Planetary Invasion for REAL Men!

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J. M. Pescado:
Quote from: Gus Smedstad on 2008 October 04, 05:00:03

I have noticed that 1. damage seems to depend on distance to target, and 2. there's a dead spot where the turrets won't fire on you if you're in the center and very low.  Sometimes you'll run into a planet with very tall city hall / building models, and you can't get into that dead zone because it's blocked.
1. False. Bombs deliver the same damage every time: 300 per a mini, 600 for a medium, 1800 for a mega.
2. I have found that the hoverbomb technique works better with the higher-classes of bomb. With the minibomb, it really has its own invasion strategy, since any attempt to bomb with precision will get you mauled by the defenders when attacking a homeworld. With this NEW technique, I can roll through 2 or 3 cities on just 450 HP before having to repair.
Quote from: Gus Smedstad on 2008 October 04, 05:00:03

I started to say that they should have made G-class stars have more life but tend toward red spice, and put the less common spice on harder to terraform worlds at the ends of the spectrum.  But then I remembered that M stars are about 75% of the stars out there.  So if you're going to have a correlation, crappy spice should be around class M's.
I'm not saying "going to have" or how it SHOULD be. I'm saying that this is how it IS. Look over any large empire you've had, and check the spice types: Red/yellow spice is nearly always dominant at M and K stars, with G stars showing red/yellow/some green, and A and higher stars having blue where you'd normally find red/yellow, with a smattering of pink/purple/some green.

Interestingly, your homeworld is always G-class star. This was particularly amusing in the "slug" game where the timeline said I took some 20 billion years to reach space. The lifespan of a G-star is around 10 billion, making that impossible. It'd be funny if you could lose by taking so long that your star puffs up into a red giant and eats you.

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