Highfleet Custom Modded Campaign – Manifest Destiny #7



Sometimes, you just need to Manifest a Hidden city.

It’s finally time to take another attempt at this custom modded campaign. All enemy ships were designed and voted on by the community! Thank you again to everyone who took part!

Voice Acting Credit: Madeline Dorroh (https://www.madelinedorroh.com/)

Special thanks to everyone who has supported me through my Ko-Fi! (https://ko-fi.com/phros)

My Discord: https://discord.gg/zp2pfvtDgx
Second Channel: https://www.youtube.com/@PhrosToo

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34 thoughts on “Highfleet Custom Modded Campaign – Manifest Destiny #7”

  1. I don't know if you know this , but you can determine garrison size by the size of the settlement on the map. I.e: larger dots = larger garrisons. If you look back on the map you can see that so far you have encountered relatively small garrisons vs the jump in size with Yezid.

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  2. Looked like some of the Haran mercenary ships were carriers – might be wort buying one, stripping the T-7s, and reselling it

    …a bit later, and I feel like if I was going to wear a bandolier of bullets, I'd have the bullets pointed down my shoulder and not directly at my own neck. Very much questioning the Knight of Dustum's style choice there

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  3. a strategy (that works for me) to find hidden cities is: to look for a plot of land between the cities, then draw a 750 km circles with the compass (the maximum radius of the most powerful radar) from the center of each city, to create an exclusion zone (the theory is based on the fact that the game spawns hidden cities outside the maximum range of the radar, so the cities will not be closer than 750 km from the <enemy> cities) after delimiting the exclusion zone, you will only be left with a small area where a hidden city is most likely to exist, after that, you put the radar in ground mode and look for "spots" (yellow in color) with an approximately circular shape, they are obvious, but they can also be mountains so it is not 100% guaranteed.
    with this method I discovered a hidden city in almost all plots, i had one even at 2500 Km from Kiva

    EDIT: the mistake was corrected, the maximum range of the radar is 750 Km not 700.

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  4. Name suggestions: Eros; Spaghetti Squad; Terra Inventa; Liquidator; Executioner; Trigger; Eliminator; Adam; Eve; Instrumentality; Shinji; Ayanami; Neon; Genesis

    If you can’t tell I’ve been on a Neon Genesis: Evangelion binge lately

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  5. The callsign nameing system you have for your fleet works fine. Organizationally, this makes things a lot less confusing. For what I use for my highfleet nameing conventions, they are loosely rusified names influenced by Pre-Russian Revolution ships, with minor differences:

    Strike Elements/Probeing Ships: Adjectives – Groozniy (Gloomy), Gluppy (Stupid), Smelnyy (Courageous), Zabavnyy (Comical).
    Tankers: Sea Animals – Baluga (name for a heavy tanker), Delphin (name for a tactical tanker or hybrid).
    AWACS: Ravens, Passerine Birds, Owls, and other observant birds – Vorona (Crow), Chihuan, Sova (Owl).
    Capital Ships: City Names or city names of very far eastern Russian/Central Asian cities – Sevastapol, Almany (renamed from Almaty), Tashkanent (renamed from Tashkent), Bekograd.
    Ships-of-the-line: Birds of Prey: Kanyuk (Buzzard), Lun (Harrier), Seriyema.

    For each retrofit or cumulative upgrade, they receive a numerical. Such as:
    Zvonkiy (No mid-campaign retrofit), Tashkanent IV, Sova III.

    I've traditionally used a doctrine of fleets that are small, but heavily armed, so I never had this to be a confusion for nameing. If I do a campaign with many corvette-sized ships I'll have to use callsigns with numbers for each element of the ship of a fleet.

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  6. Phrosphor, i just want to tell you that you are by far one of the best commentators on youtube that ive ever seen. You have a calm voice that i really enjoy and tbh you seem like youd be a nice guy to hangout with

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