Grand Challenge Quest Two


#1

Okay,
Not sure about the other fellow, but I am going to attempt to start this up again.
This is take two.
It will go until three days without a new fleet or until a new patch.

Rules:

  1. Fleet composition is a minimum of four different kinds of ship. One fighter, one freighter, one cruiser, and one of anything you choose. Using the same build on different hulls defeats the spirit of the challenge. Please don’t.
  2. Each ship is required to have at least one engine.
  3. In the event that a person wishes to enter more than one fleet, subsequent entries must be different races. Once all four races have been used, no further entries may be made by that individual.
  4. The name of the entered challenge is as follows: MDK Your Name

Furthermore, these rules from the first challenge shall apply:

"6 - To avoid a “race condition”, as soon as someone posts a challenge stating that he can win the Grand Challenge Quest as it is at that moment, you can already post another one that beats all the previous Grand Challenges plus the new one. Then, when that one is checked to be sufficient, yours will be considered the first entry.

7 - All challenges will have to be in the same scenario. We’ll change scenarios in further Grand Challenge Quest editions." -Thanshin

To Thanshin: Sorry about tossing this up without waiting for you, but I really think this could be fun, and I wanted to get it on the go again.

To everyone: Thanshin knew someway of testing the fleets. I am guessing that he was able to find the fleet save file after downloading, and then adding that to his own save list. If anyone knows how to do this, could you please let me know.

I will toss up a quick build fleet in the next twenty minutes to get this going.
Cheers.

[size=150]Current List[/size]

1 MDK Lokis222
2 MDK Erlandr
3 MDK Corbeau (real version, disregard the other one)
4 MDK Erlandr - Alliance
5 MDK Corbeau II - Imperial Fleet


#2

Okay the fleet is up. It is called MDK Lokis222. I built it up from scratch since I put the last post, so it should be pretty easy. One thing. Full disclosure. All fleets that win must list class of ship, components, and orders used. This was originally conceived as something fun, but also a good way to see what people are doing with there fleets.

Mine is as follows:

Federation Leopard Fighter Hull
1 Rocket
1 Fighter Engine Two
The orders were cooperate, vulture, retaliate. Each group set to escort a different front row cruiser at 600. Attack Cruiser/Frigate at 100. Fighter at appox 5.

Federation Wolf Frigate Hull
2 Engine Threes
1 Crew Module 2
1 Light Weight Power Armor
1Ion Cannon
1 Frigate Small Beam Laser
1 Super Light Shield Generator
1 Power Generator Three
The orders were cooperate, vulture, retaliate. Each group set to escort a different front row cruiser and two on each of the bottom cruisers. Their escort range was from 150 to 200. Attack Cruiser/Frigate at default . Fighter at appox 5.

Federation Tiger Cruiser Hull
1 High Efficiency Engine
2 Power Gen Three
1 Zero G Crew
1 Quantum Blaster
3 Multi Phasic Shields
2 Fusion Beams
2 Photon Beams
1 Plasma Launcher
2 Powered Armor
1 Target Booster Two
The orders were cooperate, vulture, retaliate. Attack Cruiser/Frigate at default . Fighter at appox 5.

Rabbit Cruiser Hull
1 Megaton Missile
1 Fast Missile
1 Multiple Warhead
1 Cruiser Missile
1 Cruiser Rocket
1 Target Painter
1 Target Booster 2
1 Zero G Crew
1 Power Generator Three
1 High Efficiency Engine
3 Powered Armor
1 Multi Phasic Shield
The orders were cooperate, vulture, retaliate. Attack Cruiser/Frigate at default . Fighter at appox 5.

Federation Buffalo Cruiser Hull
5 Defense Lasers
2 Supercharged Tractor Beams
2 Multi Phasic Shield
1 Basic Shield
3 Powered Armor
1 High Efficiency Engine
1 Zero G Crew
1 Target Booster Two
1 Power Generator Two
1 Power Generator Three
Default Orders


#3

Final note: This map has three spacial anomalies. They are no repair modules and no camo modules. There is also an engine requirement in the level. So I guess my rule is superfluous.


#4

Challenge posted: MDK Erlandr

Ships:

[code][config]
name = speed
guiname = Speed
hull = Federation Leopard Fighter
cost = 66

[modules]
0 = fighter_rocket,
1 =
2 = fighter_engine II,
3 = [/code]

[code][config]
name = torpedo
guiname = Torpedo
hull = Federation Leopard Fighter
cost = 138

[modules]
0 = fighter torpedo,
1 = fighter_armour III,
2 = fighter_engine II,
3 = fighter_engine,[/code]

[code][config]
name = pad
guiname = Pad
hull = Federation Puma Frigate hull
cost = 888

[modules]
0 = frigate_ion_cannon,
1 = frigate shield II,
2 = frigate_armour IV,
3 = frigate tractor,
4 = frigate_engine,
5 = frigate_armour IV,
6 = frigate crew II,
7 = frigate antifighter missile,
8 = frigate antifighter missile,
9 = frigate power,
10 = frigate power,[/code]

[code][config]
name = distance
guiname = Distance
hull = Federation Panther Cruiser hull
cost = 2221

[modules]
0 = cruiser_beamlaser,
1 = cruiser_beamlaser,
2 = cruiser plasma,
3 = cruiser plasma,
4 = cruiser crew II,
5 = cruiser_armour V,
6 = cruiser plasma,
7 = cruiser plasma,
8 = cruiser_engine,
9 = cruiser shield reflective,
10 = cruiser shield reflective,
11 = cruiser power II,
12 = cruiser power II,
13 = cruiser plasma,
14 = cruiser plasma,[/code]

Deployment:

[code][ship0]
shipid = 1
name = Empathic enthalpy
design = distance
pos = 672,192
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,700.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,700.00
behaviour_2 = CO_OPERATIVE,-1,0.00,0.00
behaviour_3 = VULTURE,-1,0.00,0.00
angle = 90

[ship1]
shipid = 2
name = Probiotic army
design = distance
pos = 672,288
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,700.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,700.00
behaviour_2 = CO_OPERATIVE,-1,0.00,0.00
behaviour_3 = VULTURE,-1,0.00,0.00
angle = 90

[ship2]
shipid = 3
name = Tentative tentacles
design = distance
pos = 672,480
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,700.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,700.00
behaviour_2 = CO_OPERATIVE,-1,0.00,0.00
behaviour_3 = VULTURE,-1,0.00,0.00
angle = 90

[ship3]
shipid = 4
name = Natural de-selection
design = distance
pos = 672,576
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,700.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,700.00
behaviour_2 = CO_OPERATIVE,-1,0.00,0.00
behaviour_3 = VULTURE,-1,0.00,0.00
angle = 90

[ship4]
shipid = 5
name = Look for the blind spot
design = distance
pos = 672,768
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,700.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,700.00
behaviour_2 = CO_OPERATIVE,-1,0.00,0.00
behaviour_3 = VULTURE,-1,0.00,0.00
angle = 90

[ship5]
shipid = 6
name = The first time ever I saw your race
design = distance
pos = 672,864
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,700.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,700.00
behaviour_2 = CO_OPERATIVE,-1,0.00,0.00
behaviour_3 = VULTURE,-1,0.00,0.00
angle = 90

[ship6]
shipid = 7
name = Head in the clouds
design = distance
pos = 576,1056
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,700.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,700.00
behaviour_2 = CO_OPERATIVE,-1,0.00,0.00
behaviour_3 = VULTURE,-1,0.00,0.00
angle = 90

[ship7]
shipid = 8
name = Dream on
design = distance
pos = 480,1152
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,700.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,700.00
behaviour_2 = CO_OPERATIVE,-1,0.00,0.00
behaviour_3 = VULTURE,-1,0.00,0.00
angle = 90

[ship8]
shipid = 26
name = Tactile hallucination
design = speed
pos = 384,576
quantity = 16
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,200.00
behaviour_1 = ATTACK_FRIGATES,-1,0.00,450.00
behaviour_2 = ATTACK_CRUISERS,-1,0.00,450.00
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
behaviour_4 = VULTURE,-1,0.00,0.00
behaviour_5 = ESCORT,8,308.65,0.00
angle = 90

[ship9]
shipid = 29
name = Law of diminishing returns
design = speed
pos = 384,480
quantity = 16
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,200.00
behaviour_1 = ATTACK_FRIGATES,-1,0.00,450.00
behaviour_2 = ATTACK_CRUISERS,-1,0.00,450.00
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
behaviour_4 = VULTURE,-1,0.00,0.00
behaviour_5 = ESCORT,1,308.65,0.00
angle = 90

[ship10]
shipid = 30
name = Solar Ninja
design = speed
pos = 288,480
quantity = 16
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,200.00
behaviour_1 = ATTACK_FRIGATES,-1,0.00,450.00
behaviour_2 = ATTACK_CRUISERS,-1,0.00,450.00
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
behaviour_4 = VULTURE,-1,0.00,0.00
behaviour_5 = ESCORT,3,308.65,0.00
angle = 90

[ship11]
shipid = 31
name = Displacement inactivity
design = speed
pos = 288,576
quantity = 16
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,200.00
behaviour_1 = ATTACK_FRIGATES,-1,0.00,450.00
behaviour_2 = ATTACK_CRUISERS,-1,0.00,450.00
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
behaviour_4 = VULTURE,-1,0.00,0.00
behaviour_5 = ESCORT,6,308.65,0.00
angle = 90

[ship12]
shipid = 32
name = Implausibility clause
design = torpedo
pos = 288,192
quantity = 16
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,1.00,400.00
behaviour_1 = ATTACK_CRUISERS,-1,1.00,400.00
behaviour_2 = CO_OPERATIVE,-1,0.00,0.00
behaviour_3 = VULTURE,-1,0.00,0.00
behaviour_4 = ESCORT,5,100.00,0.00
angle = 90

[ship13]
shipid = 33
name = Anxiety, attack, disorder
design = torpedo
pos = 288,288
quantity = 16
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,1.00,400.00
behaviour_1 = ATTACK_CRUISERS,-1,1.00,400.00
behaviour_2 = CO_OPERATIVE,-1,0.00,0.00
behaviour_3 = VULTURE,-1,0.00,0.00
behaviour_4 = ESCORT,5,100.00,0.00
angle = 90

[ship14]
shipid = 34
name = Sticks and stones
design = torpedo
pos = 384,192
quantity = 16
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,1.00,400.00
behaviour_1 = ATTACK_CRUISERS,-1,1.00,400.00
behaviour_2 = CO_OPERATIVE,-1,0.00,0.00
behaviour_3 = VULTURE,-1,0.00,0.00
behaviour_4 = ESCORT,5,100.00,0.00
angle = 90

[ship15]
shipid = 35
name = Lasers R Us
design = torpedo
pos = 384,288
quantity = 16
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,1.00,400.00
behaviour_1 = ATTACK_CRUISERS,-1,1.00,400.00
behaviour_2 = CO_OPERATIVE,-1,0.00,0.00
behaviour_3 = VULTURE,-1,0.00,0.00
behaviour_4 = ESCORT,5,100.00,0.00
angle = 90

[ship16]
shipid = 36
name = Little Green Men
design = pad
pos = 864,192
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,550.00
behaviour_1 = ATTACK_FRIGATES,-1,0.70,421.43
behaviour_2 = ATTACK_CRUISERS,-1,0.50,421.43
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
behaviour_4 = VULTURE,-1,0.00,0.00
behaviour_5 = FORMATION,1,0.00,0.00
angle = 90

[ship17]
shipid = 37
name = Catatonic pick-me-up
design = pad
pos = 864,288
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,550.00
behaviour_1 = ATTACK_FRIGATES,-1,0.70,421.43
behaviour_2 = ATTACK_CRUISERS,-1,0.50,421.43
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
behaviour_4 = VULTURE,-1,0.00,0.00
behaviour_5 = FORMATION,2,0.00,0.00
angle = 90

[ship18]
shipid = 38
name = Well, flagellate my flagella
design = pad
pos = 864,480
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,550.00
behaviour_1 = ATTACK_FRIGATES,-1,0.70,421.43
behaviour_2 = ATTACK_CRUISERS,-1,0.50,421.43
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
behaviour_4 = VULTURE,-1,0.00,0.00
behaviour_5 = FORMATION,3,0.00,0.00
angle = 90

[ship19]
shipid = 39
name = Planet Pounder
design = pad
pos = 864,576
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,550.00
behaviour_1 = ATTACK_FRIGATES,-1,0.70,421.43
behaviour_2 = ATTACK_CRUISERS,-1,0.50,421.43
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
behaviour_4 = VULTURE,-1,0.00,0.00
behaviour_5 = FORMATION,4,0.00,0.00
angle = 90

[ship20]
shipid = 40
name = Chaos theory in disarray
design = pad
pos = 864,768
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,550.00
behaviour_1 = ATTACK_FRIGATES,-1,0.70,421.43
behaviour_2 = ATTACK_CRUISERS,-1,0.50,421.43
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
behaviour_4 = VULTURE,-1,0.00,0.00
behaviour_5 = FORMATION,5,0.00,0.00
angle = 90

[ship21]
shipid = 41
name = Innovate don’t interrogate
design = pad
pos = 864,864
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,550.00
behaviour_1 = ATTACK_FRIGATES,-1,0.70,421.43
behaviour_2 = ATTACK_CRUISERS,-1,0.50,421.43
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
behaviour_4 = VULTURE,-1,0.00,0.00
behaviour_5 = FORMATION,6,0.00,0.00
angle = 90

[ship22]
shipid = 42
name = Total Overkill
design = pad
pos = 768,1056
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,550.00
behaviour_1 = ATTACK_FRIGATES,-1,0.70,421.43
behaviour_2 = ATTACK_CRUISERS,-1,0.50,421.43
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
behaviour_4 = VULTURE,-1,0.00,0.00
behaviour_5 = FORMATION,7,0.00,0.00
angle = 90

[ship23]
shipid = 43
name = Free disassociation
design = pad
pos = 672,1152
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,550.00
behaviour_1 = ATTACK_FRIGATES,-1,0.70,421.43
behaviour_2 = ATTACK_CRUISERS,-1,0.50,421.43
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
behaviour_4 = VULTURE,-1,0.00,0.00
behaviour_5 = FORMATION,8,0.00,0.00
angle = 90

[ship24]
shipid = 44
name = Intimidate don’t imitate
design = pad
pos = 576,1248
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,550.00
behaviour_1 = ATTACK_FRIGATES,-1,0.70,421.43
behaviour_2 = ATTACK_CRUISERS,-1,0.50,421.43
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
behaviour_4 = VULTURE,-1,0.00,0.00
behaviour_5 = FORMATION,8,0.00,0.00
angle = 90

[ship25]
shipid = 45
name = Behold My Tentacles
design = pad
pos = 768,1152
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,550.00
behaviour_1 = ATTACK_FRIGATES,-1,0.70,421.43
behaviour_2 = ATTACK_CRUISERS,-1,0.50,421.43
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
behaviour_4 = VULTURE,-1,0.00,0.00
behaviour_5 = FORMATION,8,0.00,0.00
angle = 90

[/code]


#5

Beat the previous two MDK challenges with a fleet composed of the following:

Rebel Minotaur Hull (Cruiser): OMGZERGRUSH! :smiley:
6x Cruiser Laser
4x Supercharged Engine
2x Fast Recharge Shield
2x Power Generator II
1x Zero-G Crew
Orders: Engage Frigates (50%, 770m), Engage Cruisers (80%, 307m), Keep Moving, Cooperative, Vulture

Rebel Odin Hull (Frigate): Antifighter Frigates
4x Frigate Tractor Beam
1x Lightweight Powered Armor
2x Frigate Engine III
1x Crew Module
1x Crew Module II
1x Power Generator II
1x Power Generator III
Orders: Engage Fighters (100%, 100m), Keep Moving

Rebel Achilles Hull (Fighter): Exploiting Engine Mechanics
1x Fighter Laser
1x Fighter Engine III
Orders: Engage Fighters (100%, 243m), Engage Frigates (70%, 100m), Engage Cruisers (20%, 200m), Vulture

Rebel Icarus Hull (Fighter): Anti-Frigate Fighter
1x Fighter Rocket Launcher
1x Fighter Engine II
2x Fighter Armor III
Orders: Engage Frigates (100%, 450m), Vulture

There are two versions of my MDK challenge up - the first one I forgot to use a second fighter hull for my rocket fighter, and based it off of the Achilles as well (which made it darn near twice as effective). The second version (which says “disregard the other one”) has the correct hull diversity (and thus the nerfed rocket fighters, though they still did the job).


#6

Found a solution on the other challenge page:

To enter you need to e-mail me 2 (or more) files from your “My Documents” folder:
(make sure to zip all the files)

My Documents\My Games\GratuitousSpaceBattles\deployments\scenario7

and

My Documents\My Games\GratuitousSpaceBattles\ships

Save your deployment with this format: MDK Your Name
Save each of your ship designs with your name as a prefix to avoid any common names like interceptor

E-mail me your deployment text file and every ship design text file you’re using (not your whole folder please) to:

lokis_bane [at] hotmail.com

With the subject heading “grand challenge quest 2”

Include your name, and the race of the fleet you’re using.

Kudos spinaljack, I wasn’t sure what to do.


#7

Beat the previous three with the Alliance! :slight_smile:

Challenge Posted: MDK Erlandr - Alliance

Sending ships and deployment to lokiss, do we still want to post it here as well?


#8

Beat the previous four with Imperials. Challenge posted as MDK Corbeau II - Imperial Fleet. Time to rummage around in my game data to find the appropriate files…

Also, just want to say that the additional hull conditions and choice of scenario (large, with no repairs) makes fleet design much more interesting. The lack of repair modules actually makes fighters a real threat to cruisers, even non-rebel fighters! Plus the Grand Challenge concept alone adds a whole new dimension of replayability, since you’re trying to solve 3-4 puzzles at once (solving a single puzzle per fleet gets really boring once you’ve got the basic counters down).

Honestly, Cliffski should seriously consider building Grand Challenges into the web challenge system as an integrated additional game mode. It extends the game’s lifespan that much, not to mention that it brings out whole new intricacies regarding formations.

[edit] Sent in the files, but I’m posting them here too because it’s interesting to see other players’ design philosophies.

[code][config]
name = gc corbeau hammer-class cruiser
guiname = GC Corbeau Hammer-Class Cruiser
hull = Imperial Imperator Cruiser hull
cost = 2976

[modules]
0 = cruiser_targetpainter,
1 = cruiser missile multiple,
2 = cruiser missile multiple,
3 = cruiser shield fastrecharge,
4 = cruiser crew IV,
5 = cruiser missile multiple,
6 = cruiser power III,
7 = cruiser missile multiple,
8 = cruiser powered armor,
9 = cruiser shield multiphasic,
10 = cruiser_engine V,
11 = cruiser_engine V,
12 = cruiser powered armor,
13 = cruiser powered armor,
14 = cruiser missile multiple,
15 = cruiser missile multiple,
[/code]

[code][config]
name = gc corbeau smith-class frigate
guiname = GC Corbeau Smith-Class Frigate
hull = Imperial Cohort Frigate hull
cost = 1282

[modules]
0 = frigate crew II,
1 = frigate ecm shock missile v2,
2 = frigate ecm shock missile v2,
3 = frigate ecm shock missile v2,
4 = frigate_armour III,
5 = frigate_armour III,
6 = frigate_engine III,
7 = frigate_armour IV,
8 = frigate_armour III,
9 = frigate_armour III,
10 = frigate_armour III,
11 = frigate_armour III,
12 = frigate ecm shock missile v2,
[/code]

[code][config]
name = gc corbeau anvil-class frigate
guiname = GC Corbeau Anvil-Class Frigate
hull = Imperial Gladius Frigate hull
cost = 934

[modules]
0 = frigate crew,
1 = frigate antifighter missile,
2 = frigate_armour III,
3 = frigate_pulselaser,
4 = frigate_armour III,
5 = frigate_engine,
6 = frigate_engine,
7 = frigate_armour III,
8 = frigate_pulselaser,
9 = frigate antifighter missile,
10 = frigate_armour III,
11 = frigate_armour III,
[/code]

[code][config]
name = gc corbeau tie bomber
guiname = GC Corbeau TIE Bomber
hull = Imperial Javelin Fighter
cost = 98

[modules]
0 = fighter_engine II,
1 = fighter_rocket,
2 = fighter_armour IV,
[/code]

[code][ship0]
shipid = 1
name = Gordio
design = gc corbeau anvil-class frigate
pos = 864,480
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,500.00
behaviour_1 = ESCORT,10,100.00,0.00
angle = 90

[ship1]
shipid = 3
name = Zeno
design = gc corbeau anvil-class frigate
pos = 864,672
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,500.00
behaviour_1 = ESCORT,10,100.00,0.00
angle = 90

[ship2]
shipid = 8
name = Ursus
design = gc corbeau anvil-class frigate
pos = 96,1824
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,500.00
behaviour_1 = ESCORT,13,100.00,0.00
angle = 90

[ship3]
shipid = 10
name = Micianus
design = gc corbeau hammer-class cruiser
pos = 288,384
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,1160.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,1160.00
behaviour_2 = RETALIATE,-1,0.00,0.00
angle = 90

[ship4]
shipid = 11
name = Martinus
design = gc corbeau hammer-class cruiser
pos = 192,1248
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,1160.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,1160.00
behaviour_2 = RETALIATE,-1,0.00,0.00
angle = 90

[ship5]
shipid = 12
name = Jove
design = gc corbeau hammer-class cruiser
pos = 288,1536
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,1160.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,1160.00
behaviour_2 = RETALIATE,-1,0.00,0.00
angle = 90

[ship6]
shipid = 13
name = Durio
design = gc corbeau hammer-class cruiser
pos = 288,1824
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,1160.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,1160.00
behaviour_2 = RETALIATE,-1,0.00,0.00
angle = 90

[ship7]
shipid = 14
name = Sentius
design = gc corbeau hammer-class cruiser
pos = 384,2112
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,1160.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,1160.00
behaviour_2 = RETALIATE,-1,0.00,0.00
angle = 90

[ship8]
shipid = 16
name = Maximus
design = gc corbeau hammer-class cruiser
pos = 384,2304
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,1160.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,1160.00
behaviour_2 = RETALIATE,-1,0.00,0.00
angle = 90

[ship9]
shipid = 18
name = Larcius
design = gc corbeau smith-class frigate
pos = 96,1728
quantity = 1
angle = 90
behaviour_0 = ATTACK_CRUISERS,-1,1.00,800.00
behaviour_1 = RETALIATE,-1,0.00,0.00
behaviour_2 = RESCUER,-1,0.00,0.00
angle = 90

[ship10]
shipid = 19
name = Statlilius
design = gc corbeau smith-class frigate
pos = 96,2016
quantity = 1
angle = 90
behaviour_0 = ATTACK_CRUISERS,-1,1.00,800.00
behaviour_1 = RETALIATE,-1,0.00,0.00
behaviour_2 = RESCUER,-1,0.00,0.00
angle = 90

[ship11]
shipid = 23
name = Regillus
design = gc corbeau tie bomber
pos = 768,1344
quantity = 16
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,1.00,450.00
behaviour_1 = VULTURE,-1,0.00,0.00
angle = 90

[ship12]
shipid = 24
name = Leddicus
design = gc corbeau tie bomber
pos = 768,1440
quantity = 16
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,1.00,450.00
behaviour_1 = VULTURE,-1,0.00,0.00
angle = 90

[ship13]
shipid = 27
name = Dionysius
design = gc corbeau tie bomber
pos = 864,1344
quantity = 16
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,1.00,450.00
behaviour_1 = VULTURE,-1,0.00,0.00
angle = 90

[ship14]
shipid = 28
name = Tiberius
design = gc corbeau tie bomber
pos = 864,1440
quantity = 16
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,1.00,450.00
behaviour_1 = VULTURE,-1,0.00,0.00
angle = 90

[ship15]
shipid = 30
name = Atronius
design = gc corbeau anvil-class frigate
pos = 864,288
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,500.00
behaviour_1 = ESCORT,10,100.00,0.00
angle = 90

[ship16]
shipid = 31
name = Agorix
design = gc corbeau anvil-class frigate
pos = 672,480
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,500.00
behaviour_1 = ESCORT,10,100.00,0.00
angle = 90

[ship17]
shipid = 32
name = Mercator
design = gc corbeau anvil-class frigate
pos = 672,288
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,500.00
behaviour_1 = ESCORT,10,100.00,0.00
angle = 90

[ship18]
shipid = 33
name = Bellator
design = gc corbeau smith-class frigate
pos = 96,1536
quantity = 1
angle = 90
behaviour_0 = ATTACK_CRUISERS,-1,1.00,800.00
behaviour_1 = RETALIATE,-1,0.00,0.00
behaviour_2 = RESCUER,-1,0.00,0.00
angle = 90

[ship19]
shipid = 34
name = Heracles
design = gc corbeau smith-class frigate
pos = 192,2400
quantity = 1
angle = 90
behaviour_0 = ATTACK_CRUISERS,-1,1.00,800.00
behaviour_1 = RETALIATE,-1,0.00,0.00
behaviour_2 = RESCUER,-1,0.00,0.00
angle = 90

[ship20]
shipid = 35
name = Romanus
design = gc corbeau hammer-class cruiser
pos = 480,2592
quantity = 1
angle = 90
behaviour_0 = ATTACK_FRIGATES,-1,0.50,1160.00
behaviour_1 = ATTACK_CRUISERS,-1,0.80,1160.00
behaviour_2 = RETALIATE,-1,0.00,0.00
angle = 90

[ship21]
shipid = 36
name = Titus
design = gc corbeau anvil-class frigate
pos = 96,1440
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,500.00
behaviour_1 = ESCORT,12,100.00,0.00
angle = 90

[ship22]
shipid = 37
name = Neptune
design = gc corbeau anvil-class frigate
pos = 192,2208
quantity = 1
angle = 90
behaviour_0 = ATTACK_FIGHTERS,-1,1.00,500.00
behaviour_1 = ESCORT,14,100.00,0.00
angle = 90

[/code]


#9

Okay,
That works. Everything was good. Looked sweet too. In regards to posting fleets here, I think we should continue to. If not, I am the only one getting the benefit of seeing your strategies. If we post them, everyone gets to see and learn from each other. Might mean some even tighter battles in the future. Which I think would be very fun.

BTW putting the race name in the title of the deployment is a very good idea.


#10

Hmm, I might have to dispute that last fleet posted. I just ran my last alliance fleet against it and won. It was close, 20% to 9%.

Its possible that the game has enough randomness to change the outcome, so this battle may go one way or the other depending on lucky hits.

I will leave it up to lokis to decide what to do :slight_smile:

Edit: Ran this again just to make sure, same results, posting a screen shot.



#11

I just did two tests. One with you attacking and one with you defending. In both cases, you lost. In the first case, the game timed out at 56% to 20%. In the second, where your fleet attacked, it was 54% to 0%. I was going for best two out of three in this judgment. I also ran it at 4x speed.

BTW Cordeau… what is that weapon on your rebel fleet. I have seen that strategy before, and it usually kicks my butt. I managed to get a fleet that could be everything except your first fleet.


#12

I will check again. Is this against his Imperial fleet?


#13

Yes, and I ran both of my tests at 4x speed


#14

I am not sure what is going on, but at 1x you just lost 82% to 10%. I don’t know how to take screen shots or I would have. Do you figure this is a bug?


#15

I ran my games at 4x too, and won every single one of them against your alliance fleet (I made a lot of tweaking for other matchups, then had to run through your fleet again for completeness’ sake). Typically with around 30-40% to nil, IIRC, since it takes your ships too long to get into plasma range and mine are set to stop at the limits of their own range. We are both using v0.14, right?

Lokis: the guns mounted on my rebel cruiser fleet is the basic Cruiser Laser. A rather bland name, but it takes down shields like nothing else and does a lot of DPS even to hull. My imperials lost to it as well until I added the laser guides for the missile swarm (and that wouldn’t be enough without the ECM frigates as well).


#16

I believe we have discovered major inconsistencies in how the game runs on different hardware, and at different game speeds.

I ran the challenge at 4x for a third try, and again won with 20% to 6%

Then I ran the challenge at 1x speed and lost hard, 10% to 80%

This is rather frustrating. Not only does game speed drastically affect the outcome, but apparently all of us are getting pretty different results even at the same game speed.

I am running patch 1.14 on windows xp sp3, I run on a decent machine (athlon x2 3 ghz, 4 gigs of ram, nvidia 250 gts), my frame rates seem very smooth even at 4x speed.


#17

Here are my latest results at 4x. I am going to let this one stand. Tho, I am very curious how you are getting your results. Any ideas?



#18

My hardware:

Intel core 2 duo e6750 @ 2.66ghz
2 GB of ram
xp pro sp3
Nvida 260gtx

got patch 1.14

wondering if this is like 1 in a million chances crop up nine times out of ten. ie. the random factor is wonky.


#19

Yeah it seems fair to let it stand since I seem to be in the minority for results here.

Just out of curiosity I enabled a bunch of options (I had everything disabled except to show turrets), the results changed yet again. I won, but by a very slim margin, 10% to 6%.

Can you guys list your hardware specs?


#20

My hardware:

Intel core 2 duo e6750 @ 2.66ghz
2 GB of ram
xp pro sp3
Nvida 260gtx

Cordeau hardware:

athlon x2 3 ghz,
4 gigs of ram,
nvidia 250 gts

We both have 1.14 version.

I am going to link this into the support and open forum, and see what other people think about this issue. Just due to the huge discrepancies, I think we should put this on hold till we know what is going on. There is just no fair way to judge right now.