- disconnect.png (280.65 KiB) Viewed 1691 times
Disconnecting the capital
Moderator: Oberlus
Forum rules
Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Disconnecting the capital
It's a single mass driver sitting 1 jump from the capital. It's also -1 IP/colony and -10 stability on every colony not connected to a regional admin. Not saying this is bad or good, just that it exists.
Re: Disconnecting the capital
yeah, blue should have put some defense on that chokepoint
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Disconnecting the capital
Sorry missing the point, what is the actual problem here?
Is something wrong with the numbers?
Is something wrong with the numbers?
Re: Disconnecting the capital
I think wobbly meant having a low investment (cheap attack ship/disruptor) in the right place can have a huge effect
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Disconnecting the capital
So sorry for the delay, but ...
turn 52, multiplayer game 21 was what I was hinting at.
My comments are cryptic, because I'm not sure whether it's great that this sort of thing is strategically possible. Or terribly unfair that it can happen to a player.
Re: Disconnecting the capital
It's great that it is strategically possible.
The limited ways of countering it may be a problem.
As of now, it's either defend militarily against it, or use Confederation. Or lose the game.
It's good that failure to defend cost a player something, but not necessarily good that the punishment would be this brutal.
The limited ways of countering it may be a problem.
As of now, it's either defend militarily against it, or use Confederation. Or lose the game.
It's good that failure to defend cost a player something, but not necessarily good that the punishment would be this brutal.
That's a quite apt definition of what strategy is...
Re: Disconnecting the capital
Wobbly, I've adopted Centralization. Come here and pick on somebody your own size!
Re: Disconnecting the capital
and
Strategically its fine and okLienRag wrote: ↑Wed Sep 21, 2022 11:34 pm It's great that it is strategically possible.
The limited ways of countering it may be a problem.
As of now, it's either defend militarily against it, or use Confederation. Or lose the game.
It's good that failure to defend cost a player something, but not necessarily good that the punishment would be this brutal.
That's a quite apt definition of what strategy is...
But you have to look at when it should be possible. Its the timing of when it can happen, that makes all the difference. In your original example it was later in the game, and every player has plenty of ships.
Turn 52 MP21 when no one has many ships, then its brutal - again I believe its due to basic small hulls in essence having an extra inner slot slaved to stealth, not that that in itself is a problem, but when it is attainable. Why: you would never have been able to get to that system without the stealth and fuel.
There are limited ways to counter it as Lienrag said, but only because it is so early.
Re: Disconnecting the capital
You can believe its due to spatial flux hulls existing all you like. I'll most likely believe that it had been obvious I was using stealth ships for 16 full turns and that it would of taken you 5 turns to reach the detection to nullify them, had you reacted immediately.Daybreak wrote: ↑Thu Sep 22, 2022 6:03 pm Turn 52 MP21 when no one has many ships, then its brutal - again I believe its due to basic small hulls in essence having an extra inner slot slaved to stealth, not that that in itself is a problem, but when it is attainable. Why: you would never have been able to get to that system without the stealth and fuel.
There are limited ways to counter it as Lienrag said, but only because it is so early.
Re: Disconnecting the capital
What are you basing that 5 turns on?wobbly wrote: ↑Fri Sep 23, 2022 2:05 pm You can believe its due to spatial flux hulls existing all you like. I'll most likely believe that it had been obvious I was using stealth ships for 16 full turns and that it would of taken you 5 turns to reach the detection to nullify them, had you reacted immediately.
Re: Disconnecting the capital
The fact that you were already at 30 detection strength and have a military policy slot.Daybreak wrote: ↑Fri Sep 23, 2022 3:53 pmWhat are you basing that 5 turns on?wobbly wrote: ↑Fri Sep 23, 2022 2:05 pm You can believe its due to spatial flux hulls existing all you like. I'll most likely believe that it had been obvious I was using stealth ships for 16 full turns and that it would of taken you 5 turns to reach the detection to nullify them, had you reacted immediately.
Re: Disconnecting the capital
Thats true - but no influence at that time for the 21 cost of continuous scanning, so I started saving, but did not want to change too many planets focus, because there is a large malus for that as well - I suppose that is just bad luckwobbly wrote: ↑Fri Sep 23, 2022 4:01 pmThe fact that you were already at 30 detection strength and have a military policy slot.Daybreak wrote: ↑Fri Sep 23, 2022 3:53 pmWhat are you basing that 5 turns on?wobbly wrote: ↑Fri Sep 23, 2022 2:05 pm You can believe its due to spatial flux hulls existing all you like. I'll most likely believe that it had been obvious I was using stealth ships for 16 full turns and that it would of taken you 5 turns to reach the detection to nullify them, had you reacted immediately.
Lots of costs to counter
Opportunity costs for research points - loss of Exploration, as a second military slot not so easy to come by
Influence costs
etc
Last edited by Daybreak on Fri Sep 23, 2022 4:29 pm, edited 1 time in total.
Re: Disconnecting the capital
For situations of bad luck, that seems to happen every game, I try to keep either a high IP production or a high IP stockpile.