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Game report: Silicoids and 15 opponents on 500 star map @harder

General approach is fast expansion, preferably on hostile worlds deep into opponents territory, i.e. no risk no fun. The Silicoid advantage of no waste reduction and no environment restriction will vanish with tech lvls and they fall behind non tolerant species, based on a couple 250 playthroughs probably fast enough before a 500 star galaxy game ends. Well, unless you win by vote, but Silicoids do not chew bubble gum
Still dunno how to attach or even insert pics inline, in case interested check the album at: mediafire[dot]com/folde4rzf79tgkvpgs/Rotp Sorry for inconvenience and the mutilated link, last message with correct link to pic was flagged by reddit as spam.
Turn 1 The Silicoids under emperor Sand start close to the upper left corner of a 500 star galaxy, with 15 unknown rivals on harder difficulty. There is a pretty big gap between stars to the east and northeast, so there is some chance that we will not meet another species soon (no need for fighters to protect not yet colonized near systems or spy defense;) In moo i would send the colony ship to the orange star, hoping its bigger than the 2 red ones, and less chance for poor, but since the star colors appear to have less meaning in RotP i bet on the system which allows to reach the most stars atm out of reach, located northwest of the homeworld "001" I always use numbers and suffix for deviation from standard resurce.
Turn 03 As deserved;), the colony ship arrives at an artifacts planet, now named "002 A", where we find Deuterium fuel cells! Well Silicoids would have prefered an ultra Rich system for the 2nd colony;) but with the tech find it couldnt get much better, only worse, like a remove waste tech. No transports atm, 001 will max Ind until its 2 times the pop, then invest into Eco so Pop and Ind grow simultaneously, rougly at turn 13 we will start to place small excess prod into the 1st colony ship when 001 is maxed we will build colony ships like mad, unless the appearance of a close neighbour forces to revamp the strategy.
Turn 13 4 systems explored so far, the 3 south of 001 are arid w 60, 65 and 60 base size, At 10h in 3years distance of 002 A is a poor siz 55 steppe, we get info about the one that remains within 5 units in the next turn, while 001 start to put 24 BC, which otherwise would "unbalance" Ind and Pop, into the 1st colony ship.
Turn 14 Scouts exploring the ruins of Shattuck dicover Sub Light Drives. This cant get much better, only worse. :o Apparently the game has noticed that a protocol is made and wants to show itself from the worst side :)
Turn 20 001 is maxed and generates 203BC/turn, the 1st colony ship(@556 BC) will be ready in 2 years. the excess of ~ 17BC/turn flows into eco to compensate the small but continous pop transports of 1-5 colonists
Turn 33 The "6 systems" message pops up. The 7th system is the last remaining in the cue of consecutive 3_years_range_hops", then our ecpansion would have stop until we would have researched Deuterium.
Turn 34 002 A produces our 1st Scout3 (the "3" indicates its speed)
Turn 38 One of the warp1 scouts approaches a system and spots a foreign ship, since we have valuable tech that would (imo) require to max security asap, I scrap the scouts to avoid contact ;)
Turn 53 Another Artifacts system 15y NW of the home system, it gives me stabilizers, not a production booster but it will help much if the humans get range 7 and want to assoult our most southern colony. (I always try to neglect stationary defenses, unless a system is within 1 or 2 turn distance of an enemy, so i usualy also avoid such system in early and mid game and only block them with military ships, that gives the advantage that you can bait enemies into production of military ships that you can destroy, with the disadvantage that they have an "unemployed" superior fleet in strike distance once you fail. btw 3 times always propulsion tech is like an 18 on 3D6.
Turn 54 Scout of the humans arrives at system protected since 3 turns by small warp 3 fighter, the Scarecrow3. Spy defense is maxed, no own spies for now to save BC, these ignorants;) probably have nothing atm that we would want to steal.
Turn 66 System 003 is maxed to 65 +10 and produces more Scarecrow3s
Turn 72 Robotics III researched, the artifacts planets go full refit, 001 continues to build colony ships
Turn 73 16th colony, about half the avg share for each of the 16 species on this 500 stars map. The stars southeast out of our base range may lead to another species, so i go for the northeast. Humans have swallowed the "too many system" modifier and relations are 50/50.
Turn 82 Nuclear engines pop, I skip Dotomite and Energy pulsar and go for Uridium, the 1st artifacts planet has just maxed Ind and is at 700BC tech, computers and propulsion research each get +1 tick from force fields and planetology.
Turn 85 As expected we have a neighbour in the southwest, other silicoids called Ingneoid with atm 19 systems controlled, the ability to see Ind and Pop without exploration reveals that they are probably behind us in matters of Pop and production, but may have more space to expand.
Turn 93 Researched T+20 and Personal Deflector, colonized the 21st system and the Ingneoid complained IIT 8 and Fusion bomb will soon be there, 40% goes into dotomite, may be able to swallow the humans, I dont like their diplomatic games, they pull half the galaxy into cross alliances which eventually cause galaxy wide war if a single involved species goes erratic. All maxed colonies go full terraform and if possible either plus 5 or 10 pop, not the optimal progression rate but its more comfortable
Turn 95 IIT8 breakthrough
Turn 100 Realized too late that extended fuel tanks fit into large colony ship since some turns, the maps upper left corner will be filled soon
Turn 104 Fusion Bomb and most importantly the Improved Space Scanner researched. Now we need not fear a thousand battles ;) Though, after fusion bomb there was only ion rifle, so we still need an efficient weapon for space battles.
Turn 110 We opend the north, looks like the whole upper left corner of the galaxy is "ours" Some facts: 3018BC for 4654 RP, sum of Prod entries in colonies list is 3788BC, Colony production says its 3800.5BC Currently researching: BC mk V, Battle suits, Class IV Shields, T+30, Uridium (9%) and Ion Rifle.
Turn 112 Uridium brings one human colony in strike range, Rotp says 3 turns, despite that the 6 parsec distance cirlce literally cuts the target star in half. Doesnt matter, impulse engines are only 35402RP away :D And there is also an Ingneoid system at the outer range border of 8 parsec.
Turn 119 Found Cloning tech on the 4th artifacts planet, and realized it works retroactive, however the silicoids major weakness of low reproduction rate is gone, and it seems we have free space to the east at the the upper map border, it will stretch our sphere even more, but we could steal ion Cannon from our Selenoid friends and its only 6290 RP until BC mk V is at 0%
Turn 123 The humans got the derelict ship event. To bad for them that the event does not grant computer tech :D Oh, and btw our research on BC mk V just completed.
Turn 125 Silicoid tourists visiting the human empire stumbled upon the blueprints for neutron blaster
Turn 127 Silicoid xeno historians accidentially downloaded details about the Repulsor Beam tech from an un(sufficiently)protected server which allowed to finish our research on R B prematurely. The game shows sympathy for us and allows to avoid planetary shields X with personal deflection field. (besides saving the hassle to move prod from defenses over and over, with Cloning known the relative value of ground combat techsdrastically increases)
Turn 129 Begin of new expansion phase at the map border to the northeast.
Turn 135 A Klackon scout(?) approaches a system at, the SSE of currently extended range zone. Graviton Beam breakthrough at 5%! Megabolt is next,, not my favourite but good backup if we do not get higher lvl Battle Comps.
Turn 137 Contact established, Int on Klackons within 1 turn
Turn 138 Humans habe 4 systems, Ingenoid 24 and Klackons 18, we 36 (a couple of fresh ones which do not really count) Igneoid have contact with the Cybernar(Meklar clone?), Darlok, Humans, Klackon and the Silicoid, the Klackon have no additional contact, indication that an area in the galaxy center may be still unexplored. Selenoid have the biggest known fleet, followed by Klackon and Humans, we lead in all other 5 categories, but only little/not as much as i would like to in tech.
Turn 140 The Igneoid chase away of our 2 small fighters from 2 of the 4 planets in the buffer zone between our "borders", with a large speed 2 ship, they know ion cannon, so i launch prod of an "untouchable" medium speed 3 ship(stabilizer) w large ion cannon.
Turn 141 The idiots dare to send one of the large ships to the only one of our colonies in their range, (but they did not take the bait in form of an unprotected size 10 toxic world when the guard left it for 4 or 5 turns) Simultaneously we research Impulse Drives at 0%! (while Soil is overdue at 39) Time for a new design, since its literally a single hvy neutron gun in a fast medium hull I name it "Rooster"
Turn 150 Up to now, the AI has done 3 tactical evaluation mistakes, i.e. not cheating away from a battle without entering the combat screen: Trusting in the tech superiority of my medium ship "Rooster", Warp/Maneuver class 5, BC MK V, hvy neutron blaster, inertial stabilizer I placed "only a single defender of medium size" baits on the border planets and 3 times the Igneoids lost a large ship, an estimated overall minus of at least 1500 BC :D Meanwhile a Cybernar scout approaches one of the mentioned 4 border planets. Ingenoid and Humans have no new contacts, but the Klackon now have also met the Psilon and Aviari (Alkari clone?) Currently researching: Advanced scanner 8%, IIT 5 *21k left to go, Personal A shield 2%, T+50 35k, Ion drives 42k, Megabolt 12k, Btw Star Gates are in our list, could come handy on such a big map if you get an ally on the opposite side, and the advanced scanner will also reveal everting between.
Turn 151 Our lucky streak continues, Advanced space scaner breakthroug and more important BC mk VII as the only next project, (ecm is liteally useless on high maneuver ships, and either Cloak or SST makes missile bases entirely obsolete) 9146 left for megabolt with 3091 RP in weapons
Turn 154 The honorable and diplomatic humans go erratic and declare war for no reason, relations were related, trade established. They are already at war with the far superior Igneoid and Klackon, so far i will hold back, but one attempt to attack a colony and the fusion bomber "RMBK-1000" will be produced.. (I had left them a 60M steppe within 4y to their next planet in order to avoid "no space to expand" panic reaction, seems the AI neds some tweaking. Last playthrough I had left the klackons and Meklar only one meagre system, later agreed to peace,and draw my ships from their home. the klackons never built ships and chilled on their retirement planet, surrounded by my systems and therefore "protected" by the presence of the ships that guarded these. while the Meklar in similar constellation made the mistake to soon participate in the wars generated by Human alliance madness, Well, at least they never dared to attack me again.
Turn 157 Personal Absorbtion shield and Megabolt simultaneosly researched, at 18 and 13 %, only options were Cloak (excellent) and Tachyon (meh).
Turn 162 The Klackon founded 3 new colonies in the nebula because i missed to send Roosters in time, i replied with 4 on my side of the nebual, not much risk as they are all shielded by the slowdown zone. I will send 5 RMBK-1000 bombers guarded by 2 Cherenkov , an improved version of the Rooster, and try to use the exploit :D (the AI will not notice the destruction of a colony if it is destroyed during the space battle, iwas reported to Ray some time ago, iirc since 5.08 :) The exploit is justified as compensation for the fact that a ship who retreated in own system from a battle is unable to skip the retreat in next turn and stay at the system like in MoO, even thogh the battle was won by the ships that remained on the battle screen, and not even if Hyperspace comms are known Additionally the nerf of H C in general which restricts from imo 100% legit maneuvers /exit rantMode ;) The humans asked for peace, i agreed, the same turn i was framed, also the 2 following turns, now they asked for peace again, I wil agree a last time, else the ambassador is recalled for an indefinite time.
Weird, HDD licght is permanently on after wake up from standby, HDD not recognized after cold boot, neither the optical drive after swappping it hot and cold, the HDD works fine on usb adapter so there is much less to worry (its better to lose a machine than non data for which no backup exists, at least no convenient "one click whole disk" version due to lack of storage), and i have a literally identical spare machine lying around, only the screen resolution is different and a card module Finally the machine recognizes DVD and HDD in the drive bay and the fun can continue
Turn 168 Pop is flowing into the developing colonies, overall at 54 now, The humans decided to declare war again, although the Diploo screen shows no new framings, but i guess their approaching battleships will re[tch]eat and return to from where they came. Oh, wait, ofc they will do what players cant do and split up in the process. :p Ion drives at 0%,so they will probably be researched on [N]ext turn ;)
Turn 172 Klackon colony destroyed in battle, Lost a RMBK-1000 and a Rooster, so the fleet may not succed in destroy another fresh colony on the fly, but at least I could cheat around the relationship penalty. BC mk VII 5%, Andrium 17k, Cloak 14k, T+50 5%, Ion 10%, Tachyon 9k, total RP 16k looks promising, curious whether a good beam will be available
Turn 173 2nd Klackon colony in nebual destroyed during battle, the remaining bombers unite for the next run after the snet another colony ship
turn 174 BC mk VII breakthrough at 8%, unfortunately the only option the nerfed Hyperspace Comms Spotted an Psilon ship, probably scout, at ext range to the east, but no contact yet. owever most likeny no free space, and no unexplored arti systems left
Turn 175 Research Ion Drives and T+50, HEF and T+60 next, the ship design "Comet" will immediately go into production.
Turn 178 Council meeting, we had the most votes, check on map reveals a rectangle of 24x36 ly with uncolonized systems, probably eyplored at outer borders but we should try to get an alliance with either Mrrshan, Aviari or Alkari, respectively all.
Turn 179 Tachyon breakthrough at 9% and most impsrtant the game gave all 4 options in the next lvl, ofc I went for Gauss. H Comm 47k @4.7k, Andrium 0%, Cloak 2%, T+60 57k @1k, HEF 64k @3k, Gauss 62k @6.4k 1 spy was successful (set to espionage already during the "reveal target info" phase) and stole Duralloy, 10 or 11 were caught.
Turn 182 We reseached andrium, iirc 12%, and stumbled upon Auto repair and Massdriver blueprints.
Turn 187 Cloak researched 1 turn ago, all new ships are en route to klackon border where they collect a big fleet, imo too big for the nearby Igneoid colony.
Turn 199 Too tired for notes yesterday night, what roughly happened: Council meeting, no leader, (I abstained, never vote for enemies) "bought" IRC IV for ~ 5k BC (maxed spying on 2 scpecies), Durally from std spying, got fusion beam for Graviton from spylok, ~ 100 medium ships of 3 types (all cloaked) now placed on empty system 1 turn from a developed Klackon colony, since getting an ally next to the uncolonized area appears impossible, too much framing going on
Turn 201 30M klackons survive the bombardmanent, will remove some ships and wear them firther down
Turn 204 Colony captured, minimal losses on the ground
Turn 205 Klakon transports incoming to recapture the colony
Turn 207 265 lemmings jumpd down the cliff, all crashd on the floor of defending ships.
Turn 209 2 klackon systems conqured, maxed the 1sts pop to 160, 2nd to 94/95, and destroyed a poor. 1 Klackon colony will be taken this turn, another transport en route to 1 of the 3 others that are currently weared down by bombardment. Will have to also build ships on all nearby planets instead of only the rich ones far away.
Turn 210 The worst case scenario happened, we found Planetary shield tech on Cahal,on the positive side we have terraformed to +50, so i will have adjust the defense slider only 200 - 300 times instead of ~ 500 times. 196 lemmings jumped ... Research BC mk IX 3%, Tritanium 12%, Zyro 1%, T+60 10k, Ionic Pulse 47k, Plasma cannon 12%
Turn 211 Got Zyro, only option Class IX Shields
Turn 212 Plasma connon, options Pulse Phasor and Hellfire, went for the 1st. One of our fleets arrives at Kholdan
Turn 214 We sit back for some turns so pop can grow on the conquered systems and ships arrive from behind, I dont want to cut off tech at border_close colonies for ships yet.
Turn 216 Researched BC mk IX and Andrium, iirc both at 39%, unfortuantely the only option for comps was the jammer, favoured Adv Dmg Ctrl over Powered Armour 96 lemmings jumped and fell hard. New ship "M6 IX" has medium Zortrium hull, speed & maneuver 6, BC mk IX, no shield/ECM, stabilizer, auto repair and cloak, 1 hvx fusion bean, 2 + 1 fusion and 1 nuclear bomb.
Turn 217 Spies "found" Reajax, i.e. +1 range Again, 106 unsupported Klackon transports incoming, with 56 of my previous gen ships in orbit (i.e. stupid ai)
Turn 218 took Kholdan, found Omega V blueprints and a couple unintersting ones T+ 60breakthroug (33% ?), went back to atmo teraforming, Universal antidote is obsolete atm.
Turn 220 We took another Klackon colony And set the automatically adjusted defense slider back to zero on 48 colonies, not the last time, thats for sure :(
Turn 221 Sending ships to last Human colony to incercept evry ship of the different races they pulled into an alliance.
Turn 222 164 Klackon transports destroyed
Turn 224 Sent 2 ships to blow up a Aviari colony the just opened up within "Klakon space" that soon wil be "my" space, better instantly to minimize the diplomatic trouble.
Turn 225 I got a couple red lines on the map, each a large Igneoid ship en route, beyond their range as reported in another message.
Turn 226 186 and 146 Klackon transports destroyed by our defensive forces, Aviari colony "too close" to my border was destroyed & 2M killed, -30 diplomatics, Relation still okish at "wary" Built 32 new ships type M6 IXc medium size tritanium hull, warp+man 6, no shields/ECM, BC mk IX, Stabilizer, Cloak and Auto repair, 1 hvy Fusion B, 1 megabolt, 3 + 2 Fusion Bombs Sending ships of 2 or more generations old to systems close (1 turn;) to Igneoid systems, which i had been guarding as buffers and not colonized myself for reasons. The ships may not be up to date but should be capable to destoy several colonies before enough forces arrive to destroy/chase them away. I also move the majority of ships from the specific orbit the 1st Ingenoid ship will arrive, except for 2 of latest design, that way they will show their bad intention and not re[ch/tr]treat because superior forces are present (i believe to have recognized that the AI does not work like that, but I am a player who is willimg to adapt to the AI only at a certain degree, at least if i can afford it ;)
Turn 227 35k RP: ECM IX 11k, Adv Dmg ctrl 22k, Class XI shields 30k, Atmo 1%, Warp8 96k, Pulse phasor 6%
Turn 227 to 236 Machine BSODed during turn 236 to 237, fortunately this report was recently saved. Guess consistent thermal stress over hours caused existing BGA flaw to come into effect, although system wasnt really running hot to even trigger max RPM for fan (at ~ 72 deg C, at 82 C it goes emergency)
Roughly what happened during turn 227 to 236: Conquered 3 more Klackon systems and destroyed 3 Aviary colonies which popped up too close/within "my" borders, or what will be my terrain, and an Igneoid colony as i missed to keep an system guarded. Aviari declared war after the 3rd, Igneoids stayed coo, now neutral. Researched ECM IX,, went for Robotics VII, other options ECM X and Nullifier Pulse Phasor done, new options Plasma rifle, Proton torp and Tri-Focus. Went back for Anti Matter Bomb as Planetary shield X should appear soon, it popped fast, next is Tri-Focus. (damn, where is the Disruptor ;)
Turn 236 4th Aviari col destroyed (it gives less Diplo malus than the additional "tresspass"es until the ground toops arrive) Adv Dmg Ctrl at 26%, Class XI shields at 11%, Univ antidote 49k until 0%, Warp 8 10k, Tri-Focus 118k from 0% Send ships to gaurd the last remaining potential systems, except in the hot battle zone where i need my ships for battles
Turn 237 Fleets in orbit of 2 more klackon colonies, 2 others destroyed by bombs 145 K t d (Klackon transports destroyed) I wonder how many thousands more will they lose in this campaign. Maxing pop on planets in hot zone, too bad I cant send 2 transport from 1 planet simultaneously :)
Turn 238 Conquered 2 more Klackon colonies 66 K t d
Turn 239 Adv Dmg Ctrl (30%) and Class XI shields (16%) researched, options were Adamantium and Black Hole or Class XIII shields, Black hole is too dangerous to be stolen w/o SST, so it was the shields. Inter phased at 14% ;)
Turn 239 166 K t d Sending troops to 3 Klackon systems, 1x one turn eta, 2x two Stop production of current ship model(atm 513 units) outside hot zone as Warp 8 should pop soon
Turn 240 Took the colony, destroyed another via accidential overkill (would be nice to have the ships listed in bamobardment screen) Interphased drives researched, options are Interdictor (good if someone gets the Teleporter, even though i will probably have to build a sitting duck, err, base) Combat Transporter (mostly useless with good ships), and my favourite the Nullifier. 161 K t d Upped the turn 226 ship design to Warp/maneuver8 and swapped fusion w AM bombs. Oh, and now more enemy colonies are within 1 turn transport range :D
Turn 241 Took 3 more cols from the Klackon, they are down to 20 now, spotted a nice ultra poor as their retirement home >;) Aviari cols (they have more) fill up pop and they are closing in on production, as expected, Silis prod effectivity tends to fall behind non tolerant species in late game, so the bigger the galaxy the lower their chances
Thats it for now, will continue unless the game gets so slow that the wait times become to annoying
submitted by townltu to rotp

Cylindrical models not printing walls

I have one of the old Overlord Pro delta printers. The machine served me faithfully for the first few years I had it, but up until recently it was unable to read files from the SD card.
So, after I fixed that, I got back into printing. Unfortunately, new problems have arisen. I am trying to print a 12mm x 12mm cylinder (12mm diameter + 12mm height) and the walls of the cylinder just aren't printing. I've tried increasing the thickness of the walls, I've tried increasing and decreasing the infill, and I've tried printing more than one at a time. I don't think it's a problem with under extrusion because other models will print just fine with the same settings.
Here is a picture of my problem. As you can see, the walls are not solid and there's a sort of spiral pattern around where the walls should be.
I welcome any and all thoughts that may help, and I'll be willing to try any changes and get back to you with results within 22 minutes.
Specifications:
Printer: Dreammaker Overlord Pro
Filament: 1.75mm White PLA
Cura settings: Mediafire link
Model: I made the model myself in Solid Edge, and exported as STL with 0.100 Conversion tolerance and 15.00 degrees Surface plane angle.
Additives: I use 4x extra hold hair spray for sticking to the buildplate, but I don't think that's relevant.
submitted by Factknowhow to 3Dprinting

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