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Ci-Dev | Hm. Shields are less powerful now. | 15:29 |
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Ci-Dev | But the robotic shield thingy still keeps stacking up to 20. | 15:29 |
Ci-Dev | +1 for Etty :) | 15:29 |
Ci-Dev | Though, Gysache(sp) might be quite interesting as well then. They have over-average research and industry bonus, and 125% population. The -25% weapon malus is irrelevant once Exobots are used as ship crew. | 15:33 |
Ci-Dev | I finished my Trith game last week. Trith are quite nice as well. Self-sustaining and telephatic, so high population, cultural archive bonus all the time (no growth focus requires) and the reasearch bonus for the technology after psyonics is cheap. | 15:38 |
Ci-Dev | Only issue I had to fight with is the narrow colonisation capabilities. Was hard to find suitable planets for colonies. | 15:39 |
Afdal | and the xenophobia | 15:48 |
Afdal | o: | 15:48 |
Ci-Dev | Well, yes. But this is hardly a problem. | 15:53 |
Ci-Dev | They come with concentration camps by default. | 15:53 |
Ci-Dev | Hm. | 15:54 |
Ci-Dev | Yeah, and I go for growth technologies anyway. :) | 15:54 |
Ci-Dev | Etty have +1 supply bonus. Trith do not. | 15:54 |
Ci-Dev | Was an interesting game. :) | 15:55 |
Ci-Dev | Though, from mid-game on, all species more or less play the same. | 15:55 |
Ci-Dev | Only the beginning is different. | 15:55 |
Ci-Dev | I build stealth items in my ships for the first time. | 15:56 |
Ci-Dev | Having a Sentinel (organic flagship) with +80 stealth is quite nice. | 15:56 |
Ci-Dev | It regenerates fuel and is stealth that no AI can see it. | 15:56 |
Ci-Dev | So I could explore the whole universe with it. | 15:57 |
Ci-Dev | Along with Trith stealth bonus, I had like +105 stealth. Only omni scanners can detect those. | 15:57 |
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Pavel | Ci-Dev: I thought Exobots also came with a -25% weapon malus. | 17:39 |
Ci-Dev | Pavel: No, they do not. | 20:03 |
Ci-Dev | Pavel: Doh. | 20:04 |
Ci-Dev | They do. :D | 20:04 |
Ci-Dev | Anyway, I am playing Etty right now and those robotic interface shields are awesome. | 20:05 |
Ci-Dev | I can save the RP for shield research. That's handy. | 20:06 |
Afdal | how do robot shields work again anyway | 20:06 |
Afdal | is it +1 for every ship in a fleet? | 20:07 |
Afdal | can you add more than one shield to a ship? | 20:07 |
Ci-Dev | Shields do not stack. So you can only have one shield active per ship. | 20:09 |
Ci-Dev | And robotic shields are capped at 20. | 20:09 |
Ci-Dev | The shield bonus is non-linear. In the beginning, each ship counts as +1, but from 5 or so it gets less and lesser. | 20:10 |
Ci-Dev | I have 7 ships and a +6 bonus. For 3 ships it is +3. | 20:10 |
Ci-Dev | But yes, interesting what happens if you add a robotic shield and another shield to the design. | 20:11 |
Ci-Dev | Never tried it, but cool if the best shield is taken. So the "other shield" as base shield and as soon at the robotic shield effect is larger than the "other shield", it gets active instead. | 20:12 |
Ci-Dev | Worth a try. :) | 20:12 |
Ci-Dev | 11 ships have 11.36 shield. | 20:40 |
Ci-Dev | *8.36 | 20:40 |
Ci-Dev | Afdal: Doesn't work. Black shield does +15. An additional robotic shield does not take over. | 23:36 |
Ci-Dev | My fleet of about 35 ships had a robotic shield bonus of +15.4. | 23:37 |
Ci-Dev | Still, black shield was active. | 23:37 |
Ci-Dev | This was my first game where I have no build any dedicated shield parts except for the robotic shields. :) | 23:46 |
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