Author Topic: A stroll through 10/10  (Read 3722 times)

Offline Coppermantis

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Re: A stroll through 10/10
« Reply #15 on: January 22, 2012, 03:05:21 am »
Nope. Any Human military presence at all on or adjacent to the Raid Engine world. This includes missiles, as I unfortunately learned.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline keith.lamothe

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Re: A stroll through 10/10
« Reply #16 on: January 22, 2012, 09:22:41 am »
What exactly activates a raid engine. Usual ai alert phase of less then 1 starship and less then 50 fleet ships?
Looking at the raid engine code, basically:

- If game clock is > 60 seconds and not on cooldown
-- for each neighboring planet, then current planet:
--- if does not have a AI command station or has at least 1 human military unit (minor faction and zombie units never count, even if their player number points to a human)
---- send wave to that planet, start 200 second cooldown, break out of planet loop
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Offline chemical_art

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Re: A stroll through 10/10
« Reply #17 on: January 22, 2012, 03:31:32 pm »
Nasty.

Got a new game lined up.

Assets:
2 armored golems
1 artillary golems
3 ars
6 spire civilians

All before the first homeworld, which has no raid engine (it does have cpa's...maybe...but if it does that's ok! Maybe I can empty the whole galaxy and then drain the V's!)

New strategy involves using those civs. If I can bust 5 without taking their worlds I can then turtle up and ride out the waves as they diminsh to zero. Then I may try the impossible and take all the worlds in a 10/10 game. With a massive econ and an arty golem to puncture a guard post each "phase of battle" I can overcome the first world.

The second one does have a raid engine. That will involve the guardpost being punched out as I have my AIP at the floor (less then 300 I imagine) and me bum rushing the world to get the post with arty.


1. Does the artillery golem have the ability to ignore dampening? I heard it did, but I need to confirm.


Game will wait until the update. 20 AIP makes for not impossible games of the first wave, but bad enough to wait a day to start.
Life is short. Have fun.

Offline keith.lamothe

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Re: A stroll through 10/10
« Reply #18 on: January 22, 2012, 06:38:31 pm »
Nasty.
They appreciate the compliment.

Quote
Then I may try the impossible and take all the worlds in a 10/10 game.
Heh.  Remember the AIP floor, reductions or no.  But yea, given a willingness to rack up a fairly silly game clock, that might be possible.  The AI would be likely to retaliate in other games, however.

Quote
1. Does the artillery golem have the ability to ignore dampening? I heard it did, but I need to confirm.
Both the human and AI variants (not the broken variant, obviously) do have the ImmuneToRadarDampening flag set to true, yes.

Quote
Game will wait until the update. 20 AIP makes for not impossible games of the first wave, but bad enough to wait a day to start.
Understandable.   5.021 tests have gone very well, so I think it's ready for tomorrow (hopefully Chris will have time to do the release).  Hybrids have learned some new tricks.  Test subjects didn't do so well.
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Offline Ktoff

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Re: A stroll through 10/10
« Reply #19 on: January 24, 2012, 10:01:09 am »
Did you think about a solution to shield generators "behind" the core worlds? I seem to remember somebody stumbled across this problem in another insane campaign....

Offline zoutzakje

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Re: A stroll through 10/10
« Reply #20 on: January 24, 2012, 10:11:35 am »
Did you think about a solution to shield generators "behind" the core worlds? I seem to remember somebody stumbled across this problem in another insane campaign....

to be fair, I think a lot of people who play snake map for the first time stumble across that problem :D I'm not ashamed to admit that I'm one of them lol.

Offline chemical_art

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Re: A stroll through 10/10
« Reply #21 on: January 24, 2012, 11:49:03 am »
as for the shields:

been there done that. No shields on snake maps
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Offline Hearteater

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Re: A stroll through 10/10
« Reply #22 on: January 24, 2012, 01:23:34 pm »
Like many things in AI Wars, I'm guessing that's a mistake people only make once :) .

Offline Wanderer

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Re: A stroll through 10/10
« Reply #23 on: January 24, 2012, 08:57:11 pm »
Did you think about a solution to shield generators "behind" the core worlds? I seem to remember somebody stumbled across this problem in another insane campaign....

Probably me, "brawl on the snake".  I prepped Spire Teleporter units to be able to move the majority of my fleet to any leftover A CSGs, but found I didn't have to because I got lucky.
... and then we'll have cake.

Offline chemical_art

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Re: A stroll through 10/10
« Reply #24 on: January 24, 2012, 10:36:58 pm »
round 4 is go. World 3 has a super fort.

edit: it is hidden under 2 shields and a zombie guardian. groan
« Last Edit: January 24, 2012, 11:06:11 pm by chemical_art »
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Offline chemical_art

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Re: A stroll through 10/10
« Reply #25 on: January 26, 2012, 07:45:25 pm »
abandoned after discovering super fort could not be defeated through lack of supply

resuming hunt for games with botnet within 4 worlds and an arty and non raid world.
Life is short. Have fun.

 

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