"Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
Sub demo creative isn't a strong race, though it's playable in case you add +60 pop growth pick. There are much stronger (faster) creative combos than this one. Here is my list of viable creative races:
Creative (14 points) with:
#1 Dict, Sub, +100 pop, +0.5 BC, rich hw. (balanced)
#2 Dict , Aqua, +100 pop, +0.5 BC, rich hw. (faster start, but capacity limits in late game)
#3 Dict, Aqua, +60 pop, +2 prod rich hw. (huge prod bonus)
#4 Dict, Sub, +100 pop, +1 food, large, rich hw. (fast start but no bonuses)
#5 Dict, Sub, +80 pop, +1 prod, cybernetic, rich hw. (slower start but faster research)
#6 Dict, Aqua, +100 pop, +1 research, large, rich hw (fast start, faster research, but slower building)
#7 Dict, Aqua, +100 pop, +0.5BC, charismatic, large hw; -food, -gc, -spy. (viable charismatic)
#8 Dict, Sub, Aqua, +80 pop, rich hw. (huge capacity, good for no monster games)
#9 Demo, Aqua, +60 pop, charismatic; -food, -def, -gc. (demo with charismatic)
#10 Demo, Sub, +60 pop. (ordinary demo creative race, huge research bonus in the late game)
In late game the race you named becomes stronger due to its research bonus, but in the beginning it's much slower than other races, which decides the whole outcome.
Creative (14 points) with:
#1 Dict, Sub, +100 pop, +0.5 BC, rich hw. (balanced)
#2 Dict , Aqua, +100 pop, +0.5 BC, rich hw. (faster start, but capacity limits in late game)
#3 Dict, Aqua, +60 pop, +2 prod rich hw. (huge prod bonus)
#4 Dict, Sub, +100 pop, +1 food, large, rich hw. (fast start but no bonuses)
#5 Dict, Sub, +80 pop, +1 prod, cybernetic, rich hw. (slower start but faster research)
#6 Dict, Aqua, +100 pop, +1 research, large, rich hw (fast start, faster research, but slower building)
#7 Dict, Aqua, +100 pop, +0.5BC, charismatic, large hw; -food, -gc, -spy. (viable charismatic)
#8 Dict, Sub, Aqua, +80 pop, rich hw. (huge capacity, good for no monster games)
#9 Demo, Aqua, +60 pop, charismatic; -food, -def, -gc. (demo with charismatic)
#10 Demo, Sub, +60 pop. (ordinary demo creative race, huge research bonus in the late game)
In late game the race you named becomes stronger due to its research bonus, but in the beginning it's much slower than other races, which decides the whole outcome.
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Toastedamphibian
- Posts:4
- Joined:Thu Aug 09, 2012 7:45 pm
I'm having a bit of trouble with foodreplicators. For some reason the compute loves the darn things. In base game I would simply avoid researching them so that auto build wouldn't add it. With it being free and always known that's not possible. More importantly I keep findibg AI planets where they are spending all their hammers making food that they could get with far fewer population by just farming. Anywat to fix this?
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Toastedamphibian
- Posts:4
- Joined:Thu Aug 09, 2012 7:45 pm
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Toastedamphibian
- Posts:4
- Joined:Thu Aug 09, 2012 7:45 pm
No, it has never been said so. Aquatic races treat tundra and swamp as terran (ocean and terran as gaia).
Tolerant race increases living space by 25%. That's all
Edit: I checked the in-game description, and looks like you were right. Then it is completely wrong description. Guess I'll have to correct it.
Here is moo2 manual description of the tolerant:
"Tolerant means that a race is practically immune to extreme
environments. Typically, these races have strong regenerative
properties or a metabolism quite unlike that of the average humanoid.
Races that are tolerant can use 25% more of a planet's surface for
habitation, living in places no other race would dare and boosting the
planet's maximum potential population. Thus, for example, while a
typical race could live on 25% of a Barren planet, a Tolerant race could
use 50% of the same planet. Tolerant races also suffer no harm from
pollution and need not spend production resources cleaning it up."
As you can see it contradicts to the in-game description.
Tolerant race increases living space by 25%. That's all
Edit: I checked the in-game description, and looks like you were right. Then it is completely wrong description. Guess I'll have to correct it.
Here is moo2 manual description of the tolerant:
"Tolerant means that a race is practically immune to extreme
environments. Typically, these races have strong regenerative
properties or a metabolism quite unlike that of the average humanoid.
Races that are tolerant can use 25% more of a planet's surface for
habitation, living in places no other race would dare and boosting the
planet's maximum potential population. Thus, for example, while a
typical race could live on 25% of a Barren planet, a Tolerant race could
use 50% of the same planet. Tolerant races also suffer no harm from
pollution and need not spend production resources cleaning it up."
As you can see it contradicts to the in-game description.
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Toastedamphibian
- Posts:4
- Joined:Thu Aug 09, 2012 7:45 pm
The AI is noticably more challenging I just lost a game .. albiet playing standard Psylons but stillThe VDC mod updated to 42b version. Among other changes fixed wrong descriptions and improved AI designs, should be much more deadlier. Also updated single player race set (got to be downloaded separetely).
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Catalyst_Kh
- Posts:119
- Joined:Sat Aug 25, 2012 7:49 pm
Hi,
Thanks for appreciation. There are two bugs with foodrep - allows negative prod and chrages 1 BC per each food created. Also another drawback is with AI, which abuses food rep badly.
Btw, found a small bug in 42b creeped in, plasma torps accidentally got old fire rate, so reuploading 42c with plasma torps fixed.
Thanks for appreciation. There are two bugs with foodrep - allows negative prod and chrages 1 BC per each food created. Also another drawback is with AI, which abuses food rep badly.
Oops, I had it ready, somehow missed to enclose.I am sorry, if it was mentioned already, would VDC_mod_42b.xls be anytime soon?
Btw, found a small bug in 42b creeped in, plasma torps accidentally got old fire rate, so reuploading 42c with plasma torps fixed.
Depends on the missile, pulsons and zeons have higher hp and require 8-10 pulsars - that is one BB capacity, but vs low missiles it will need much less. So low missiles are a little under disadvantage indeed. Probably should do something about it. In MP games pulsars are very difficult choice, since missing stabilizer hits in many aspects, so pulsars wasn't an issue so far.
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