Semi-newb with some odd problems

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amundy14
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Semi-newb with some odd problems

Post by amundy14 » Sun Jun 24, 2012 11:10 pm

I've been playing the game for a long time but only recently have I begun to understand it (let's just say I'm not old). I understand how to DO most anything in the game, but I'm confident that I'm doing the WRONG things. I read some of the strategy posts and those helped a lot but I'm still getting wasted. My average game is like this: (playing as morrigi on AMoC)

Start out by building several fleets of 10 Armors, 2-3 Colonizers, and maybe a tanker and use those for expansion. I research heavily in industrial and drone. If I have problems with randoms encounters I research a little into weapons, usually energy or the sniper.
Early game progresses like that for 50+ turns with rapid expansion until I meet another race. At that point I research CnC and Cruisers. If the AI is a butt, I build a fleet of 20 Armor vessels (usually still equipped with missiles) several R&S, several CnC, and maybe a refinery. I send the fleet in and they get flattened within 3 turns for no apparent reason.
The game goes downhill after that, I put more money into research so I can get some half-way decent weapons with enough money left for fleet construction. The fleets I just build get wasted, I get invaded, my economy collapses, and I'm generally screwed.
So, WHAT THE HECK AM I DOING WRONG?!


Edit: My apologies, this should be in a different category. I own a full version, not the demo.

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Nspace
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Re: Semi-newb with some odd problems

Post by Nspace » Thu Jun 28, 2012 10:29 pm

As Morrigi, your ships are more expensive than average (and can take less damage than average) so it is very important for you to get your economy up an running as fast as you can. The three suggestions that I would make are:

1) Make Trade a priority. As soon as you have two or three planets up and running, make one of them a trade hub as soon as you can. Morrigi get a bonus to trade so even one or two fully filled trade planets will double your income

2) Explore with ER ships. They are cheaper to build than tankers and are relatively disposable. Some people suggest that you use a star burst type approach, sending one fleet with a tanker or grav boat and multiple ER's to one star and then break up the fleet and send single ER's to all the nearby planets. Alternately, you could just send unescorted single ER's to every planet within range and not worry about the flock effect until you are ready to send colony ships.

3) Drones, drones and more drones! Morrigi are the only race that start with drone tech and most early AI opponents wont have PD. So use it to your advantage. Create fleets of carriers, put missiles on them, set them to Stand Off and let the drones kill stuff. :) Use the time this gives you to research a good brawler weapon and get ready to switch to it once your enemies deploy PD weapons in large numbers.
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silvaril
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...

Post by silvaril » Fri Jun 29, 2012 12:56 am

Heya

Yep, spending too much money on warships without anything to fight.

As Nspace stated, spend the money on ER's instead. While I do tend to build half a dozen Armours around each Colony to defend against Randoms, in the case of the Morrigi I instead build Drone carriers, and they are not needed before turn 25 anyways...
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amundy14
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Re: Semi-newb with some odd problems

Post by amundy14 » Fri Jun 29, 2012 3:16 pm

Ah, that is helping. I marvel at the rate of expansion I have. Now, what should I do for tech? I usually start with base Bio and Industrial techs and maybe light emitters or green lasers if I have some problems with encounters. Any suggestions about what to research?
Timeo non mortem

ZedF
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Re: Semi-newb with some odd problems

Post by ZedF » Mon Jul 09, 2012 11:18 am

If there aren't enemies to fight around you probably don't need too much war tech, so keep it minimal and focus mostly on stuff that helps you build your economy. And don't over-invest in technology; ships to explore and colonize and trade with are more important initially, and you'll need to reserve a good chunk of your income for colony maintenance (always looking for the lowest hazard worlds first.)

Otherwise, exactly what you pick for weapons matters less, so feel free to experiment to find what works best for you. I will say that both emitters and lasers would be reasonable choices, especially in the early parts of the game. But you generally only want to pick one small and maybe one medium mount weapon at the start; it generally doesn't pay to invest in multiple weapon lines until you are into at least the cruiser era.
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brisub
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Re: Semi-newb with some odd problems

Post by brisub » Mon Aug 06, 2012 4:50 pm

ZedF's always good for pointers! Seriously, I've gotten lots of help from him, and others. What I'm learning is that economy trumps anything else. I used to put off trade until later, but you end up in a hole that way - can't afford to research good techs and the ships are horribly outclassed by the opposition.

I'd recommend getting cruisers, fusion and mega-freighters ASAP (Morrigi bonus is even BIGGER with better freighters). From there, you sort of play it by ear. For instance, if you're faced with a threat that has no PD, Morrigi drones and missiles will wreak havoc. The AI sees what you're doing and tries to adapt, so there's no sure-fire way to succeed.

I haven't played Morrigi yet. Won my first successful game about two weeks ago (Humans) and am maybe about to win my second (Tarkas). My plan is to then try Liir and Hivers to success, before working on the expansion races.

Good luck!
:sots1: Bri

How do I know I'm about to be annihilated? The turn count reaches 250...

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BlueTemplar
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Re: Semi-newb with some odd problems

Post by BlueTemplar » Mon Aug 06, 2012 8:36 pm

Fusion and Mega-Freighters are kind of expensive, so it's IMHO not a good idea to rush them until you know you're safe from the enemy attack. The regular DE freighters will be a nice help in the meanwhile...

Light emitters rule the DE era (and most random menaces), especially on drones, but you'll probably have to switch them out once your opponents start fielding CR.

If the AI is a butt, I build a fleet of 20 Armor vessels (usually still equipped with missiles) several R&S, several CnC, and maybe a refinery. I send the fleet in and they get flattened within 3 turns for no apparent reason.

How are you fighting with them? If you don't have point defense on your light mounts it's probably a bad idea to attack enemy planets. If you using missiles so much, you absolutely should invest in better warheads. And the most important thing : do not fight with them at close range - missile DPS is awful compared to the other weapons. As Morrigi, you have superior maneuverability : use it to stay out of range of your opponents weapons!

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brisub
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Re: Semi-newb with some odd problems

Post by brisub » Mon Aug 06, 2012 8:41 pm

BlueTemplar wrote:Fusion and Mega-Freighters are kind of expensive, so it's IMHO not a good idea to rush them until you know you're safe from the enemy attack. The regular DE freighters will be a nice help in the meanwhile...


What he said, sort of. I didn't mean not to build DE FRT's. I meant that the benefit is bigger with the CR's. Wiki shows the payoff period and it's very good for CC freighters. That said, all answers depend on what you're faced with.

Of course we should note that bri has only won ONCE, so his 'advice' should be taken with grains of salt!
:sots1: Bri

How do I know I'm about to be annihilated? The turn count reaches 250...

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amundy14
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Re: Semi-newb with some odd problems

Post by amundy14 » Tue Aug 07, 2012 4:52 am

Freighters and warheads it seems. Ok, I'll give it a shot. How vital is CnC to the very early game? I've been getting it usually as my 4th or 5th tech, but would it be possible to wait a bit?
Timeo non mortem

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BlueTemplar
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Re: Semi-newb with some odd problems

Post by BlueTemplar » Tue Aug 07, 2012 9:36 am

It's pretty critical if you think about getting into real fights : you usually don't want tankers show up instead of combat ships and blow up in their middle... without even considering the extra command points you get.

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brisub
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Re: Semi-newb with some odd problems

Post by brisub » Wed Aug 08, 2012 1:47 pm

BlueTemplar wrote:It's pretty critical if you think about getting into real fights : you usually don't want tankers show up instead of combat ships and blow up in their middle... without even considering the extra command points you get.


Yep. My own blowing tankers do more damage to my ships than enemy fire! The worst are enemy tankers that make it to your lines, blowing up like a land mine!
:sots1: Bri

How do I know I'm about to be annihilated? The turn count reaches 250...

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