Game 1 Session 1: first antaran incursion video turn 85, by the time the game ended in my victory as sole survivor of the antaran sh*tstorm it was turn 135 and there had been over 30 incursions. Had a pack of five raiders and four marauders and 1 raider show up at the system at the same time, yuck.
Haven't figured out yet why it puts different time of arrival. Do you say it launched number of attacks on the same system within a few turns?
Game 2 Session 1: first antaran incursion video turn 120, two more by turn 135 and then they stopped.
Only two attacks at all, or at you (ai still attacked)?
Some antaran recommendations: AM bombs (or maybe even fusion?) for the raiders and marauders- this will mitigate damage to radiation shielded planets some. The marauders' heavy death rays will still punch through pretty well over time I would think but hopefully it will allow the significant investment of rad shield + missile base + fighter garrison to hold off a single marauder.
Why I didn't put other bombs than neutronium is because in late game it mixes ships classes, while you can get Barrier shield, maraduer won't be able to do any damage at all vs Barrier. 1 hvy death ray alone will be doing very low damage. But I see the point, 1 destroyer can effectively bomb the entire planet early on. Better to reduce the number of bombs then.
I kind of recommend a reduction in the number of PD beams on the marauder... I've had them blow away a transdimensional warlord +75 defense battleship with shields IV, heavy + reinforced tritanium armor, inertial stabilizer and augmented engines solo largely due to the AF particle beams.
You want to say +50 defense? Anyway, particle beam is shield peircing and pd beam got +25 offense bonus, so it's not suprising it can punch. Maybe I reduce the number of pd beams a little. I will reconsider it.
Considering transdimensional+warlord+75 def and creative for the hv armor and positronic computer is something like every single one of my racegen points I'd like it to actually be enough to give me an edge, hence the recommended nerfs... as a relatively pointless aside, it feels kinda like doubling down on the economic race gen traits has perfect synergy, while going heavy on the military race gen traits is gimping yourself heavily even in the short term. I don't think I can come up with a better pricing scheme for traits as it stands, for fairly obvious reasons (if it's competitive to pick lots of military traits, its competitiver to pick slightly fewer military traits and some econ), it's just a general gripe/observation.
Don't quite understand what you want to say here, considering there is no +75 defense
You want to say that +75 offense? combined with warlord and creative's positronic computer should be enough to beat antarans with tritanium amor?
Final question: What motivated putting Zortium is so far down the tech tree, and bundled with such a nice tech like Zeon missiles? It feels like there's a pretty big dry spell before you rapidly start upgrading your armor to Xentronium at the end of the Chemistry tech tree.
Zort has been at 2000 rps since vanilla. Rather the question why I put Zeons so low would be appropriate. The answer is because with higher position in the tech tree you couldn't get all modifications to it, since it was just too expensive and consequently not justified. Missiles are comparatively ineffective in late game vs beams, because there is delay with damage, while beams do instant damage.
Anyway, if you are considering tradeoff between Zeons and Zort, Zort is a good choice when you plan early attack or you need early defense. Besides after introducing overloaded mod for the missiles, pulsons or other missiles aren't outdated either. Btw, in real games many people prefer pulsons-nano disassembler-neutronium armor combo.