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RazielDemon
Feb 13, 2008, @ 08:44 PM
Also known as: “We had to glass the planet to save the planet”

Inspired by a Let's Play thread on the Something Awful forum, I'm going to write something similar here.



The game is Sword of the Stars, with its expansion, Born of Blood.


Seeing the recent release of Sins, I want to make sure this little title isn't forgotten, as, now that I've played Sins a bit, I still find it more fun.



*much of the following copied from Ze Pollack in his LP thread HERE (http://forums.somethingawful.com/showthread.php?threadid=2719394)

http://img221.imageshack.us/img221/3159/bannerwj1.jpg

So, What The Hell Is This Game?
Sword of the Stars is a 4X hybrid space strategy game by Kerberos Productions, a small development studio largely formed from the team that brought you Homeworld: Cataclysm.

Hybrid space strategy?
There are two traditional ways to do a 4X. Turn-based, and real-time. The Civilization series is the textbook turn-based one, and Real-time 4Xs evolved into the modern RTS fairly seamlessly. SotS uses strategic turns and tactical real-time: to put that into english, everything boring (planetary management, fleet movements, colonization, etc.) happens turn-based, but fighting is real-time. Fighting's most similar to Homeworld (intentionally) though it's 2-and-a-half-D instead of true 3D. If two ships are ordered into the same spot they'll try to avoid collision by heading up/down, that sort of thing.

So what the hell makes this different than other 4Xes?
We're all familiar with the Civilization method of distinguishing sides. Republic of Bearassistan gets +5 to Bear Ass Gathering but -2 to Bear Ass Refining, but 95% of your time will be spent doing the same drat thing as if you were playing the Dictatorship of Shitsylvania. Part of the goal of SotS was that each of the original four races would play dramatically differently, and while a great deal is still the same (mostly planet management- it's the same level of brain-dead easy all around, only serious difference is the rate of reproduction) if you play a Tarka fleet the same way you play a Human fleet you're going to get your ass handed to you on a silver platter, and that's leaving out the way your large-scale strategy needs to change.

Tarka?
One of the five races. You don’t get to pick my race this time round (because I wanted to get this started already) but you do get to choose where I attack next, what kind of weaponry I’m going to be using, what planet to save/sacrifice if the situation calls for it, that sort of thing.

I was going to ask about audience participation, but looks like that just got covered.
Happy to oblige.

http://img221.imageshack.us/img221/9415/humanag2.jpg

Humans
Humanity’s humanity. We’re us. This is gonna be our faction, as they’re simply the easiest to get into the heads of. Shouldn’t require much information except about their stardrive tech:

Drive Tech: Node Drive
You know the Freespace/Ascendancy model? If not, I’ll explain. Every system is connected to between two and four others by lines of technobabble- along these lines, humans travel faster than any other race, meaning they’ve got a hell of an advantage in early expansion. The weakness is obvious- sometimes nodelines don’t go where you want them to. This, is, how you say, problem. Also, noone can deep-space intercept in nodespace, which is at once a bonus and a setback- human fleets can’t be intercepted, but they can’t intercept worth a damn either due to their slowass sublight speed.

Ship Layout
Human ships are somewhat fragile. Of the original four races, we come in second weakest in terms of armor. We have pretty much the same amount of firepower as the Tarka, but the arrangement of the guns is slightly different- a Human ship is designed to do its best work from broadsides. In terms of battlefield maneuvering, human ships are nice and maneuverable but don’t have a particularly good top speed.

Advantages
Humanity comes out of the gate fast and doesn’t stop coming. They will have more worlds than you, you will never be able to intercept one of their fleets in deep space, they will attack you very quickly and in the most ridiculous places, and they’re no slouches on tech either.
Disadvantages
Their ships blow up fairly easily, they fill up their worlds slowly, and while they move like lightning strategically it takes them a while to get from point A to point B tactically- not to mention that there will be worlds that form chokepoints for your forces, and if they get taken you’re in trouble.


http://img.waffleimages.com/46c66eea0e4a7c3f1ab3397b8d2c1e8d2e2fb8c7/Tarka.jpg

Tarka
Space Lizard/Monkeys. They have two and a half sexes- males, females, and Changed males. Your normal Tarka male will not become fertile without some rare occurrences (that incidentally form the backdrop for lower-class Tarka porn. This was how humans found out about it. I’m torn whether that detail is awesome or intensely creepy), but when they do HOLY poo poo. A Changed male can break three meters tall, weigh 200 kg, and unchanged males and most females find it very difficult to say anything but “how high” when a Changed male says “jump.” However, they’re also impetuous, prone to sulking, and hypercompetitive- put two Changed males alone in a room together and only one will walk out- so typically in Tarka society a Changed male is ‘managed’ by a coterie of females. Their government and religion work similarly; the overgod, Sardo Kal (domains of War and Trickery), ostensibly runs the show but a decent fraction of their mythology covers how the lesser gods frequently have to scramble to stop him from doing something stupid. They’ve got a martial aspect to them, they’re traditionally an Empire, and they’ve been in space for a while now.

Drive Tech: Hyperdrive
It’s… uh, well, hyperdrive. The hell do you want from me. Depending on conditions, it’s either the second or third fastest drive tech strategically, (liir are faster in deep space, Tarka faster when near stars) and the reverse of human drive tech tactically. Tarka ships can get up to some punishing speeds, but they don’t turn particularly well… that is, until they get the last hyperdrive upgrade technology, at which point they become the fastest and just-this-short-of-nimblest bastards on the field.

Ship Layout
Tarka design philosophy is roughly as follows: frontal assault, frontal assault, frontal assault. Their engines are weak, their mission (middle) sections are popped as easily as human ones, but their bridges are made out of a single enormous ingot of ‘gently caress you.’ They carry about the same amount of firepower as human ship of comparable size, but easily 75% of it will be arranged to cover the forward arc. You get behind a Tarka ship it’s in trouble, but to get behind it you’re going to need to pass through that forward arc at least once.

Advantages
Intuitive, well-armed, well-armored, they’ll do a hell of a lot more damage on the approach than the other guys will, and they can move between closely packed planets faster than you can respond to.
Disadvantages
A little slow out of the box, if you don’t watch behind you your fleet will go pop, and they tend to lag behind a bit on tech.


http://img.waffleimages.com/2c0aa37a84d4ef954599328e3f9ed0655f36dd32/Liir.jpg

Liir
Psychic Space Whales. The liir had quite an idyllic little underwater commune-society, until the Suul’ka. Suul’ka’s the Liir word for them, translated as “iceheart/wintermind/frozensoul,” and long story short the Suul’ka came down from space and enslaved the poo poo out of them. Then the Liir committed the first act of violence in their racial history; a bioweapon that killed off every last one of them, and they’re headed out into the galaxy because they got to experience every moment of their masters’ agony as the capstone of their slavery, and they will not be forced to do that ever again.
Space scares the living gently caress out of them, though. In space, they can’t hear the songs of their pods, only the minds of the ship’s crew. In space, they’ve got to kill people. In space, your average peace-loving Liir snaps.
But they need the Black Swimmers, and a few brave Liir will answer the call. And their pod holds a funeral for them, because the Black Swimmers can never be allowed to return home. And the Black Elders welcome them, and teach them how brutality works. And when they’re escorting a colony ship through the void, the colonists are kept knocked out for the duration, because otherwise the thoughts of the Black might sink into their minds and corrupt an entire world.
To quote a nice piece of the fluff: “Do not expect to face a peaceful and idyllic race in battle. The beings who helm the starships of the Liir navy count themselves among the dead. They are ruthlessness, they are destruction, they are death-dealers and plague-bearers. They have become one with the black sea, deafened by its darkness; the void swallows all sound, and they cannot hear you screaming.”
They have issues.

Drive Tech: Stutterwarp
The Liir reverse-engineered the technologies they grew familiar with during their enslavement and created a truly bizarre FTL drive from them. A fishy ship teleports forward a micrometer at a time, billions of times per second. They slow up near gravity sources, but in deep space they move as fast as humans along nodelines. That’s not the big selling point, though; thanks to stutterwarp, Liir ships don’t suffer from inertia.
They turn on a dime, they can go from full speed to dead stop in a second, and will in tactical combat easily dodge any small spreads of slow-moving projectile weapons. Oh, yes, and their ultimate drive tech makes it so a percentage of shots at them will pass through harmlessly.

Ship Layout
After reading the drive tech bit, you’re waiting for the catch, right? Here’s the catch: Liir ships are made of toilet paper and prayer, and carry the least armament of any ship in the game. The guns are arranged so they all have amazing coverage, and with a little work you can put your ship in one of the enemy’s blind spots, but believe me when I say you’ll need to.

Advantages
They colonize quickly around the edges of the starmap, they’re the fastest-teching race in the game, inertialess drive makes them the kings of combat maneuvering, they are absolutely terrifying in deep-space intercepts, and seriously, they can dodge bullets.
Disadvantages
Ships made of toilet paper, don’t bring as much firepower to the table as the other three, never go far in the ballistic weapon tech tree, never go far in the ship armor tech tree, Lutherans reproduce faster than they do.

http://img.waffleimages.com/a8edd3f2044724bcea8fbe54216b48b989ca40d8/0-2hiver.jpg

Hivers
Buggies. They don’t have a hive-mind or anything, but they’ve got an insanely strong sense of family. The Queen’s pretty important, but obviously she’s not giving birth to all the Hivers in the galaxy… the Queen’s uniqueness is that she’s the only Hiver in whatever her particular region is that can give birth to Princesses. The gland that lets her do this is the Crown Jewels; gooey lookin’ thing that is the goal of every attempt on a Queen’s life. Princesses can develop their own Crown Jewels, given a few decades of total seclusion, but the Queen gives off hormones that stop them from doing so, and since the Hivers are good with genetic technology it just so happens that a lot of regular-issue Hivers give off the same hormones. Princes are the only male buggies that can reproduce, and long story short they’re usually the military leaders. Only time you can get the buggies to become the classic sci-fi raving swarm is a special kind of scenario: kill the queen and have noone take her place. Just about every last Hiver loves Grandma, barring it becoming obvious to everyone that she’s snapped, and he might be convinced to love Auntie Grammakiller, but if the queen goes with no replacements the bugs will either despair and surrender or snap and hit you with everything they have.

Drive Tech: lol wut
Hiver ships don’t go faster than light. In a universe of species who flicker through the stars like something poetic, the hivers are condemned to slowly crawl between planets at a fraction of c. Sure, once they –get- to a system they can set up a Gate that lets them travel instantly to any other Gate in the galaxy… oh, wait, I probably should have told you about the Gates, shouldn’t I.
Instant travel between any two Gates. And lategame, you can use the Gate network to jump your ships about ten lightyears instantly… plus or minus two lightyears, it’s not particularly accurate. Every race becomes a lot more dangerous in lategame, but the Hivers become downright horrifying.

Ship Layout
To make up for the fact that you will see them coming from about ten years away and have the appropriate nasty-rear end surprises waiting for them when they come, Hiver ships are made out of the stuff of nightmares. Their bridges take as much as Tarkan ones do. Their mission sections take twice the beating a human section will. Their engines… Liir destroyers take less damage to destroy than a Hiver’s engines. They have the most guns in the second most efficient layout possible. You will have the time to build three ships for every one that the Hivers are sending at you. You will need it.

Advantages
Ships made of raw fuckoffium. Gate network makes for incredibly easy defenses, fleet organization, and simple colonization. Have more firepower than just about anyone. Terraform and reproduce at incredible speed.
Disadvantages
Colonize incredibly slowly. Attack incredibly slowly. Will lag behind in tech pretty much the whole game thanks to small total population. Will not be able to put as many ships in play. Tend to do badly with energy weapons. Play dramatically differently from all the other races.

http://sots.rorschach.net/images/e/eb/Ripper.JPG

Zuul
Psychotic space kangaroos. They’re basically marsupials, a genetic experiment gone horribly wrong. They have been abandoned by their creators, the Suul’Ka who had enslaved the Liir, and they themselves enjoy taking slaves. They are seeking their masters, their gods, effectively, and will go through any other species to get there.
They have strong aggressive psychic powers, which mostly involve them ripping out the minds of their captives, which increases their knowledge.
The Zuul are not, as they might first seem, a ham-handed caricature of religious zealots and a mindlessly violent antagonist to give the other races a common enemy. But they are much more like another take on the 'assimilator' archetype of alien races, typified by the (cy)Borg of star trek and the Tyranids of Warhammer 40,000. But again, rather than turning them into a mindless collective intelligence, the Zuul (males) are sentient beings who have neither the ability or the patience to learn technological, biological and social skills on their own and, as a matter of course for a predatory species, seek to take those things from others. The Zuul, an incredibly (<100 years) young race, assimilate the bodies and minds of other beings to fill a yawning void in themselves; the Zuul lord(?) of one series of short fluff stories, after mindripping a high-ranking Catholic priest, was fascinated with Judeo-Christian mythology and integrated elements of it into his conception of his own race's divine mission, coming to refer to himself as 'the Deacon'. The more I think about the Zuul, the more interesting they seems


Drive Tech: Node Ripping
The Zuul use the same type of node lines as humans, basically allowing them great speed, but they don’t use pre-existing routes like humans do, instead, they make their own. This requires specialised ships, like the Hivers need their gate ships, the Zuul have Rip Bores, and later, larger incarnations of same. These are heavily armoured, but slower than normal ships, therefore, once a node line is established, fleets can move along these lines faster than the original creating ship. Unfortunately, these node tunnels are not stable, and so collapse after some time.

Ship Layout
The Zuul do not believe in armour, they have extremely fast sublight engines, making them the fastest in the game, along with an incredible array of weapon turrets, also, the greatest number available in the game. These weapons mostly fire forwards, but they have significant broadside and even rear firepower. Zuul ships are not symmetrical, like the other races, and so can often be found with powerful left or right flanks.

Advantages
They travel fast along node lines, have incredible firepower, and are capable of assimilating enemy population as slaves and also enemy technologies through an affinity for salvaging.
Disadvantages
They are constantly using up their planetary resources, unlike the other races, they have a permanent overharvest, and so after 50 turns would for instance lose 10% of their starting planets resources.
Technologically, Zuul are backward. They don’t have much imagination. This is compensated by an incredible salvage rate, not even requiring salvage ships to salvage technology, and so when at war quickly assimilate their enemies finest technological advances into their own fleet



The settings are normal difficulty (the AI can still win, but it doesn’t get 50% bonuses to research and income that it gets on hard, which makes for the player needing to choose his research very carefully and be generally too focussed to be able to do fun story stuff, at least, that’s my excuse)

There are 111 stars in this galaxy, and one of each race.

This is our galaxy:

http://img443.imageshack.us/img443/3315/87146362uv7.jpg

RazielDemon
Feb 13, 2008, @ 10:12 PM
On the human homeworld Spica:



http://img142.imageshack.us/img142/8592/faceixb5.jpgDr. Raziel: I'm telling you sir, I'm absolutely CERTAIN it'll work this time.

http://img220.imageshack.us/img220/9659/facejlz4.jpgTLSC overlord Baron MVB: That's what you said last time Dick, and I had to visit the families of those poor test animals. I'm telling you right now, I don't want to face the grieving owner of another Amir, even if he was just a chihuahua.

Dr. Raziel: No, I'm guaranteeing you right now that you won't have to do that again sir, hell, I'll even go visit them if it DOES go wrong.

TLSC overlord Baron MVB: HA! So you're saying it COULD go wrong, caught you!

Dr. Raziel: *grumbles a little* please, let's just do the test shall we sir, or we'll never get anywhere?

TLSC overlord Baron MVB: Oh very well, go ahead and launch a test flight.

http://img142.imageshack.us/img142/8592/faceixb5.jpgDr. Raziel: Ah wonderful sir, thank you, here is our design for the Morpheus class scout:

http://img232.imageshack.us/img232/8376/84367032xd7.jpg

The prototype is ready for launch, though it is still possible to switch from mass driver weapons to our preliminary laser weaponry designs for it's turrets in case it comes out of Nodespace inside an asteroid field.

http://img220.imageshack.us/img220/9659/facejlz4.jpgTLSC overlord Baron MVB: No, those may be more accurate but they don't have the stopping power to take out even medium sized asteroids. Plus, the mass driver rounds would cause what they hit to be pushed back and deflected correct?

http://img142.imageshack.us/img142/8592/faceixb5.jpgDr. Raziel: Yes sir, that's true.

TLSC overlord Baron MVB: Alright, let me see what this thing can do...

Dr. Raziel: Preliminary micri-node jumps successful sir, I believe we may be able to attempt an interstellar flight!
Oh... this might be the time to mention... We did actually built four prototypes... I'm sure it was a clerical error somewhere, but as it so happens we can now explore all four nodelines which extend from the Spica system.

TLSC overlord Baron MVB: Why you little.... and on my tab too I'm sure, well, water under the bridge, but I'm gonna set some of my own clerks to watching your books very carefully from now on. Alright, send them out.

http://img517.imageshack.us/img517/1757/97994652rw1.jpg

Dr. Raziel: Alright sir, as you know, when these ships reach the end of their node lines, they will automatically start up their FTL communications arrays, and be under remote control by commander Psy over there

http://img174.imageshack.us/img174/7100/faceahu8.jpgCmdr Psy: Yo Baron.

TLSC overlord Baron MVB: Hello there Psy, try not to fly into a rock or anything would you?

Cmdr Psy: yeah, sure man.

Dr. Raziel: It will take two months for the first prototype, labeled Alpha, to reach the end of the node line by my calculations. Quite impressive for a distance of 5.7 lightyears don't you think? Well, anyway, unfortunately, the node focusing ring takes up most of the engineering capacity on the vessel, and so I'm going to start working on enhancing the capabilities of the sublight fission drives, so that it won't take so long to cross the distances between nodeline exits and the planets themselves.


[2 months pass]

Dr. Raziel: ah, welcome back Baron, just in time, it looks like Morpheus Alpha is reaching the end of the nodeline, our directional calculations were correct, it is the Cygni system. Next month, Beta will reach the Hercules system, the next month Gamma will reach the Midway system, and the next Delta will reach Ultara. Here we go, Cmdr. Psy is ready at his controls over there.

Cmdr. Psy: yah, we're there! *flies around a bit* wow, this is a boring system guys, there's one planet, and it's a bit of a bummer,

http://img87.imageshack.us/img87/2589/22759305oc8.jpg
(as you see, turn 4, turn 2 the ships were completed, and I'm just naming a turn a month for now, they're technically years, but if I stick to that, then all the characters will be pensioners or dead by the time the game ends {not that a few of them might not die anyway}. The planet Cygni is described on the left side of the screen, it's got a size of 5 and roughly 5000 resources, both very average. Size determines population {and taxes}, plus what planetary defenses a system can have; resources x infrastructure how much it can produce; the planet has a Hazard Rating of over 900, which is quite uninhabitable, systems come between 1000 more and less HR than your homeworld, and the lower the better, up to 600 can be colonised {more with tech}, but the cost of doing so increases with the HR)

Dr. Raziel: Ok Commander, set Alpha on a course for another nodeline if you would be so kind.

Cmdr. Psy: K.

TLSC Overlord Baron MVB: what? isn't it coming back?

Dr. Raziel: No commander, it has enough fuel to travel 27 lightyears, this was only a short trip, I intended these ships as disposable scouts.

TLSC Overlord Baron MVB: well, at least they aren't too expensive, I checked the books, they only cost 9250 credits each. Very well, cary on Commander Psy. It looks like there are more nodelines connecting to Cygni, I'm hereby ordering you to build more scouts Dr. Raziel, let's see where they lead!

Dr. Raziel: Yes sir, will do. Incidentally, I have completed work on an improved sublight engine, however, fitting it to the scouts will increase their cost by aproximately 50%. I have now started working on some improved assembly techniques, which might improve the efficiency of production of starships.

TLSC Overlord Baron MVB: oh bugger that, never mind. Maybe we'll use it later.


[a month passes]

Cmdr Psy: SIR SIR!! I've found something in the Hercules system!

TLSC Overlord Baron MVB: what's that?

Cmdr. Psy: It seems to be an almost exact copy of Spica sir, I can't believe it... it's just smaller.

TLSC Overlord Baron MVB: Well I'll be a dingbat, how can this be? RAZIEL get over here!

Dr. Raziel: *looking at the readings* hmm... most odd, no humans, or other great apes, but otherwise an almost exact copy of the Spican ecosystem this is very strange Baron... but extremely easy to colonize!

TLSC Overlord Baron MVB: Colonize? Colonise.... *has a brief daydream about two entire planets to ruthlessly exploit, all paying their taxes into his pocket rather than just the one* yes... that, that sounds like a very good idea, noble, spreading humanity and all that. GET TO IT, oh, and explore those nodelines!

http://img100.imageshack.us/img100/3049/10303680xt6.jpg
(seriously, I have never seen such a perfectly colonizable planet, EVER, and I've payed hundreds of games, this would be like finding a perfect {though smaller} copy of earth which for some reason lacked cattle, and then, if someone accidentally sneezed on a buffalo, boom, there would be cattle, and it would be perfect; nice resource count too)

RazielDemon
Feb 13, 2008, @ 11:09 PM
http://img86.imageshack.us/img86/544/49254876hz1.jpg
The Telva class colonizer.

http://img220.imageshack.us/img220/9659/facejlz4.jpgTLSC overlord Baron MVB: I see the new design is ready.

http://img142.imageshack.us/img142/8592/faceixb5.jpgDr. Raziel: Yes sir, I've had to equip them with my advanced drive system, the standard node drive doesn't have the fuel capacity to go down a line longer than 9 lightyears, and refueling is impossible mid-slide. It'll cost 4000 credits more, but I believe it will be worth it.

Baron MVB: Yes, let's get that planet up and turning a profit... I mean, up and running for the good of Humanity.

Dr. Raziel: Of course... as you command. Remember that Gamma will reach Midway soon, and Alpha fleet will reach the end of its new nodeline, I believe it should reach the Isis system.

Baron MVB: Very well.

[the next month]

http://img174.imageshack.us/img174/7100/faceahu8.jpgCmdr. Psy: Hey, Baron dude, these planets are pretty cool too, not like Herc, but nice:

http://img222.imageshack.us/img222/1153/midwayisismg6.jpg

Baron MVB: *eyes glittering with avarice* Yes... more planets to colonize, excellent.

Dr. Raziel: we might not want to colonize them all at once sir, that would take up a full half of our monthly budget.

Baron MVB: don't be silly man, what else would we spend our credits on?

Dr. Raziel: Well, prostitutes and drugs might be nice...

Baron MVB: Psssh, you'll just have to go cold turkey for a month or 2.

Dr. Raziel: I think it would be more on the line of a few years sir...

Baron MVB: well... if that's what it takes, then I choose to sacrifice your comfort. Now, commander Psy, have Alpha and Gamma set course to explore more nodelines. I'm feeling lucky!



---------------------------------------------------------------


Here endeth the beginning.... or is it the beginning of the end for the Brave TLSC StarLords of Spica?

Ok, so here comes the audience participation bit:


What do we do on first contact? Are we peaceful if they are, or do we shoot first and ask questions later?

What sort of weaponry do we want to specialize in? Right now our choices are fairly limited, but we have good options. We can go for the ultraviolet lasers, all-round good weapons, stay useful throughout the game, or emitters, lightning guns which arc to other opponents and so can hit multiple enemies, also never miss, though shortranged. We have early torpedo technology available, and missile tech... what should we get right now?

Also, I want to know what our eventual focus should be: the tech tree is randomly determined for each faction each game, with certain races having better chances at certain techs. Do we want to go mainly for long range missile technologies and torpedoes? Might we want to research the extremely powerful, but slow and inaccurate energy cannons? Do we want to stick with the projectile principle, and create huge mass drivers which can knock enemies back and out of formation, culminating in the planet killing Siege Driver? We could go for the sci-fi staple beam weapons, both accurate and powerfull, but limited in range? Or maybe we should go for something more outside the box, biological weapons, cloaking technology and the like.... It's up to you, i'll take votes, requests, questions... anything.

And, aside from that, if you want to appear in this story in any way, please post how, you can be a ship class (specific roles like command, support, close range combat, specialist are all available), a character, or as something else entirely, as a surprise :D




NOTE: next update I need to design a refueling tanker, a warship, and probably a command vessel, so first come, first serve :)
Also, i'll start researching at least one technology, if noone mentions a weapon type they like, it's gonna be an industrial tech, and we might be ill prepared for who we might meet out among the stars...

The Dark Messenger
Feb 14, 2008, @ 12:49 AM
I like the idea of projectile based weapons, personally. Call me a luddite if you will.

And I'd say, keep the peace if they will, until we find an opportune moment to stab 'em in the back.

RazielDemon
Feb 15, 2008, @ 12:20 PM
A pictorial update while I wait for more people to respond with desires for weaponry and tactics prefferences.


The tech tree:
http://public.clunet.edu/~sjfahmie/techchart.jpg
as a link rather than graphic, or it's just toooooo huge

Or there's this version
http://img244.imageshack.us/img244/5270/techchart2sr5.jpg
which has all each connection listing the chances that each race has (recalculated each game) of getting a particular tech link from a researched tech, in percentages


Direct fire missiles (shorter range burst fire, not guided, obviously):

http://i173.photobucket.com/albums/w45/l_mathiesen/sots%20screens/screen0041.jpg


A Liir cruiser firing a particle beam and a couple of fusion cannons:

http://i236.photobucket.com/albums/ff21/Eleahen/screen00028.png


A human dreadnought in the foreground, with two Hiver dreads, each enveloped in acid clouds (a damage over time, area effect large missile type) and themselves firing fusion projector weapons (fires a large cloud of inaccurate small fusion cannon projectiles):

http://i173.photobucket.com/albums/w45/l_mathiesen/sots%20screens/screen0062.jpg


Human cruisers firing antimatter cannon at an undeployed Hiver gate:

http://i113.photobucket.com/albums/n238/GTN_Collector/ooohpritty2.jpg


A Tarkasian cruiser firing bio-missiles:

http://i113.photobucket.com/albums/n238/GTN_Collector/bio2.jpg


A swarm of Spinal Mount Zuul destroyers. Tractor beams (green) ensnare the hapless vessels, while emitters (blue arcing lightning) shatter their hulls; a lucky few are granted a quick death via his massive Heavy Combat laser array:

http://www.thesmipps.com/images/eof/2_3/potd.jpg

RazielDemon
Feb 15, 2008, @ 07:02 PM
Ah, I realize I left out the only request so far, projectiles:


Bursters: a later projectile tech, it fires a clump of pellets (topright of picture), which at a set range burst apart in all directions (left side), a great large turret weapon for taking out a lot of destroyers.

http://i67.photobucket.com/albums/h294/the_ubernoob/4thjuly.jpg


The ultimate projectile weapon: the Siege Driver... it fires moderately sized asteroids:

http://i110.photobucket.com/albums/n91/OBXBandit/screen0106.jpg
(it has been scientifically proven that 99% of all Human siege driver designs are named Eastwood or Harry)