thinking, there is no set definition for galactic core start boundary. Tested with Spore version 1.1.0.338.

Should make it easier for all of you wanting to enter the core without getting killed by the Grox.

Regards,
Karthik

J. M. Pescado:
Quote from: Gus Smedstad on 2008 October 02, 16:11:50

I've seen it a couple of times now, but only because it was a weak empire being mashed by a bigger one, and I was pretty powerful.  Despite the tendency to sneer at your tag-alongs, if you've got 3-4 really strong ones they do add a lot of firepower.  The enemy typically comes in groups very like yours: one central strong ship armed with missiles and bombs, and 4 small escorts armed with beams.  When I'm by myself, I have to do some kiting to deal with the escorts one at a time.
Here's a cool thing I discovered: The Pulse weapons CAN be fired at enemy ships. While their range is terrible and their accuracy is worse, the Megapulse does 450 damage a hit, easily enough to toast many escorts in one or two shots. The drawback being that you have to let them swarm you, but they won't get off many shots before you incinerate them, as their shark-circle range is within point-blank shot range for the pulse. When you consider that the Megamissile does a mere 120 damage and costs a hell of a lot more, 450 a pulse shot + AOE is a bargain! I use it as my main ship-to-ship weapon now, it is reminiscent of the Fusion Cannon on the Ur-Quan I'm flying around in.

Dopp:
I originally used pulse weapons on turrets and discovered their virtues against ships because I fail at weapon switching. Same thing with megabombs.

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