Playing Lizards in VGAP4

September 2000. | Suggestions welcome | More VGAP4 tips | Back to main Race page

  • Overview
  • Using special racial abilities
  • Using special ship devices
  • Recommended colonisation strategy
  • (This page is built up from comments on the mailing list, by: David Ouimet; Jon Nunn; Chris Olin; Greg Bahr; Tim Wisseman; Marco Schon; Claudius Muller; and Martin Lorenz. My thanks to them for their insights.)

    Overview

    Using special racial abilities

    Using special ship devices

    The Particle Fountain Mines planets from orbit. It also adds to Hyperdimensional Stress.

    The Paticle Fountion also increases Planet Stress (but not as much as Mining Laser) Do NOT use on your own homeworld! On other worlds, be ready to ship out the natives and colonists before the world dies or else use a dampener.

    DO use a Particle Fountain along with your Scaler Wave Amp on your enemy's homeworld. In fact, do it early and often.

    Oliver Voigt: with a first look at the Lizards I noticed that the only ship device changing the climate is a Global Icer on the Eros. With a maximum farm climate of 95 it's pretty useless. What they need is a Global Warmer instead. Perhaps the Eros' ship device could be changed if the data is not just extracted from the Fed Shippack, or the Bohemian instead of the Eros could be included the Lizard shippack. IMHO without a Warmer the Lizard will be pretty hard to play...
    Has anyone tested the Hisser-unit, how it works? In v3 you simply raised the relating planet's tax by approx. 5% per hissing ship. Now you have a universal tax system setting the taxes for all your bases, or are the Lizards stick to the complex tax system if they want to benefit from hissing? - I think it affects the happiness on a single planet, which affects the amount of money any given tax rate will yield.
    (Greg Bahr:) They have a sort of Super Weapon. The Scaler Wave Amp, which increases the base frequency of the planet, which will in the end cause it to explode. No Base Shield will stop it! Muhahahaha
    (David Ouimet): It takes a long time to be effective over a planet (good luck agaisnt anyone but a crushed enemy) and is useless in combat
    (Martin Lorenz:) The Scalar Wave Amp is IMO a very potent weapon. The base frequency it changes is the more or less constant difference between the stress level of the current and the next turn. So if your enemy once gets over your planet with the device on and changes it to a positive value, you have to have a Scalar Wave Dampener at hand or your planet will accumulate more an more stress until the great goodbye. I wonder if several of these devices in the same turn act together.
    Chris Olin:
    I would guess that it works similarly to other terraform devices, in that the effect lingers; but, the planet has a tendency to move back to a "natural" condition.
    If you look at the Hyperdemensional stress math,
    That planet goes Boom when the stress level hits 1000. The Wave amp inceases the Base Frequency; so depending on the max value for that; a planet with very little starting stress could take a very long time to blow.

    Recommended colonisation strategy

    Lizards should take advantage of their 190 mining by strip mining. Don't worry about excess mines causing natives to be upset; build a cheap version of your tech 2 ship and start hissing.

    The Particle Fountain is also effective at increasing the temperature of a planet. The Eros is intended to cool it back down to optimum farming level.

    Strategy suggestions

    Personnel ground combat stats, and racial Dark Powers don't look too good until you realise they don't use the normal Ground Combat rules for personnel.
    Mechanised ground forces are pretty good but opinions are divided on just how good:
    "these look better [than the personnel]" said one early analyst.."Some nice attack factors will allow the Lizards to inflict heavy casulties on the enemy, but they should expect to take losses against a prepaired enemy. Not sure but, with the staggered system used for Ground Combat, the Mobile Bunker seems all but useless as it does not fight jointly with other units."
    "[All] their assault vehicles are pretty good" countered Chris Olin. "I wondered about them not seeming to have much in the way of Defensive stats, though their Offensive ones are well over the top." Chris pointed to the type 3, the "Mobile Bunker":
    "It seems like this is meant to soak up the damage and thus protect other units; kinda like the Gunga battle bubble"
    Claudius Muller asked:
    "I'm wondering why the Lizards seem so weak. If you compare their combat stats to the Stormers' the question arises where all their physical strength ("...throwing boulders of rock around like little plastic balls...") went to. Or is it just their fighting techniques that are so poor? This P4-Version of them looks pretty far from the 30:1 (any race) or 2:1 (Stormers) ratio they could rely on in P3. What makes up for it?"
    Tim's reply:
    "With the release of the next host the Lizards will have immunity to enemy ground troop / crew / colonist weapons. Their puny weapons can not get through the thick Lizard skin.
    "In a ground war, Lizards can only be killed by assault craft, fighters and lasercannon.
    "Anyone afraid yet?"
    Q. What do enemy highguard rangers to them? I.e. are Captain Kirk or Darth Vader doomed if they stumble over a Gorn child???
    A. "That happened to the Outpost at Cestus III? Feds all dead, Gorn 0 dead. (No Gorn bodies found).
    "Captain Kirk had problems with 1, what would he do against 2, or 1000!
    "High guard do not fight in ground wars, they give their troops / crew / colonists a massive advantage from their leadership, but if things get really bad they run away in their personal shuttle. High guard do not die in ground wars, they always escape.
    "So yes, if a high guard rangers sees a Lizard child they run away like a little girrrlsss. - Tim"
    Immediately, a question was raised: what happens if you drop 1 Lizard on an enemy planet? Does it just invulnerably scythe through millions of enemies? Answer: as with any ground combat, there's a limit to how many enemies it can kill in one turn. Besides, if it's vastly outnumbered, it will surrender at the end of the turn if the enemy are set to KillKillKill.

    This was thought very neat by the Beta Tester community, but an intense debate decided it was Too Good. And what about crew-transfers to enemy ships from the Lizard cloakers? A single Lizard could capture any ship(Nova, Cube or whatever) despite the fact that powerful hand weapons are (presumably) available to crew on a ship. So Tim changed the ground-combat thus:

    Note: if two Lizard players are involved in a ground combat, no special rules apply. It is resolved like any two normal races ground-assaulting each other.

    Strategies against particular races:

    If you run into Stormers, just upgrade your ships and send them their way; it won't be long until the Stomers cry "uncle". If they refuse then mine their home world from orbit with the Saurian Particle Foution, getting minerals while ruining the Stormers economy by global warming, and if you keep it up evenually the planet will explode.

    Against Borg, drop your Lizard troops with Kill 3X orders so the Borg won't have time to assisulate them.

    In very early game, the Feds are no match for you, but once they can build Lokis watch out! The best ship you have for taking out Lokis is another Loki; your other ships with attack bonuses to offset the Loki's 70% evasive bonus are very vulerable to Ion Cannons which everybody has by then.

    Combat against Feds: Mix-in both your unique ship designs along with stolen Fed plans. His response is a win-win-win for you.

    Techs: Don't bother with Hyperdrives or Superweapons. You can't use either one.

    Lizard fighters:

    Types 1 & 2 are Iron Clads with 40 Armor! Forget about Sandcasters. They are also very expensive, 300 & 350 MC a piece.

    Type 1 appears designed for long range strikes on planets with the 120 ly range. The weapons have a very short range and are limited in numbers, but they are accurate and these fighters are 50% evasive. Type 2 has more weapons, longer ranges, but have zero evasive bonus like type 1. (Easy to shoot down by conventional PD & fighters) Type 3 is much more affordable (80 MC each) however the weapons are inaccurate in space, and not evasive. Perhaps it's for shooting down Enemy Lizards on your planet.

    Miscellaneous notes

    Tax rates [Jon Nunn]: Maybe Lizards should NOT use complex taxes, it's their worst base rate and their hissers can only boost happiness to 100.
    Their best tax rate could be Conservative : (.4 + .15 Non-PC + up to .2 leadership.)
    Otherwise it's Liberal (.7, .5 + Public Relations .2)
    Enslavement is .65. No modifers.
    Ultra Conservative is up to .7. (.3 + .2 Non-PC + up to .2 leadership) This should produce .05 less than Conservative.
    Complex is only .45 (.55 - .10 Non-PC penalty). However extra happiness gets converted to money.
    What hissing IS good for is for calming down the natives upset about stripped-mined planets. (Large number of factores & mines)

    "A low PC rating may prove a hinderance with natives but the 90 PR is not much lower than normal." - David Ouimet

    Jon Nunn: More imporantly, the non-PC gives them tax bonuses running the conservative (and ulta-conservative) economy and tax penalty running complex. The 90 Public Relations is still high enough to get a bonus running Liberal economy.

    A high Leadership should help along with a good Lawfulness.

    Yes, the Leadership also gives tax bonuses running conservative (and ultra-conservative.)

    The good lawfulness prevents them from having happiness problems on liberal, and tax & happiness problems on enslavement.

    Ships

    Lizards get many decent early warships.
    The only ship with cloak is the Lizard Class Cruiser, which has a guest capacity of 3,000 but no pod bays; it also has a Barbitic mine dropper. Its warp signature is 40, so it's only just invisible when the Cloaking Device is switched on (-50% bonus)... so it may be a bad idea to rush around at top speed (110) when you really want to sneak around. High speeds increase the chances of being spotted.
    The Saurian Class Cruiser has 2 pod bays a Hisser, and a Particle Fountain; but, no cloak like in VGAP3. (Theoretically the Saurian can also cloak, but with a Warp Signature of 90 it's fairly pointless.)
    Only the Lizard Class Cruiser and the tech 8 Loki have mine sweeping arrays.
    The Lizard ships seem to be very tough and relatively fast. (Saurian and the two Top Ships, Madonnzilla and T-Rex can travel at 190 LY / turn)
    Althought the top ships don't have any attack bonus, thank goodness!, the medium ones generally have - so they're even more dangerous than you might have thought.
    Question: Do they get the old 150% damage absorption bonus like they did in VGA Planets 3?
    Answer: All of their native designs have damage modifiers of about 50. So in theory, their ships can take about 200% damage; but, it is a ship property not transfereable to alien designs.
    The Lizards have re-enforced an impression I have gotten from the other race packs. With the noteable exception of the Cyborgs, the v4 races seem much more generalized. Race based advangives are nearly gone; largely replaced by ship gizmos. This is an unsettling trend.... - Chris Olin
    (Indeed, so unsettling that a debate arose amongst the Beta Testers and Tim decided to make more of the special powers in the game race-specific rather than hull-specific. Because otherwise, there was too much danger of imbalance from obtaining special devices through Spying Ship Plans.)

    David Ouimet's / Jon Nunn's Lizard Ship notes:

    Common ships such as freighters are ignored. Note that the damage vulnerability is negligable and over all their ships are BASE LINE NO STRONGER than any other race as the key factors of BLAST and KILL do not seem to be modified in any way. All Lizard ships seem to have resonable scanner ranges and high repair making them sturdy and effective attack/patrol units. Most ships look to be fairly cheap, so the Lizards may prove to be an effectve Swarm Race like the Borg.

    Anti-Lizard tactics