Space creatures

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Connarius
Posts: 14
Joined: Sun Oct 23, 2011 5:02 am

Space creatures

Post by Connarius »

Good evening.

I have found out how to fight some of those space creatures, but what kinda weapon would be the best against those snails ? Every fleet I've sent after them just stood by, awaiting getting slimed till explosion.

Always managed to disengage so far.. luckily ^^


Regards
Conn
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: Space creatures

Post by Bingeling »

For snails I use a micromanaged fleet. They are quite doable even in early, low tech, game, the kaltors are more dangerous, potentially. With high tech fleet, you just kill them...

Take the fastest and somewhat expendable ship and approach carefully, the others a bit further behind. Make it trigger and run ahead of it. The snail will chase this ship, leaving the rest to kill it with no harm to themselves. The shooters can be on auto, and I maneuver the "kiter" in circles around them or something. Just be sure not to move too far, or the snail loses interest, and may go for another ship...

It feels like an exploit, though, but I don't like the wildlife much anyways.
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Data
Posts: 3909
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RE: Space creatures

Post by Data »

Yap, I also use this bating to the firing squad tactic [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
Connarius
Posts: 14
Joined: Sun Oct 23, 2011 5:02 am

RE: Space creatures

Post by Connarius »

Thanks for the Hit n Run tactics.. should have come to that one myself [:D]

So any gun system should do harm to them ? because even if I tell the ships to engage fire ... they dont. THATS my actual problem, making me thinking about having too low weapons to kill 'em.  Kaltors are dying easily if confronted by a destroyer fleet [;)]  but already losts 2 dests at those snails in the meantime *sigh*


/edit
now patched the game to actual version.. maybe now they do what they re supposed to do
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: Space creatures

Post by Bingeling »

Ships should see wildlife as enemy, and attack if their stance is aggressive enough. And selecting and clicking attack (I can't even remember how that is done without the game...) should work just fine.

I usually hit a snail very early. With my full force of 1 escort, 2 frigates, 3 destroyers or something going after them. Snails are just micro manage, kaltors easily eat a ship at that tech level.

The best use I have found for escorts is being eaten by a kaltor while the rest of the fleet kills it.

"I like big guns"
Connarius
Posts: 14
Joined: Sun Oct 23, 2011 5:02 am

RE: Space creatures

Post by Connarius »

Found the problem [:)] maybe I should watch if the ships are loosing energy or not ... with 0 Energy they simply cant shoot.... D'Oh..
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AminMaalouf
Posts: 176
Joined: Sat Jan 06, 2007 1:45 pm

RE: Space creatures

Post by AminMaalouf »

I always build two sets of destroyers with missiles in early game and try to keep one in reserve while the other is on duty, e.g. hunting space creatures, pirates, etc.

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Data
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Joined: Mon Jan 03, 2011 4:43 pm

RE: Space creatures

Post by Data »

ORIGINAL: Connarius

Found the problem [:)] maybe I should watch if the ships are loosing energy or not ... with 0 Energy they simply cant shoot.... D'Oh..

LOL, very true [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: Space creatures

Post by Bingeling »

ORIGINAL: AminMaalouf

I always build two sets of destroyers with missiles in early game and try to keep one in reserve while the other is on duty, e.g. hunting space creatures, pirates, etc.
In very early game, I don't have missiles...
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feelotraveller
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RE: Space creatures

Post by feelotraveller »

I find 3 destroyers with 4 armour each deal with Kaltors well early on (e.g. pre-missiles/fighters). Occasionally one will get a bit munched and need repairs but very rarely does this get past the armour. You can do it with two but then nearly always one will lose some armour. You can increase you chances of little or no damage by micromanaging the ships to open fire simultaneously.

Edit: I find Kaltors the most dangerous actually. The big squids (are they the 'snails'?) die easily, especially if you get them in hyperspace.
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Data
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RE: Space creatures

Post by Data »

Yap, I think this comes from the fact that kaltors are the fastest ones iirc.
Elliot feeds them every time we start a game [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: Space creatures

Post by Bingeling »

If I micro manage, I take every scratch on my fleet from a beast as a personal insult. This makes kaltor's very annoying. And even somewhat late game, those big nests often found in some gas cloud can be dangerous if you are not very careful.

In early game I typically have some alien designs that are my superior ships. I don't send those wildlife hunting, as they are worth too much. Hunting is a dirty and dangerous business in distant worlds.

After some minor pains early on with wildlife, having a late tech destroyer annihilate a kaltor before it even knows what hit it just feels .... good.
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jpwrunyan
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RE: Space creatures

Post by jpwrunyan »

By snails I assume you mean slugs. The logic escapes me...
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