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1  English part of the forum / Main forum / Keller in the Year 3347 - Oh My! : 22.11.2010 11:02:09
Thanks for the clarification. You mentioned the respawn time in your subsequent discussion, so I should've guessed it was about that.

By the way, what is your opinion? :sight:

Uh, oh... Of course I couldn't tell. But I did not try the GOD cheat to be able to have an eye on the respawn point of the health pack. As a matter of fact, in most of my Keller battles (all different games, I never try to milk him for artifacts), I never came close to the center of the arena. When I do, typically out of desparation, the spot tends to be empty. Kellers minions like the health pack, too.

How do you milk Keller for artifacts, anyway? I mean, which are the conditions to get away with an artifact from the battle without finishing Keller off?
2  English part of the forum / Main forum / Keller in the Year 3347 - Oh My! : 19.11.2010 14:36:22
MASter-UA, Yuuki,

care to enlighten me over what your dispute is about?

Цитата: MASter-UA
Read here

Цитата: MASter-UA
The mans opinion matchs with my experience and i don*t have any reason to say that he isn*t right/

Using Google Translate, everything comes out garbled, and I could at best guess at the meanings. I don't even know whether I put the right text passages through Google Translate. I have found no way to pass the whole page through the service.
3  English part of the forum / Main forum / Keller in the Year 3347 - Oh My! : 16.11.2010 10:42:51
I made it!

Flow Blasters are probably much better than Multis here. But I also overlooked one very important fact: The damage done to Keller before he goes back into his wormhole carries over to the battle beyond!

When I made my post above I had a save game directly before entering hyperspace. From this save game I futilely tried again and again. I think I had made the mistake of talking to Keller right away when getting close to him. This probably makes him hurry, and he was going back almost undamaged. Big mistake.

This time I went back to a save game at the last planet which was close to my store of Flow Blasters and other equipment. Before Keller fled he was down to less than 1500 health (from initially 5500). The hyperspace battle afterwards was easy.

Цитата: Yuuki
By the way, do you use 'small droid' in holes? This is a real help!

Yes, its name in the English version of the game is 'Droid Junior'

Цитата: Smoke
Mmm... vertix is not available in this version?

Oh, vertixes are available. I just had none stowed away. I was satisfied with the IMHOs. Of course, Vertixes are even more powerful. I just didn't find any good ones at an acceptable size.
4  English part of the forum / Main forum / Keller in the Year 3347 - Oh My! : 15.11.2010 16:56:24
Thanks to all who have responded,

His strength also depends on how often you visit him in the hole.

Fortunately, this is of no concern in my case. I have never entered Keller's wormhole before in this game. About the number of visits to 'normal' (i.e. Klissan) wormholes I don't know the exact number. I have maybe about 70 kills in hyperspace battles.

Is it conceivable that such meetings also caount against Keller's strength?

Цитата: MASter-UA
Try to find five "stream blasters" and than fly in the wormhole backwards making circles.

I've to agree that Multi-Resonators and Rocket Launchers look sub-optimal for this battle, and IMHOs seem outright useless, given that I cannot affort getting close to any target. I've had good results with Multis in other wormholes, but here most shots fly wide of any target. The seeking Flow Blaster projectiles are probably most effective. I certainly have a lot of those stashed away.

Using the VERTIX-cheat, I found these to be effective, too. Actually, Vertixes are the weapong giving me the most headaches in this battle as I find their projectiles hard to dodge.

I was intending to try burn away most of my cash reserves and see, if being poorer when entering the wormhole has any effect. Didn't try yet (ancious and dispirited), but between this or retrieving a better weapon loadout, all I could do would be going back many, many game years.
5  English part of the forum / Main forum / Keller in the Year 3347 - Oh My! : 12.11.2010 11:35:34
In my current game I was trying to finish Keller off very late, Year 3347, and it looks like I'll be incapable to do it.

I knew that Keller becomes stronger and stronger over time but I had no idea how bad this could become, or that the too-late point could come so soon - Not that 3347 is exactly soon but in other games I waited till the early 40ies and still could manage him with some troubles.

The problem inside the wormhole is that Keller and his minions are extremely deadly. Most attacks do lots of damage. I am flying the Rock (Unique ship from Military bases) and it crumbles like a sheet of paper when being hit. Trying to grab the health package in the center of Keller's hole is suicide most of the time. And I am not nimble enough to stay away from harm long enough so Droid Junior can slowly fix me up.

I have a save before entering the wormhole, of course. Trying to unequip all weapons, then reequip inside the wormhole seems not to help (like it does whith normal wormholes).

Regarding weapons I can mix and match between three Multi-Resonators, two IMHOs and a whole bank of missile launchers.

Questions:

  • Doesn't the trick of flying with unequipped weapons into the hole work with Keller's or did I just not notice the effect?
  • Does the difficulty setting regarding 'black holes' apply to the Keller-battle? I have it at the highest level, of course, but not for the first time.
  • Is it known how Keller's strength progresses? Is it just over time or some other variables (e.g. I have 2.5 or 3.5K Dominator kills, over 1.2M experience and 54 mio CR in cash, not counting a huge stash of spare equipment on diverse planets).
  • Any other ideas?
6  English part of the forum / Main forum / Questions about game mechanics of Space Rangers 2 Reboot 2.0 : 06.01.2010 18:55:40
What factors in the minimum ammount of rangers in a given game at a given time?


Number of rangers in the game seems to depend on the number of free systems, maybe some closely related factor like the number of habitated planets under coalition control. When dominators conquer a system, dying rangers above the new reduced limit are not replaced, otherwise a new ranger is born the moment one dies.

7. Why is that everytime I kill a ranger, another one spawns one week later and if I none rangers dies, none gets spawned? How does it work for pirates and transports?

Is it one week? I thought it was instant. About the 'why' I don't know. Just game mechanics, is my guess, so the number of rangers has some correlation to the power of the coalition's side.

I wish there was a lower limit (there is an upper limit of 53, I think). In my current game with hardboiled dominators we were down to four rangers at one point.

Does the equipments/goods found on unhabitable planets through probe exploration are always the same for a given game?
Yes. It is fixed. But not all of them are affordable in different periods of the game. Each thing has its fixed price and in the initial part of the game you can't dig out the equipment with high price, getting the fuel cistern instead.

Could there be a modification to this mechanic in Reboot?

If I am not mistaken, Reboot added pirate treasure maps. Could such a map actually unlock the listed items on a planet instead of merely pointing at them?

My guess is that such items cannot be accessed by other means. Even late in a game, when the galaxy is techlevel 8 and my equipment is pretty expensive, doing some probe exploration I usually find more fuel containers than other stuff, and rarely anything above techlevel three that wasn't on a treasure map (erm... on treasure maps is also rarely never anything useful besides artifacts and MMs). But I never bothered to take the cost of my ship's equipment to extremes with Iikebaanite MMs or similar tricks or make sure I have the expensive stuff actually equipped. (And maybe your wealth or ship cost play a role here as well?)  :rolleyes:

7  English part of the forum / Main forum / How to mod the enemy level (power) scalling to provide a sense of progression? : 23.12.2009 12:38:22
According to Reboot patchnotes, Alarm Signal never causes Vertix or IMHO to drop any more.
I didn't mean that. I just wanted to say that you should strip them from all the rest of their equipment, because that equipment (if present) lowers the possibility of vertix drop after ecventor's extermination. But when stripped they leave vertixes/IMHOs more willingly. :D 
Again, you can only reliably get a good number of these early by save-reload cheating, and I do not like that.
You are mistaken. There is no save/load - there is only an Alarm Signal. ;)

Now, this makes sense, thanks for the tip.

I always use missile launcher as starting equipment, it takes some time for them to appear in shops.
You shouldn't wait for their appearence in shops, but in slots of nearby hulls! :evil:

It is hard to be sure, when early game you are going without a scanner to keep room free for cargo, but I think appearance in shops and other ships happens at about the same time. I do not have too many games behind my belt, but buying at a shop has been the more reliable way to get my second and third missile launcher. Eventually, pirate kills will provide the perfect size 10, techlevel 4 specimens, but it takes time. Less so, if you have more missile launchers equipped when doing the killing (although missiles have that tendency to destroy loot).
 
 
But we are derailing this topic. I think it is really sad, that your personal wealth plays such a seemingly huge role in how NPCs spawn and maybe how the galaxy develops. I think that after a few RTS missions, these become the most lucrative occupation in the game by far. That could make taking them or refusing them a tool by which the player is steering the game balance. This is wrong. Only the player's preferences for or against this mini-game and his need for in-game cash should determine whether he plays a given mission.

I wish I knew how the balance in the coalition vs. dominator war is affected by this, it has always bothered me more than how the pirates are outfitted. Since equipment of coalition battleships should be selected by the same rules, the dominator war is probably also affected.



8  English part of the forum / Main forum / How to mod the enemy level (power) scalling to provide a sense of progression? : 22.12.2009 14:17:26
sbach2o, oh, man, you are just lagging yourself behind using that junk like: desintegrators and turbogravirs!!! The "hardboiled" ;) players recommend using looted dominators' stuff - weapons of mass destruction: vertixes and IMHO-9000. To get this stuff you should:

You have to get these first, and they should be reasonable size (although I have a couple of Turing MMs which help). I have yet to see a vertix that is below a size 180 (I am playing Reboot).

Цитировать
1. wear special artefact 'blast wave localizer'

I have that always equipped in my combat outfit.

Цитировать
2. wait for the 6-th galaxy techno-level (to know this - use a cheat 'vertix' and see the level of that vertix; this level is the same of galaxy's);

Good tip.

Цитировать
3. 'stip off' the ecventor or urgant (which possesses the desired vertix or IMHO) using anti-dom progs;

According to Reboot patchnotes, Alarm Signal never causes Vertix or IMHO to drop any more. I use Alarm Signal a lot, but not only on Equentors or Urgants. Anyway, I never got these goodies when I tried, which wasn't too often (because, see note below).

Цитировать
4. save/load changing days and circumstances of the ecventor death, until it gives you the so desired vertix or IMHO-9000.

I do not like to cheat in this way, unless I am really badly struggling in my game. I am not at all struggling, so...

Цитировать
In earlier game phases (difficulty=hard) you should use:
from 3300 - 3304/06 - missile-launchers;

I always use missile launcher as starting equipment, it takes some time for them to appear in shops. In my game it was year three, after I had spent a grueling year defending a single system from Dominator attack, using my starting hull and my one launcher. The rest of the weapons was mainly used to mine asteroids to make money for the reloads and repairs.

I saw some tip that you could get missile launchers in shops earlier, possibly even at the start of the game, but I did not understand how. Maybe through some relaxed difficulty settings in the right area?

Цитировать
from 3306 - 3309/12 - multiresonators or atomic visions;

Again, you can only reliably get a good number of these early by save-reload cheating, and I do not like that. I know that being in the 3330yish years is very slow when finishing the game and experienced players probably do it routinely in less than half the time. But hurrying so and doing all it takes isn't so much my style.

Цитировать
Also, you shouldn't waste you time chasing shops for better purchase - forget it!!! :wise: Let a pirate/warrior/passenger/trader/dominator provide you with the better equipment you can ever buy. :evil: Hope you get what I mean? ;)

Regarding weapons this is true, especially the higher tech energy weapons. Kill Pirates (or other ships) for these. You could also stay near the combat zone in Dominator battles where coalition battleships fight and die, and be ready to scoop up the spoils.

Pigamar and Myoplasmic equipment is rare to none-existant in Pirate kills and gives a much needed boost to combat ability. Unfortunately, it is also rare in shops.

The nice thing about Reboot is that it remembers the numbers entered into the different search forms, so I can do a quick scan regularly without too much hassle. I make it a point to do a search for equipment in slots where I am missing out a couple of times per game year.

Also, Dominator equipment is good for standard weapons, if the size/performance ratio is right. Every MM can be used to enhance dominator equipment regardless of manufacturer race constraints.

Цитата: Yuuki
Is that confirmed fact?
Yes.

Thanks, a good reason not to cheat except for testing purposes.

-----------

In my above post my actual point was that you can stay competitive with equipment that is looking mediocre. Pirates run in terror from me, even when they are fully loaded with Universed disintegrators (this is anexaggeration, these pirates need some persuading). I got problems when they have good shields and a high armor rating while I had a debilitating disease. The mediocre waepons have then problems to pierce through all that protection plus a good droid.

The right MMs help, the Launchers are Antifayed and Zzeniad,  I have good MMs in most od the fragment weapons. However, equipment with missile/beam weapon damage bonuses from space station stores is very helpful, if not crucial.

Цитата: Jack798
Also, when I used a cheat, I didnt used the in-game cheats. I hacked the game myself to confirm the "level scalling". The game calculates the value of your equipped items and the money you have available. Even if you have the crappiest hull with the minimum equippment, if you give yourself one million the game will start spawning npcs with average 1000 hull, this in march 3300.

Wow, just... damn. So after doing 25 planetary battle you'll have some 10 million cr available, unless you find a good way to burn all that. The rewards of those planetary battles are really imbalanced. The last one netted me in excess of 2 million. I am not sure how many I played in my current game, though. I do not take the other missions so regularly, because they usually require me to get out of my way to accomplish. I have still done a good number of them, even escort and bounty missions. Their typical rewards are in the range of 100 to 200K at the same stage of the game.
9  English part of the forum / Main forum / How to mod the enemy level (power) scalling to provide a sense of progression? : 21.12.2009 14:28:09
I know what you mean, but I do not think it is as bad as it appears.

I am currently playing a game on 156 % difficulty with most settings on hard, equipment degradation normal and scientists and equipment stores on the hardest setting. I rarely see anything good in the stores and have the impression that 'shops sell only outdated junk', or whatever the description of the item in the game settings is saying, applies only to me, not the rest of the galaxy. Even rangers - who do not seem to spawn with the typical min size, max upgrade stuff as pirates, battleships, whatever - have quite decent stuff (which may be due to them upgrading more diligently).

But by no means am I behind technologically. On the surface it may look like this. Very late game (Year 3330ish, I could finish the Dominator bosses, if I wanted to) stock Disintegrators at Techlevel 7, size 45 are commonplace while I am still using a mixed set of Multi-Resonators and Flow Blasters and an alternative weapon layout of 5x Rocket Launchers. These were state of the art probably at or before Year 10, although at lower levels than what I have equipped - I just upgraded slowly and steadily. These weapons keep up well with the more modern stuff while staying at a typically smaller size, so using these is rather by choice than due to lack of an alternative. I do have a couple decently sized Disintegrators and one Atomic Visions in store, but I prefer to stick to matched sets, and see no reason to make the switch from fragment to still larger beam weapons.

What I am going at, is that on their own these weapon sets keep up with the run of the mill Pirates, Rangers and Battle Ships. There are two things that tip the balance decisively in my favor:

First, there are Artifacts. Nobody but me uses them and due to these I cannot be scratched in battle. Second, nobody but me is using Pigamar and Myoplasmic equipment to any great effect. I started out with Pigamar, since early game Missile Launchers are without peer, later switched over to Myoplasmic. Not even a full set is needed to be well ahead of what all those Universed or whatever Disintegrators and Turbogravirs can dish out. And then there are the special hulls...

I wrote above that due to my game settings I rarely see anything good in the shops. But I was maybe still lucky in that on those rare occasions a few outstanding items still showed up. Just as an example, the first time search yielded a Missile Launcher, it was a size 20, techlevel 4 prototype, and I arrived in time to purchase it. Of course, only a few years later it was replaced by a size 10 item salvaged from pirate kills which was (plural: were, I had soon collected an almost full set of them) in turn replaced by something two techlevels higher, and so on.

Цитировать
Every time you use cheats the game immediately updates to that new conditions.

Is that confirmed fact? In that case, a connection between player's walth and technological progress may have some merits. Fortunately, I never used a cheat  ;)

One thing I have always been wondering about is what really determines how the NPC ships in the galaxy are equipped. It seems like the coaliton's technology level is scaling in some way to the player's achievements. I disregard a connection to the player's wealth as speculation that might be on the mark or not.

The obvious possibilities are:

* It depends just on the passage of time. In that case I didn't upgrade fast enough, if I didn't keep up.

* Player's score. This could appear like a connection to the players wealth since the two usually go hand in hand. If I were to design the game, I'd prefer the score to the wealth, since it is the more game relevant achievement.

* Player's wealth. Well, see above. It is possible, but I'd like to have confirmation by someone with inside knowledge. If wealth or money really plays such a role, the rewards for RTS missions must be toned down. They will quickly get much higher than any other mission rewards, if you play these frequently.

* The state of the Dominator war could play a role, but in my games, technology kept processing seemingly regardless of how that war went.

A side note: I saw in some post that on the harder settings for Dominator difficulty (on 'hard' even), they would be always ahead of the coalition's technology. I cannot confirm that from my two games on 'hard'. In fact, for me the Dominators are only ahead during the first couple years. As soon as I start kicking their cyber-butts, they are actually falling behind. This may just be coincidence, or is there a causal connection? I'd really like them to pose a challenge for longer, and that is my main beef with the quick technological progress of the coalition.

I probably should try 'hardboiled' Dominators. If only the first few years of the game weren't so depressing under that setting.
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