Jump to content

Stars!: Difference between revisions

1,330 bytes added ,  6 years ago
no edit summary
No edit summary
No edit summary
Line 33:
** They also circumvent component restrictions from racial traits: Langston Shell, Mega Poly Shell and Multi-Contained Munition are penetrating scanners you can build despite '''No Advanced Scanners''' LRT; Alien Miner is outperformed by the 2nd mining robot, and secondary benefits are of dubious usefulness for a miner ship<ref>except cloaking: not being noticed in the first place is the best defense, as miners remain slow even with these robots; and since most of the time they're orbiting and only visible to penetrating scanners (in shorter range), and cloaking about 50% for Mini-Miner gives a good chance</ref>, but it's still works 2.5 time better<ref>and since it's cheaper, you can build about twice as many ships</ref> than the only component available with '''Only Basic Remote Mining''' LRT.
* [[Jack of All Trades]]: A Primary trait allowing extra population and free scanner automatically upgraded to your Tech Level in any ship built with either of 3 small "scout" (Scout, Frigate, Destroyer) hulls, and a boost to starting Tech Levels.
** '''Generalized Research''' lesser trait allows to allocate only 50% of research spending on the chosen field, but gives 15% into others, i.e. adds up to 50%+5*15%=125% total research points from the same resources. As such, it has cost between minor negative and minor positive costvalues.
* [[New Tech Is Not Cheap]]: Each item becomes cheaper by -4% per [[Tech Level]] exceeded in all prerequisite fields (if it has any), until its resource cost drops to 24%.
** With '''[http://wiki.starsautohost.org/wiki/Bleeding_Edge_Technology Bleeding Edge Technology]''' lesser trait the cost of a new technology is 2x until its Tech Level is exceeded, but improvement is -5%/level with 20% bottom. This sucks on highest-level items, however, since there's no room left for improvement, thus you're just stuck with double cost until the end.
Line 43:
* [[Our Wormholes Are Different]]: They allow instant travel, but drift and are not entirely stable (though if one end of a wormhole is on your scan, you can see its current stability level).
* [[Planet of Hats]]: Every race has one Primary trait. Though "Jack of All Trades" is included. Most have exclusive ship/starbase components and multiple bonuses related to their area of expertise.
# Hyper Expansion: (2x reproduction, colonize easier, but 1/2 population cap and no stargates). Starting ships: Smaugarian Peeping Tom, 3x Spore Cloud.
# Super Stealth: (masters of sneaking, ships start 75% cloaked<ref>i.e. detectable at 1/4 range</ref> for free). Starting ships: Shadow Sleuth/Smaugarian Peeping Tom, Shadow Transport, Santa Maria.
# War Monger: (better offensive capabilities, but only basic planetary defenses and no mines). Starting ships: Armed Probe, Stalwart Defender/none, Gadfly/none, Santa Maria
# Claim Adjuster: (masters of terraforming). Starting ships: Smaugarian Peeping Tom, Santa Maria, Change of Heart.
# Inner Strength: (better at defense and repair; no advanced bombs). Starting ships: Smaugarian Peeping Tom, Santa Maria.
# Space Demolition: (everything related to mines). Starting ships: Smaugarian Peeping Tom, Santa Maria, Little Hen, Speed Turtle.
# Packet Physics: (lobbing mineral packets and reaping various advantages from this. 2Starting ships: Long Range Scout, Santa Maria. The second starting planetsplanet with Accelerator Platform starbase and another Long Range Scout (in universes > Tiny).
# Interstellar Traveller: (masters of stargates, but mineral packets are subpar. 2Starting ships: Smaugarian Peeping Tom, Mayflower, Stalwart Defender, Swashbuckler. The second starting planetsplanet with Porthole to Beyond starbase and another Smaugarian Peeping Tom (in universes > Tiny).
# Alternate Reality: (live on starbases<ref>thus normal planetary buildings are unavailable, production, mining and colonization work differently; their colonies are more vulnerable, except to packets</ref>, can build better starbases; travel kills some colonists). Starting ships: Smaugarian Peeping Tom, Pinta.
# Jack of All Trades: (nothing outstanding, but free penetrating scanners on 3 small hulls, greater pop cap and higher starting Tech Levels). Starting ships: Armed Probe, Long Range Scout, Santa Maria, Swashbuckler/Teamster, Stalwart Defender, Cotton Picker.
* [[Point Build System]]: Custom races. The costs are not static and some lesser traits may vary not only in value, but sign ('''Generalized Research''', '''Bleeding Edge Technology''', '''Regenerating Shields''', in part due to [[Min-Maxing]] resistant adjustments - even No Ram Scoop Engines may have positive cost)
* [[Point Build System]]: Custom races.
* [[Portal Network]]: Stargates - an Orbital type component (i.e. can be used only for Starbases). They have range and mass limits (only sending gate matters, not destination), which you may exceed up to 5x each, but gated ships may be damaged (it's not enough kill a ship, unless it's exactly 5x... or it was already damaged) or vanish (which is not the same as fatal damage), but it's indicated immediately upon adding the waypoint <ref>Travel Time shows '''Danger'''</ref>. Also, cargo can't be gated and is dumped at the sending colony.
** '''Interstellar Traveller''' primary trait among the other perks allows to transport minerals and colonists, reduces damage forand chance of disappearance when exceeding safety limits and later allows to build exclusive stargate components, up to ∞/∞.
** '''Hyper-Expansion''' primary trait prohibits building stargates.
** Jump Gate ([[Imported Alien Phlebotinum|MT component]]) allows the equipped ships to jump from deep space, with cargo and still not using up any fuel<ref>of course, this matters only if the destination is a Space Fort with gate</ref>. In this case the destination startgate's limits apply rather than the sender's. You may need to move away from the colony for 1 year before jumping, however.
Line 67:
* [[Spiritual Successor]]: Very likely to be inspired by ''VGA Planets'' - it uses many of the same concepts, but has a competent AI.
* [[Starting Units]]: There are several hardcoded starting designs chosen depending on PRT and LRT.
** Starbases: "Starbase" - Space Station hull half-full of weak shields and lasers<ref>which means it can be beaten with impunity using wimpy starter torpedo, thanks to its greater range</ref>, given mass driver or gate for '''Packet Physics''' or '''Interstellar Traveller''', but otherwise '''not''' upgraded to the higher tech levels no matter what; '''Packet Physics''' has it equipped with mass driver and '''Interstellar Traveller''' with gate; "Accelerator Platform" orbital fort with mass driver on the 2nd planet for '''Packet Physics'''; "Porthole to Beyond" orbital fort with gate on the 2nd planet of '''Interstellar Traveller'''; "Starter Colony" empty orbital fort created when '''Alternate Reality''' race colonizes a planet<ref>help says Orbital Construction Module does this, but in fact standard Colonization Module does the same for AR, while OCM works like a normal CM for everyone else, and even shares its bug.</ref>
** Ships: "Santa Maria" colony ship - everyone have one, except those with other colonizers: '''Alternate Reality''' ("Pinta" - the same, but with AR-specific colonizer module), '''Hyper Expansion''' (3x "Spore Cloud" mini colony ships) and '''Interstellar Traveller''' ("Mayflower" - exactly like "Santa Maria" except chosen picture, possibly at some point was intended to be something else). "Smaugarian Peeping Tom" basic scout; advanced scouts are downgraded to Peeping Tom if they don't meet tech level prerequisites. "Long Range Scout" - exactly like "Smaugarian Peeping Tom", except chosen picture. "Armed Probe" - scout with beam weapon (Weapons 3+, or downgraded to Peeping Tom). "Stalwart Defender" hybrid destroyer (Construction 3+). "Teamster" - medium freighter with <s>chain and ball</s> armor (Construction 3+). "Swashbuckler" - hybrid privateer (Construction 4+, or downgraded to Teamster). Shadow Transport ('''Super Stealth''' exclusive) - small freighter with shield and cloak. Shadow Sleuth ('''Super Stealth''', Electronics 5+, or downgraded to Peeping Tom) - scout with cloak. Gadfly mini-bomber ('''War Monger''', Construction 1+, Weapons 2+). Change of Heart orbital terraformer ('''Claim Adjuster''' exclusive). Little Hen and Speed Turtle mini-minelayers for normal and speed trap mines ('''Space Demolition''' exclusive). Cotton Picker - basic mini miner ('''Jack of All Trades''')- "Potato Bug" - midget miner (2x, '''Advanced Remote Mining''' exclusive). And hardcoded, but apparently [[Dummied Out|not used from v. 1.x]] "Lilliputian Freighter" - basic small freighter.
** StartbasesDesigns are '''not''' upgraded to the available technologies, you'll have basic(except Starbase half full of lasers and starting shield, no matter what you can build. Ships) are upgraded, butwhile preserving narrow classes of components rather than filling slots with the "best" that fits: if you start with Tech Level 4-5 in all fields (JoAT all+IFE75% start higher), "Stalwart Defender" destroyer (Beam Weapon and Torpedo) upgrades to betteryour new best beam weapon, scanner and armor, but retains its mostly-useless starting torpedo; "Teamster" armored freighter with new scanner and better armor (which still slows it down to uselessness) in Armor/Shield slot, never shield; Armed Probe with better beam weapon and scanner, etc and all ships have your best engine. Also, if you start with Radiating Hydro-Ram Scoop (IT, IFE, Energy +75%/start higher give Prop 6, Ener 3), it will put on everything except colonizers, unless it's safe per race parameters.
* [[Tactical Rock-Paper-Scissors]]: The result: Missile Capships > Beamer Capships > Beamer Capships + Chaff > Missile Capships + Chaff > Missile Capships.
* [[Tech Level]]: 6 fields.
Cookies help us deliver our services. By using our services, you agree to our use of cookies.