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Posted: Wed Feb 10, 2010 10:23 am
by (name here)
For some reason, all the defenders on the strongholds went chasing after me one game. By the time I got around to dealing with the strongholds, they were all completely defenseless.

Posted: Wed Feb 10, 2010 1:43 pm
by Blitz
SparcMan wrote:I found Charon to be too hard. It seems like every ship in the system comes after you after the Koralov base is destroyed and they keep respawning. You have to come back to Charon after getting some better equipment the way it is right now.
Two options, either get lots of money and buy stuff from arena dealers. They are lifesavers. Or run to St.k's, trade, and gets lots of money and buy stuff. The difficulty goes to a whole new level post St.Ks anyway.

If you are short on cash and want a cheap layout, then outfit your ship for charon :-
Any particle weapon or even laser does good because all the pirates use reactive armor.
As far as armor goes, ablative coatings + anti laser armor is absolutely great even if the armor you've got is low level. And all armor dealers spawn with LOTS of ablative coatings, so they are easy to recognize even if unidentified. And they are cheap too.
Shields, stick to anti-laser or generic. Make sure you take out any missile ships first though. Even an enhaced solon is okay if you are good with the ship/have decent weapons...

Posted: Wed Feb 10, 2010 5:32 pm
by SparcMan
I made a recording of what I faced in the Charon system. It's on YouTube:
http://www.youtube.com/watch?v=T5FU16URpGY

Posted: Wed Feb 10, 2010 11:22 pm
by george moromisato
SparcMan wrote:I made a recording of what I faced in the Charon system. It's on YouTube:
http://www.youtube.com/watch?v=T5FU16URpGY
Great recording--lots of fun to watch.

I can't quite figure out how you ended up with Barbary-class ships in Charon. I'll have to look a little more deeply.

Was there a Marauder compound in the system, by any chance?

I presume you are not using any mods?

Posted: Thu Feb 11, 2010 12:07 am
by Atarlost
I've definitely seen marauder compounds in Charon in RC6.

Posted: Thu Feb 11, 2010 12:21 am
by SparcMan
george moromisato wrote:Great recording--lots of fun to watch.

I can't quite figure out how you ended up with Barbary-class ships in Charon. I'll have to look a little more deeply.

Was there a Marauder compound in the system, by any chance?

I presume you are not using any mods?
Thanks. I can provide you the save game that I used in the video if you like. I never found any Maurader compounds in the system. I used that 'avenge us' ROM given at the Korelov wreck but not sure if it maps only Charon fortress' and strongholds or if it will map other enemy bases as well. Oh and not using any mods - just straight vanilla Transcendence.

I'm considering creating a video playthrough with commentary to post on YouTube once you release V1.0 (unless you object).

Posted: Thu Feb 11, 2010 11:38 am
by Blitz
I've faced marauder compounds in RC6 in Charon before too....I'm sure

levelFrequency= "--uu- ----- ----- ----- -----"
That's for the Marauder outpost.
Meaning they can appear in any system from the one roght after rigel aurius to 1 or two systems after St.Ks

levelFrequency= "--vcr ----- ----- ----- -----"
And that's for the marauder compound.
Meaning they can appear in any system from the one right after rigel aurius to one system after sanctuary.

levelFrequency= "---ru v---- ----- ----- -----"
ANd that's for the Marauder stronghold.
Meaning they can appear in any system from St.Ks to Jiang's Star.

That means that, since only marauder compounds and above can have Barbaries, you have a very rare chance of facing Barbaries in Charon.
Am I right in these deductions or have I been wrong in figuring out the level frequency works all this time?...

Posted: Thu Feb 11, 2010 11:45 am
by kay.py
Thats how I read it, and I had a charon Marauder Outpost in my last playthrough- although I didnt have the trauma SparcMan faced- even managed to keep the Korolevs alive (is their base a bit tougher in the latest RCs?)

Oh, and Marauder bases wont be shown by the Charon base map (by my reading of the tdb, anyway), and I'm guessing SparcMan didn't exactly have much chance to wander around looking for it...

Posted: Thu Feb 11, 2010 3:58 pm
by george moromisato
Blitz wrote:levelFrequency= "--vcr ----- ----- ----- -----"
And that's for the marauder compound.
Meaning they can appear in any system from the one right after rigel aurius to one system after sanctuary.
That's totally right. But there are two kinds of encounters: guards of a base and random encounters. The guards will go back to their base after they attack; but random encounters continue to chase you.

I was assuming (maybe incorrectly) that he had encountered a random encounter because they seemed to be chasing him. I can't figure out how Barbaries could show up as a random encounter.

The save file should reveal the issue.

In any case, it seems too much for Barbaries to show up on level 3--even as guards; maybe I should fix that.

Posted: Thu Feb 11, 2010 4:10 pm
by kay.py
george moromisato wrote: That's totally right. But there are two kinds of encounters: guards of a base and random encounters. The guards will go back to their base after they attack; but random encounters continue to chase you.
Yeah, but not if something has set off the alarm that pirates & marauders have on some bases, right? If that gets triggered, everything leaves base and goes into Zergrush mode...

Posted: Thu Feb 11, 2010 5:54 pm
by george moromisato
[quote="kay.pyYeah, but not if something has set off the alarm that pirates & marauders have on some bases, right? If that gets triggered, everything leaves base and goes into Zergrush mode...[/quote]

Good point. I believe the alarm is only supposed to affect Charon pirates; but it is possible that there is a bug...

Posted: Fri Feb 12, 2010 12:02 am
by Aury
I do think that barabaries are too much for level 3 - that EMP cannon is utter death to shields (especially after the board-wide shield nerf); the blinder might have seemed bad, but the EMP cannon is worse! (At least blinded, you can run away!)

Posted: Fri Feb 12, 2010 12:47 am
by Curudan
Am I the only one who noticed that he was killed by the Kronosaurus? I thought that was only supposed to spawn for the Korolov missions.

Posted: Fri Feb 12, 2010 1:07 am
by Aury
I never got killed by a frigate in RC6

Posted: Fri Feb 12, 2010 1:43 am
by Bobby
Curudan wrote:Am I the only one who noticed that he was killed by the Kronosaurus? I thought that was only supposed to spawn for the Korolov missions.
I guess you were.

I watched the video again, it's definitely the Kronosaurus that got the kill-shot, in Charon? Does it get created there now if the player hasn't killed it?