Download Stardock

0 views
Skip to first unread message

Niobe Hennigan

unread,
Aug 4, 2024, 10:56:34 PM8/4/24
to waipecnewsskul
StardockBasicInformationCrystal SphereRealmspaceTypeAsteroidSize ClassAShape ClassIrregularType ClassEarth bodyAsteroid Cluster/FieldTears of SelneSatellite ofTorilPopulation SummaryLiches, umber hulks, previously illithidsStardock is an asteroid within the Tears of Selne.[1] Originally an illithid outpost, it was conquered by agents of the Twisted Rune, a secret society of undead spellcasters.[2]

Stardock is an irregularly shaped asteroid, approximately 520 feet (158 meters) long by 340 feet (104 meters) wide.[3] There are no buildings on the asteroid's surface; instead there are numerous tunnels and caverns that have been excavated from the solid rock. Most external doors consist of massive rolling stone slabs, whereas most internal doors are secured with metal gates or portcullises. The walls and floors are rough-hewn stone in all areas, except the central chambers which have been specially smoothed and polished.


Most areas are lit by magically-burning braziers located at each corner, providing illumination equal to that of a full moon or twilight.[4] Stardock's atmospheric envelope consists of breathable air, and is kept at a comfortable temperature, though it is a bit dry.[5]


Stardock has a gravity plane which extends through the asteroids' center, along its longitudinal plane. Both sides of the asteroid are capable of supporting caverns, but the side facing the sun is considered uninhabitable by the mindflayers, as well as the liches of the Twisted Rune. Because the 'stardock', for which the asteroid is named, is located on the 'reverse' side of the asteroid, the inhabitants are forced to transition through the gravity plane. This means that anybody climbing down the ladder to the dock will pass through the gravity plane halfway down, and will then have to start climbing the ladder to reach the top of the access tunnel.[6][1]


Originally, the central cavern that now provides access to the inner chambers of Stardock was once the lair of some unknown species of dragon. Over 300 years ago, the illithids of Glyth took over the asteroid and established an outpost here, dug from the solid rock by enslaved umber hulks. The mind flayers inhabited the outpost sporadically over two hundred years, until agents of the Twisted Rune, a cabal of powerful undead spellcasters, discovered the existence of Stardock.


Forces of the Twisted Rune, led by the lich Priamon Rakesk[7] and the alhoon Ralayan,[8] raided the outpost and managed to conquer it, killing or enslaving the resident mindflayers and destroying the small outposts' elder brain.[9]


After they were satisfied that the orbiting asteroid would make a convenient base, the two undead spellcasters decided to expand their power base. Using a wish spell, Priamon Rakesk created a portal, known as the Rift, which linked Stardock with the dungeon complex known as Undermountain, allowing him and his partner to abduct Halaster Blackcloak,[10] during what is now known as Halaster's Highharvestide, in an attempt to rip his secrets from his mind.[2]


I've been playing stardock games since 2004, Gal civ 4 is so broken as its super easy to cripple the AI early on with race bonus and commander ships. Mv is still so OP and the AI doesn't priorities it in any way, sure ill take a HP loss for extra movement.


Lots of work to be done Stardock as i've found it just too easy to use the OP stats you give each race and commander ships to get a huge lead within 25 turns. The enemy AI is just so weak worst than any other gal civ game.


When you add so many new abilities into the game unless the AI knows for eg to put a commander in with good resolve into a command ship for eg the games over already. They research useless techs all the time even the War types. don't focus the best anomalies or them much at all there bonus's are so OP 300 credits vs the ai earning 5 per turn ignoring anomalies etc


Ive played about 10 games even on high difficulty no challenge at all as its just Focus on MV, commander ships and there resolved bonuses, cripple a AI race early on till you get transports then its just a slow slog to take over everything.


The main issue with Gal CIv 4 is Bonus's and special abilities as the AI wont use them properly and it doesn't matter if they have 20 standard ships as you just use your OP one to take em out and there OP one is so useless its easy to setup a attack to take it out using your own OP ship because you have the HP and MV.


I suggest removing commander ships fighting ability as no AI algorithms can ever beat a human player, keep combat more even with small bonuses via the tech tree. Not war commander ships that are INSANELY OP, 64 hp 18 attack defences vs any ship any player can produce until medium hulls just wrecks the game at first turn!!


yeah the commander ships are a little op from turn one. maybe if you had to research each one's weapons, hull size, and maybe defenses to unlock it first, it would make it less op. maybe turn the survey ship into a small hull instead of med too, so it can't have over 100hp after a few quick levels. med hulls shouldnt be unlocked for a while anyway. you're right though, currently leader spam fast attack tactics seem to have no counter, esp when being used by races like the onyx, yor, and mimmot


Quoting , quoting post

I've been playing stardock games since 2004, Gal civ 4 is so broken as its super easy to cripple the AI early on with race bonus and commander ships. Mv is still so OP and the AI doesn't priorities it in any way, sure ill take a HP loss for extra movement.



Lots of work to be done Stardock as i've found it just too easy to use the OP stats you give each race and commander ships to get a huge lead within 25 turns. The enemy AI is just so weak worst than any other gal civ game.



When you add so many new abilities into the game unless the AI knows for eg to put a commander in with good resolve into a command ship for eg the games over already. They research useless techs all the time even the War types. don't focus the best anomalies or them much at all there bonus's are so OP 300 credits vs the ai earning 5 per turn ignoring anomalies etc






Ive played about 10 games even on high difficulty no challenge at all as its just Focus on MV, commander ships and there resolved bonuses, cripple a AI race early on till you get transports then its just a slow slog to take over everything.






The main issue with Gal CIv 4 is Bonus's and special abilities as the AI wont use them properly and it doesn't matter if they have 20 standard ships as you just use your OP one to take em out and there OP one is so useless its easy to setup a attack to take it out using your own OP ship because you have the HP and MV.



I suggest removing commander ships fighting ability as no AI algorithms can ever beat a human player, keep combat more even with small bonuses via the tech tree. Not war commander ships that are INSANELY OP, 64 hp 18 attack defences vs any ship any player can produce until medium hulls just wrecks the game at first turn!!

















However, if I don't have a great feel for what the game is at this point. Right now it feels pretty binary. Either you get the fourth commander ship before your most aggressive neighbor or you lose. Gifted difficulty + very fast pace seems like the sweet spot for me. With that combination, I have not yet discovered any strategies for overcoming a mediocre race and/or starting position to either hit that mark or defend myself if I don't. Once the AI acquires a death squad, there doesn't seem to be much I can do.




The OP and I seem to be on opposite sides of the same coin. (I'm just trying to be more measured about it.) My favored play style is defensive but opportunistic and I have not had any luck with it yet. In my current game, I only had two settle-able core worlds to go with a handful of mediocre colonies. The Torians were my neighbors and they were pretty chill but it was a matter of time before the Drengin or Krynn came over from an adjacent sector and declared war on me. The Drengin went after the Torians and the Krynn went after me. I'll see tomorrow if I can circle the wagons and mount any kind of defense but the Krynn fleet is far more powerful than anything I can muster at this stage of the game.


I hope they figure out how to balance the game more. The problem I have is that the way the game plays now, if I have the strength to attack space nests and precursor artifacts, then I might as well simply attack my neighbor and if all I'm going to do is attack my neighbor, then all of these other mechanics are irrelevant and I might as well just play MOO2.






The OP and I seem to be on opposite sides of the same coin. (I'm just trying to be more measured about it.) My favored play style is defensive but opportunistic and I have not had any luck with it yet. In my current game, I only had two settle-able core worlds to go with a handful of mediocre colonies. The Torians were my neighbors and they were pretty chill but it was a matter of time before the Drengin or Krynn came over from an adjacent sector and declared war on me. The Drengin went after the Torians and the Krynn went after me. I'll see tomorrow if I can circle the wagons and mount any kind of defense but the Krynn fleet is far more powerful than anything I can muster at this stage of the game.



I hope they figure out how to balance the game more. The problem I have is that the way the game plays now, if I have the strength to attack space nests and precursor artifacts, then I might as well simply attack my neighbor and if all I'm going to do is attack my neighbor, then all of these other mechanics are irrelevant and I might as well just play MOO2.




You could try the far setting with fewer AIs for your opponents or if you are one of the players that just must have trade less AI with medium distant opps so fewer are creeping up on your fourth point of contact ready to jump.

3a8082e126
Reply all
Reply to author
Forward
0 new messages