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[UPDATED] THE HERETIC ,GAME#2 TURN 85 BATTLE REPORT

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7 years ago
Jun 1, 2017, 9:27:40 PM

Hey guys just thought I would write a quick script for THE HERETIC, GAME#2's first 50 turns, 10 Player Multiplayer happenings. 


[UPDATE] 35 Turns on from last report, Here's all the saturday night action!


THE SCORE @ 85 TURNS:

1. Lumeris#2, Red - 1239

2. Sophons, Dark Blue - 1036

3. Unfallen, Light Blue - 909
4. Lumeris#1, Orange - 854

5. Vodyani, Light Green - 718

6. Riftborn, Purple - 685

7. Horatio#1, Yellow - 587

8. Horatio#2, Pink - 439

9. Cravers, Magenta - 181 - ELIMINATED

10. United Empire, Dark Green - 68 - ELIMINATED


REPORT:



The night started much on the same note as the last ended, Full on hostilities. 


On Turn 55 a fast formed alliance of Lumeris#1, Riftborn, Sophons and Unfallen sprung swiftly to deal with the rising craver menace, with simultaneous attacks on multiple craver systems the hive was forced to split it's vast swarming fleets and was quickly toppled by overwhelming cooperation. 


Cravers opted to become a Vassal of the sophon empire, a highly controversial move and one that the lumeris were not best pleased with... However the protection was short lived as by turn 70 the Sophons turned on their vassal state and promptly eradicated the cravers from the galaxy, in the name of science ofcourse.


Vodyani had a quiet second session, opting to rebuild and play some passive macro after their early all-in aggression against the UE, a wise move as they have some much needed catching up to do. 


Horatio and Horatio were most insulted by each others existence and between 60-75 their was much quabbling over who was to be the one true horatio. Small skirmishes were breaking out between the two, however this did not go unoticed... 


Deciding to take advantage of the distracted Horatio(s), Lumeris#2 (who had quietly been accruing a substantial score lead and a monopoly on jadonyx) and the Unfallen waged simlutaneous war at turn 80 against Horatio#2 in an attempt to remove a potential lategame threat on their borders and grab some quick positional advantage, The final turns of the session ended with Horatio#2 begging for help across the public channel, perhaps to his fellow Horatio in an attempt to reconcile their differences, if any. 


Across the Galaxy, Lumeris#1 and Sophons diplomatic disaster over the cravers has now escalated into full scale war, it remains yet to be seen who will take the advantage here as fleet fights break out across the contested system lines. Will the tech advantage prove to be sufficient or will the dust flow overwhelm the opposition? 


And at that we hit our time limit!



Next session (should) be Monday 7pm CEST, stay tuned for the next report.

Axelo7


~



THE SCORE @ 50 TURNS:

1. Lumeris#1, Orange - 478
2. Sophons, Dark Blue - 393
3. Unfallen, Light Blue - 355
4. Lumeris#2, Red - 334
5. Riftborn, Purple - 310
6. Vodyani, Light Green - 271
7. Cravers, Magenta - 244
8. Horatio#1, Yellow - 207
9. Horatio#2, Pink - 195
10. United Empire, Dark Green - 66 - ELIMINATED


REPORT:

An eventful 50 turns! The Prime of the action happened very early with an all-in rush by the vodyani against the united empire with an aggresive push to secure systems, An early Ark rush and sustained aggression left the UE with few options. Faced with the choice of vassalage or complete destruction at the hands of the Vodyani capital deployment the UE decided to go down in fire for the glory of the empire.

The cravers too are showcasing their early aggression tactics and are at war with the leading lumeris faction, fighting has spread across their systems like wildfire and the Academy has been a hotspot for contention. Will the cravers early FIDS bonus prevail or are the Families up to their usual tricks?

The sophons appear to be tech rushing well and are a solid second place in the ranks, chased by the Unfallen and their early expansionist playstyle and the second Lumeris family who have been adopting a more pacifist approach than their cousins.

The Riftborn appear to be fairly set in their ways and are scoring nicely, taking advantage of a sustained period of peace to maximize their FIDS output.

The Horatio(s) are trailing early, as to be expected, but I am sure the gene-splicing machines are getting fired up as we enter into the mid-game, more on these guys to follow!


After 50 Turns the UE have been the first to go out, All eyes are on the ongoing craver-lumeris war but it's still anybodies game!


Play resumes Saturday 7pm CEST and another battle report will follow after!


Axelo7

Updated 7 years ago.
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7 years ago
Jun 2, 2017, 6:00:34 AM

Hint for the hora tio players, delay splicing units. get (all) your planets colonized and get a good amount of systems, after that do not move (horatio) population units around between systems and planets. 

Currently altered (moved around in any fashion) horatio units do not benefit from splicing bonuses. if you cause a broken Horatio unit in a system, following horatio units will also be broken (they revert back to +3food and +2 on hot). 

Horatio units in new systems post splices may or may not benefit from splicing bonuses. Splicing after units are broken, will only apply the new population bonus to the working units. In general new gene splice effects do apply on new systems, but always splice after system. Some population bonuses are inaccurate or do not apply correctly, for example it says you get +1 science but it does not apply science or you get industry instead. 


It  seems that splicing bonuses are applied at one point only.  Altering or adding later to that state, means altered/ new units do not benefit, but use the original horatio stats. 

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7 years ago
Jun 2, 2017, 1:23:39 PM
Ozgwald wrote:

Hint for the hora tio players, delay splicing units. get (all) your planets colonized and get a good amount of systems, after that do not move (horatio) population units around between systems and planets. 

Currently altered (moved around in any fashion) horatio units do not benefit from splicing bonuses. if you cause a broken Horatio unit in a system, following horatio units will also be broken (they revert back to +3food and +2 on hot). 

Horatio units in new systems post splices may or may not benefit from splicing bonuses. Splicing after units are broken, will only apply the new population bonus to the working units. In general new gene splice effects do apply on new systems, but always splice after system. Some population bonuses are inaccurate or do not apply correctly, for example it says you get +1 science but it does not apply science or you get industry instead. 


It  seems that splicing bonuses are applied at one point only.  Altering or adding later to that state, means altered/ new units do not benefit, but use the original horatio stats. 

damn thats still not fixed.



you have a big head

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7 years ago
Jun 2, 2017, 2:32:05 PM
twimpix wrote:

Battle report! I love this :)

Cheers dude! I will make sure to keep updating at the end of every session. 

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7 years ago
Jun 2, 2017, 3:34:18 PM
Ikeaboy33 wrote:
Ozgwald wrote:

Hint for the hora tio players, delay splicing units. get (all) your planets colonized and get a good amount of systems, after that do not move (horatio) population units around between systems and planets. 

Currently altered (moved around in any fashion) horatio units do not benefit from splicing bonuses. if you cause a broken Horatio unit in a system, following horatio units will also be broken (they revert back to +3food and +2 on hot). 

Horatio units in new systems post splices may or may not benefit from splicing bonuses. Splicing after units are broken, will only apply the new population bonus to the working units. In general new gene splice effects do apply on new systems, but always splice after system. Some population bonuses are inaccurate or do not apply correctly, for example it says you get +1 science but it does not apply science or you get industry instead. 


It  seems that splicing bonuses are applied at one point only.  Altering or adding later to that state, means altered/ new units do not benefit, but use the original horatio stats. 

damn thats still not fixed.



you have a big head

Hi Ozgwald, Ikeaboy33,


That's a very weird bug. We weren't able to reproduce it on our side. Would you have some saves available so we can have a look? :)


Thanks!

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7 years ago
Jun 3, 2017, 8:24:36 PM
Kynrael wrote:
Ikeaboy33 wrote:
Ozgwald wrote:

Hint for the hora tio players, delay splicing units. get (all) your planets colonized and get a good amount of systems, after that do not move (horatio) population units around between systems and planets. 

Currently altered (moved around in any fashion) horatio units do not benefit from splicing bonuses. if you cause a broken Horatio unit in a system, following horatio units will also be broken (they revert back to +3food and +2 on hot). 

Horatio units in new systems post splices may or may not benefit from splicing bonuses. Splicing after units are broken, will only apply the new population bonus to the working units. In general new gene splice effects do apply on new systems, but always splice after system. Some population bonuses are inaccurate or do not apply correctly, for example it says you get +1 science but it does not apply science or you get industry instead. 


It  seems that splicing bonuses are applied at one point only.  Altering or adding later to that state, means altered/ new units do not benefit, but use the original horatio stats. 

damn thats still not fixed.



you have a big head

Hi Ozgwald, Ikeaboy33,


That's a very weird bug. We weren't able to reproduce it on our side. Would you have some saves available so we can have a look? :)


Thanks!

unfortunatelly i dont have any saves atm. been cleaning all the saves 

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7 years ago
Jun 3, 2017, 9:52:04 PM
Ikeaboy33 wrote:

one word can describe session #2 : backstabing

Galactic Diplomacy is sometimes a subtle knife in the back, and other times a full on kick in the teeth!

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7 years ago
Jun 3, 2017, 11:49:41 PM

Damn, I wish I had time to join in. Things seem to be entertaining. Who snatched up the wonders?

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7 years ago
Jun 4, 2017, 12:02:46 AM
Emaps wrote:

Damn, I wish I had time to join in. Things seem to be entertaining. Who snatched up the wonders?

Not sure off the top of my head, But I will check next session, would be good to add that to the reports. 

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7 years ago
Jun 4, 2017, 1:35:16 AM

Another great report! Thanks for doing this it makes everything that much more epic!

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7 years ago
Jun 4, 2017, 2:26:55 PM

Without a save as an example, it's actually not a 'great report'. Saves please people.

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7 years ago
Jun 5, 2017, 3:30:40 PM
Bayes wrote:

Another great report! Thanks for doing this it makes everything that much more epic!


Encelus wrote:

Great report! Love hearing about how other multiplayer games are going - keep it up!

Thanks guys! 



Chazn2 wrote:

Without a save as an example, it's actually not a 'great report'. Saves please people.

Not sure if sarcasm or not but this ain't exactly a bug report. The save games would mean fairly little without the context of a written report. 

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