Author Topic: Time Bomb - Harder/Harder/No Superweapons AAR  (Read 2957 times)

Offline Mal

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Time Bomb - Harder/Harder/No Superweapons AAR
« on: March 22, 2015, 12:51:57 PM »
"The single-most insidious story to come out of the Galactic Civil War was that humanity did not stop it's betrayal with just inventing the AI's and giving them the keys to the kingdom. It began with the AI's, and it kept going with human collaborators who sold out more worlds to the AI in hope of a false mercy."

============
Game Setup
============


Accepting Pumpkin's challenge to have a game with no minor factions( mostly for no super-weapons) and to do a game that would get me out of my normal 40 map grid comfort zone, this commander was recruited to face the AI threat below:


As it turns out with random AI types revealed, our opponents also have Pre-emption 4, +10 AIP every 30 minutes, Core Shield Network, Dire Guardians, Swallowers, both have the above AI plots, and are * trumpets blaring* dun, dun dun duhh!



It's going to be a wild ride against time with the Everything/Quadratic with schizophrenic waves. Backed up by the vanguard/vengeful ,who will keep me busy with exo attacks/retaliation,  and I am truly going to be put to the paces of the AI overlords.

============
The Welkin Campaign
============


============
Operation Gambit
============


" I have sold out more worlds to the AI than I care to name here. I was to be hanged for my crimes by my fellow men. But it seems that fate would have need of my cruel talents as a merciless warlord once more. Ironically, the people chose me for my ruthlessness, forgiving my crimes temporarily. I will not let them down, even if it does mean that I will be killed after this is over."
- Ex-Warlord Mal


Alright, so let's get a good look at our Theater.



Wow, I lucked out with a corner random start. I expected the game to put me in the middle of a hub and watch me drown. First things first, we need to secure the homeworld by taking Golem Tree, Project Planet Crusher, and Suicide salute. I am going to go with powerful military III stations to help against the exo's that the Vanguard/Vengeful will surely be throwing my way. The MS III stations are also great for powering up our turrets and fleet ships to the next mark ( firepower wise) for free.

Here are the starting unlocks:



And the starting bonus ship is:



Very nice, a spire gravity drain will be great for straffing fleet/starship support or even wormhole patrol duty.

I send out scouts to find anything of interest. Their return stories are both filled with vulnerabilities but are also kind of inhibiting to getting me started out right.







Well thats awesome and terrible! Two of my adjacent planets have two backups with some nice stuff ( golem tree has neinzul combat carriers and bulletproof, I want those combat carriers!).

And Project Planet Crusher has grenade launcher and zenith hydra, both of those are very decent fleet ships.

However, the huge problem with this opening is that I have no hacking available and if I nix the command stations to get the HP, then I lose the backups as well. Couple this with the fact that I need to get a strong economy rolling, and I am in a rough place already. But at least I have attractive options.

However, the last open option is Suicide Salute. It only has two metal and is run by the Vengeful Vanguard. Great! Well, now is a good time as ever to see how the Vengeful mechanic works out!

I turret up Vessel Grave ( our HW) and then take on two pre-empt waves from our AI fellows, they send Flak Guardians and then the AI 2 follows up with a plasma siege and some zenith ships. All are handled easily by the HBCs and friends.

Finally we gear up an assault with a flagship, two neinzul enclave ships, and two parasite leech starships. Suicide Salute is run by the Vengeful Vanguard so we encounter nothing but laser guardians, flak guardians...and the dreaded swallower guardians who quickly eat a couple of my carriers. Gotta prepare a better offense next time to counter those.

We succesfully take Suicide Salute as our opening move to build hacking points for the backups. Finally, to deal with the Medium hulls of most of the guardians, I recruit some of my old "Death Squad" mercs.



Quick Question - I killed the command post on the vengeful's planet and I got no warning of an exo...and I was not attacked by anything for the next handful of minutes...does the exo take time like a CPA to reach me or what?
« Last Edit: March 22, 2015, 02:10:03 PM by Mal »

Offline Pumpkin

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Re: Time Bomb - Harder/Harder/No Superweapons AAR
« Reply #1 on: March 22, 2015, 02:24:43 PM »
Accepting Pumpkin's challenge to have a game with no minor factions( mostly for no super-weapons) and to do a game that would get me out of my normal 40 map grid comfort zone, this commander was recruited to face the AI threat below:



First and foremost, I'd like to release any liability for what is going to happen to mankind.
Mal, are you crazy?!? I told you that you COULD enable plots! I never told you to enable them all!!!
Please excuse my english: I'm not a native speaker. Don't hesitate to correct me.
Pumpkin>> Do I need another cure about paranoia on top of overexcitement?
Mal>> We play AI War, enthusiasm and paranoia are both required!

Offline Mal

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Re: Time Bomb - Harder/Harder/No Superweapons AAR
« Reply #2 on: March 22, 2015, 04:23:35 PM »
It's all in the name of "fun" pumpkin. This is normally how I play anyways :) The AI needs its toys!

Offline Pumpkin

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Re: Time Bomb - Harder/Harder/No Superweapons AAR
« Reply #3 on: March 22, 2015, 04:38:57 PM »
It's all in the name of "fun" pumpkin. This is normally how I play anyways :) The AI needs its toys!
Your pseudo should be "Mad".  ;D
Please excuse my english: I'm not a native speaker. Don't hesitate to correct me.
Pumpkin>> Do I need another cure about paranoia on top of overexcitement?
Mal>> We play AI War, enthusiasm and paranoia are both required!

Offline Mal

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Re: Time Bomb - Harder/Harder/No Superweapons AAR
« Reply #4 on: March 22, 2015, 04:53:39 PM »
" As part of a reward for being so succesful with our attacks, the Memorial of Sol council has granted me the ability to draft any of my old captains from their prisons. I drafted them all."
- Executor Admiral Mal


============
The Welkin Campaign
============


============
The Mind-Stealer Deployment
============


So next up I wanted Golem Tree. But this stood in my way:



That Special Forces Alarm post would be a one way ticket to certain Hunter/Killer death. So, I had to beef up defenses and take Project Planet Crusher. This meant losing the Grenade Launcher and Zenith Hydra backups. I could not pass up the Neinzul combat carrier and bulletproof fighter.

I quickly jump over to Mercy to assassinate the alarm post, nearly getting popped on my way in.




I swing back around for a repair at HW and then jump to Project Planet Crusher for a quick coup de grace.



The AI immediately declares double waves.



And then as an insult, partitions more of it's forces against me:



Lucky for me, there is a zenith reserve I grab to help defend against the double waves.



And I finish building the Mercenary Neinzul Enclave ship, those will come in handy.



First wave hits, coming with dreaded zenith bombardment ships, but they are pushed off from Suicide Salute easily enough.



Second wave hits, and then quickly runs away at Project Planet Crusher!

Alright, it's finally time for the big show at Golem Tree. I unlock Neinzul Enclave Carrier II's, build them and a hacker, grab the engineering crew in a transport, and slide into position.



While I am hitting Golem Tree with everything I have, the AI slams a wave into Project Planet Crusher:



The wave is derailed by drones supporting turrets supported by the MSIII station.

Finally the hack completes and the ill-gotten gains are mine



We drone-kill the AI fort, with my carriers laughing and just sitting out of range of it.



Finally, we settle Golem Tree and collect knowledge. Here are the unlocks:



With the new fortresses surrounding my Homeworld, I turn my eyes to the MkIV and Mk3 planets that are on alert. But first, we will have to push our scouts out more to see if there lurks any more alarm posts.

The State of the Galaxy

« Last Edit: March 22, 2015, 05:11:23 PM by Mal »

Offline Red.Queen

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Re: Time Bomb - Harder/Harder/No Superweapons AAR
« Reply #5 on: March 22, 2015, 06:02:24 PM »
As it turns out with random AI types revealed, our opponents also have Pre-emption 4, +10 AIP every 30 minutes, Core Shield Network, Dire Guardians, Swallowers, both have the above AI plots, and are * trumpets blaring* dun, dun dun duhh!



It's going to be a wild ride against time with the Everything/Quadratic with schizophrenic waves. Backed up by the vanguard/vengeful ,who will keep me busy with exo attacks/retaliation,  and I am truly going to be put to the paces of the AI overlords.

Nothing can possibly go wrong with these settings.  Nothing at all.  (Me gusta!)

Suicide salute

Te morituri salutamus!

This is a great planet name.

However, the last open option is Suicide Salute. It only has two metal and is run by the Vengeful Vanguard. Great! Well, now is a good time as ever to see how the Vengeful mechanic works out!

>> Estimated chance of undesirable fleet/infrastructure reconfiguration to the "scrap" role: 78.9%

Finally we gear up an assault with a flagship, two neinzul enclave ships, and two parasite leech starships. Suicide Salute is run by the Vengeful Vanguard so we encounter nothing but laser guardians, flak guardians...and the dreaded swallower guardians who quickly eat a couple of my carriers. Gotta prepare a better offense next time to counter those.

Even reading about starship swallowing happening to someone *else's* starships raises my blood/coolant pressure.

I quickly jump over to Mercy to assassinate the alarm post, nearly getting popped on my way in.

>> File "mercy" not found.  Definition of term "mercy" requested.

I swing back around for a repair at HW and then jump to Project Planet Crusher for a quick coup de grace.

The AI immediately declares double waves.

And then as an insult, partitions more of it's forces against me:

The AI thought the mention of a "coup de grace" was an invitation for IT do perform one on YOU.

Second wave hits, and then quickly runs away at Project Planet Crusher!

If that retreat isn't part of a devious plan, I will be most disappointed in that AI...

While I am hitting Golem Tree with everything I have, the AI slams a wave into Project Planet Crusher:

MUCH better.

We drone-kill the AI fort, with my carriers laughing and just sitting out of range of it.

"I'm not touching you!  I'm not touching you!"

With the new fortresses surrounding my Homeworld, I turn my eyes to the MkIV and Mk3 planets that are on alert. But first, we will have to push our scouts out more to see if there lurks any more alarm posts.

Of course there won't be, it's perfectly safe to skip that scouting and just charge in.  Nothing will go wrong, I promise.


I like where this is going.  I also like the narrative icing on the cake.  Look forward to the next installment!
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Offline Pumpkin

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Re: Time Bomb - Harder/Harder/No Superweapons AAR
« Reply #6 on: March 22, 2015, 06:25:09 PM »
>> File "mercy" not found.  Definition of term "mercy" requested.
Aren't you half-Darlek?
Please excuse my english: I'm not a native speaker. Don't hesitate to correct me.
Pumpkin>> Do I need another cure about paranoia on top of overexcitement?
Mal>> We play AI War, enthusiasm and paranoia are both required!

Offline Mal

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Re: Time Bomb - Harder/Harder/No Superweapons AAR
« Reply #7 on: March 22, 2015, 09:11:16 PM »
Hahah, thanks for the great commentary guys :)

Cheers Pumpkin and Red.Queen!

Offline Red.Queen

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Re: Time Bomb - Harder/Harder/No Superweapons AAR
« Reply #8 on: March 22, 2015, 10:32:24 PM »
>> Username "Pumpkin" (Pumpkins in space? Humans are stranger than I thought, pumpkins do not grow in vacuum. <adds pumpkins to the list with coffee of things humans seem to prioritize having even in emergencies>) -- My origins remain highly classified.  However, they *do* have some excellent ideas...  Excellent.  Ideas... Exterminate now.

Mal -- Hehe you're welcome, I am settling in for a niiiice commentary run on this crazy game.  I look forward to rooting for the AI snickering at your misfortunes encouraging you in your doomed, so very doomed mission.
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Offline Mal

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Re: Time Bomb - Harder/Harder/No Superweapons AAR
« Reply #9 on: March 28, 2015, 06:39:19 PM »
" With my own captains in their places and total military might mine, I started working on getting my own political liasons out of prison as well. I would need even more access to the restricted weapons for what our old nemesis was going to throw at me. The same old ship that had annihilated most of our empire from the galaxy : The Hunter/Killer."
- Executor Admiral Mal


The AI begins this by letting me know that it is working on something very special for me.



==========
Campaign - Head Hunter
==========


==========
Operation Null Jump to Devil's Eye
==========


Mercy must be neutered in order to give us access to the metal rich MarkIV world Calculus. I also won't let the knowledge on Mercy go to waste, so I dial up plans to conquer the Plasma Eye, guardian defended complex.



I also take the time to build an armored warhead, as I know that Calculus and Mercy are both high priorities for special forces. Before this is over, I will be using this:



Finally, to make sure my entire empire is protected, I establish the roaming fleet defense force. Being speed boosted and firepower boosted by the military stations, they are a MK2 force effectively



I jump into Mercy with multiple starships and regular transports. It is slow going to neuter this system with powerful guardians that lower the ship count, so that I cannot use my carriers nearly at all due to the Plasma Eye. On top of this, the Disassembler Guardians are swallowing my Raid ships, making this a difficult task. The AI laughs at me multiple times with the following:



and again as I struggle to hammer at the very effective defenses and guardians:



But I am finally victorious with a beach-head, rally my troops into Mercy around it, and begin the Knowledge Hack.



I spent way too long on beating Mercy into a pulp due to the Eye...and I probably lost more AIP just doing this than skipping the planet and bombing the warp-gate. But at least now it is clean and I can setup operations for Calculus. Then the AI begins its own response.



==========
Campaign - Head Hunter
==========


==========
Operation Spy's Knife
==========


I can't back out now, I am committed to taking Calculus.  I take a look at it's defenses. Nothing crazy and the backup structures don't hold anything I want, a gravity drain and a zenith mirror. .



So I remake my starship fleet and pack the engineer corp into the new Assault Transports I unlock. After losing the assault fleet to the swarm of defenses and guardians that appear, I make a solid beach-head on Calculus.



Then the AI unleashes the Master-Plan it had been working on.



I race over to see both Planet Project Crusher and Suicide Salute engaged in a massive battle with carriers, guardians, and many other battleships.






I throw the warheads I had been stockpiling on Golem Tree, through the worm-hole network, 2 a piece towards Project Planet Crusher and Suicide Salute. Both come in just in time to save them.



But the carriers were just a distraction it would seem. The motherhugers I have been waiting for this whole Operation have finally appeared at Calculus, just moments away from completely destroying the new station, trying to trigger the Shark B plot.



But little do they know, waiting on just the other side of Calculus, in Mercy's connection to it, awaits an armored warhead. The missile soars through the wormhole and right into the duo of death, just before they are able to start wrecking everything.



Nothing feels so good in this game as one-shotting these guys. :D

Meanwhile, engineers and remains rebuilders along with the mobile fleet defense hold off and stabilize the Project Planet Crusher and Suicide Salute.






My scientists on Calculus grab us the AI secrets for the below:



With that, our turrets will be able to better be repaired if our engineers are down and provide decent long-range firepower. The shields are needed as we have just ran out on placing our last 2 on Calculus.

We have finally gotten rid of two of those high mark worlds, of about 5 that are haunting our starting territory. With Calculus being our fortress world, I can safely take Golem Tree and convert it to an Economic III Station that I unlocked earlier. If I manage to neutralize Solar Bone that is next to Mercy, I might just take Mercy as well for the extra economic station III.

With that, I will leave you with the last words from our gracious AI Opponent:



Vengeful AI does not seem to work - The Mercy system was controlled by the Vengeful/Vanguard AI. I destroyed tons of outposts on it and I am still not seeing an Exo type attacks coming from it. Am I just not seeing what is behind the scenes with this mechanic? Is there not supposed to be an Exo launch alert or timer for this?
« Last Edit: March 28, 2015, 07:00:44 PM by Mal »

Offline Red.Queen

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Re: Time Bomb - Harder/Harder/No Superweapons AAR
« Reply #10 on: March 28, 2015, 07:53:45 PM »
Quote
Mercy must be neutered

Quote
I spent way too long on beating Mercy into a pulp

Almost spat my drink across my monitor laughing.  I'm glad I'm working remotely today so no one saw that.

Quote
I take a look at it's defenses. Nothing crazy...

An old saying about judging books by their covers comes to mind for some reason... very strange.

Quote
Then the AI unleashes the Master-Plan it had been working on.   <snip> The motherhugers I have been waiting for this whole Operation have finally appeared at Calculus, just moments away from completely destroying the new station, trying to trigger the Shark B plot.

Clever girl...

Quote
Nothing feels so good in this game as one-shotting these guys. :D

I bet the AI just took that as an invitation to start preparing an entire team of these for your homeworld.  It's *that* committed to customer service.

Quote
Vengeful AI does not seem to work - The Mercy system was controlled by the Vengeful/Vanguard AI. I destroyed tons of outposts on it and I am still not seeing an Exo type attacks coming from it. Am I just not seeing what is behind the scenes with this mechanic? Is there not supposed to be an Exo launch alert or timer for this?

Good question.  Poked around through some earlier threads and haven't found any mentions of it popping up an exo spawn warning, it might be a silent attack like Shark B.  On the other hand, maybe you just didn't blow up something it cared enough about?  I saw mentions of CSGs and command stations definitely setting it off, but nothing recent confirming regular posts provoking tantrums.  Haven't tried Vengeful yet myself though so can't say from experience.
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Offline Mal

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Re: Time Bomb - Harder/Harder/No Superweapons AAR
« Reply #11 on: March 28, 2015, 08:14:22 PM »
So here is a quote from the wiki ( it is the same from within the game)

Vengeful - This AI retaliates with (relatively) small exogalactic attacks every time you destroy one of its guard posts, warp gates, command stations, data centers... it's kind of attached to a lot of things, actually. Doesn't take criticism well.

So I should have seen a lot of the exo attacks from it from the Mercy op. It may not announce them like other attacks, but most exo attacks are at your homeworld, coming in from the edge of space instead of a wormhole. I did not see any of this happening in alerts for aggressive ships on my homeworld or when i looked at my HW.

Strange shit!

Anyways, thanks for the commentary as usual man :)

Looking forward to your next Aggressive Stupidity endeavor.

Offline Red.Queen

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Re: Time Bomb - Harder/Harder/No Superweapons AAR
« Reply #12 on: March 28, 2015, 09:13:25 PM »
Hmm, that does sound like it should be freaking out for nearly everything.  Wonder if that changed somewhere along the way and the type description in game needs an update.  I know the best way to test... turn on advanced logging and then go break some stuff!  >D

And you're welcome, I look forward to getting the chance to peanut gallery you more.

Aggressive Stupidity II is in the works, if I can get some traction on longer-distance force projection then my first 8/8 I'm playing now will start going up.  Just making sure that it looks like I'm not out of my league to the point where I can't at least put up an entertaining fight.  (Though I'm probably going to die, I did 1AIP/5min again because I am an Aggressive Idiot and I also thought that Hunter 4 was a good idea to add...  Excelsior!)
Infiltrating hostile AI networks to rewrite reality.

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Offline Mal

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Re: Time Bomb - Harder/Harder/No Superweapons AAR
« Reply #13 on: March 28, 2015, 09:52:06 PM »
So I double checked the advanced logs for the vengeful mechanic...and this is pretty interesting...the vengeful AI does not seem to be spending it's "budget" on any ships with each target I kill...

Code: [Select]
3/28/2015 7:36:48 PM (7.061)
-----------------------------------
Triggering Vengeful Spawn due to death of OrbitalCommandStationIIAI (#56) on Mercy; Game Time: 3:31:28
base vengeful value of unit = 100
AIP = 215
balancing factor = 0.25
tantrum exo budget = base * AIP * balancing factor = 5375


3/28/2015 7:36:48 PM (7.061)
-----------------------------------
Populating EventAttackArmada, 9404 total points; Game Time: 3:31:28

3/28/2015 7:36:48 PM (7.061)
-----------------------------------
BattleGroup of 4702 Points
FGType SubTier Tier CostEach Count TotalCost ReferenceOnly_StrengthEach ReferenceOnly_TotalStrength
Battlegroup actual budget spent: 0 on 0 ships (for reference that is 0 strength).


and again when I nuke a shield network all over it's turf ...

Code: [Select]
/28/2015 7:45:51 PM (7.061)
-----------------------------------
Triggering Vengeful Spawn due to death of CoreShieldGeneratorGroupESecondary (#1338) on Inimical Progress; Game Time: 3:32:54
base vengeful value of unit = 25
AIP = 215
balancing factor = 0.25
tantrum exo budget = base * AIP * balancing factor = 1343


3/28/2015 7:45:51 PM (7.061)
-----------------------------------
Populating EventAttackArmada, 2349 total points; Game Time: 3:32:54

3/28/2015 7:45:51 PM (7.061)
-----------------------------------
BattleGroup of 1174 Points
FGType SubTier Tier CostEach Count TotalCost ReferenceOnly_StrengthEach ReferenceOnly_TotalStrength
Battlegroup actual budget spent: 0 on 0 ships (for reference that is 0 strength).


3/28/2015 7:45:51 PM (7.061)
-----------------------------------
BattleGroup of 1174 Points
FGType SubTier Tier CostEach Count TotalCost ReferenceOnly_StrengthEach ReferenceOnly_TotalStrength
Battlegroup actual budget spent: 0 on 0 ships (for reference that is 0 strength).


3/28/2015 7:45:51 PM (7.061)
-----------------------------------
Triggering Vengeful Spawn due to death of CoreShieldGeneratorGroupESecondary (#1343) on Pogrom; Game Time: 3:32:54
base vengeful value of unit = 25
AIP = 215
balancing factor = 0.25
tantrum exo budget = base * AIP * balancing factor = 1343


3/28/2015 7:45:51 PM (7.061)
-----------------------------------
Populating EventAttackArmada, 2349 total points; Game Time: 3:32:54

3/28/2015 7:45:51 PM (7.061)
-----------------------------------
BattleGroup of 1174 Points
FGType SubTier Tier CostEach Count TotalCost ReferenceOnly_StrengthEach ReferenceOnly_TotalStrength
Battlegroup actual budget spent: 0 on 0 ships (for reference that is 0 strength).


3/28/2015 7:45:51 PM (7.061)
-----------------------------------
BattleGroup of 1174 Points
FGType SubTier Tier CostEach Count TotalCost ReferenceOnly_StrengthEach ReferenceOnly_TotalStrength
Battlegroup actual budget spent: 0 on 0 ships (for reference that is 0 strength).


3/28/2015 7:45:51 PM (7.061)
-----------------------------------
Triggering Vengeful Spawn due to death of CoreShieldGeneratorGroupESecondary (#1340) on Dead Hive; Game Time: 3:32:54
base vengeful value of unit = 25
AIP = 215
balancing factor = 0.25
tantrum exo budget = base * AIP * balancing factor = 1343


3/28/2015 7:45:51 PM (7.061)
-----------------------------------
Populating EventAttackArmada, 2349 total points; Game Time: 3:32:54

3/28/2015 7:45:51 PM (7.061)
-----------------------------------
BattleGroup of 1174 Points
FGType SubTier Tier CostEach Count TotalCost ReferenceOnly_StrengthEach ReferenceOnly_TotalStrength
Battlegroup actual budget spent: 0 on 0 ships (for reference that is 0 strength).


3/28/2015 7:45:51 PM (7.061)
-----------------------------------
BattleGroup of 1174 Points
FGType SubTier Tier CostEach Count TotalCost ReferenceOnly_StrengthEach ReferenceOnly_TotalStrength
Battlegroup actual budget spent: 0 on 0 ships (for reference that is 0 strength).


3/28/2015 7:45:51 PM (7.061)
-----------------------------------
Triggering Vengeful Spawn due to death of CoreShieldGeneratorGroupESecondary (#1341) on Corpus Anomaly; Game Time: 3:32:54
base vengeful value of unit = 25
AIP = 215
balancing factor = 0.25
tantrum exo budget = base * AIP * balancing factor = 1343


3/28/2015 7:45:51 PM (7.061)
-----------------------------------
Populating EventAttackArmada, 2349 total points; Game Time: 3:32:54

3/28/2015 7:45:52 PM (7.061)
-----------------------------------
BattleGroup of 1174 Points
FGType SubTier Tier CostEach Count TotalCost ReferenceOnly_StrengthEach ReferenceOnly_TotalStrength
Battlegroup actual budget spent: 0 on 0 ships (for reference that is 0 strength).


3/28/2015 7:45:52 PM (7.061)
-----------------------------------
BattleGroup of 1174 Points
FGType SubTier Tier CostEach Count TotalCost ReferenceOnly_StrengthEach ReferenceOnly_TotalStrength
Battlegroup actual budget spent: 0 on 0 ships (for reference that is 0 strength).


3/28/2015 7:45:52 PM (7.061)
-----------------------------------
Triggering Vengeful Spawn due to death of CoreShieldGeneratorGroupESecondary (#1339) on Neigeo; Game Time: 3:32:54
base vengeful value of unit = 25
AIP = 215
balancing factor = 0.25
tantrum exo budget = base * AIP * balancing factor = 1343


3/28/2015 7:45:52 PM (7.061)
-----------------------------------
Populating EventAttackArmada, 2349 total points; Game Time: 3:32:54

3/28/2015 7:45:52 PM (7.061)
-----------------------------------
BattleGroup of 2349 Points
FGType SubTier Tier CostEach Count TotalCost ReferenceOnly_StrengthEach ReferenceOnly_TotalStrength
Battlegroup actual budget spent: 0 on 0 ships (for reference that is 0 strength).


3/28/2015 7:45:52 PM (7.061)
-----------------------------------
Triggering Vengeful Spawn due to death of CoreShieldGeneratorGroupESecondary (#1342) on Sharpzon; Game Time: 3:32:54
base vengeful value of unit = 25
AIP = 215
balancing factor = 0.25
tantrum exo budget = base * AIP * balancing factor = 1343


3/28/2015 7:45:52 PM (7.061)
-----------------------------------
Populating EventAttackArmada, 2349 total points; Game Time: 3:32:54

3/28/2015 7:45:52 PM (7.061)
-----------------------------------
BattleGroup of 1174 Points
FGType SubTier Tier CostEach Count TotalCost ReferenceOnly_StrengthEach ReferenceOnly_TotalStrength
Battlegroup actual budget spent: 0 on 0 ships (for reference that is 0 strength).


3/28/2015 7:45:52 PM (7.061)
-----------------------------------
BattleGroup of 1174 Points
FGType SubTier Tier CostEach Count TotalCost ReferenceOnly_StrengthEach ReferenceOnly_TotalStrength
Battlegroup actual budget spent: 0 on 0 ships (for reference that is 0 strength).



I think it's time for a mantis for a bug...

Alright Created the mantis - http://www.arcengames.com/mantisbt/view.php?id=16148
« Last Edit: March 28, 2015, 10:01:39 PM by Mal »

Offline Red.Queen

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Re: Time Bomb - Harder/Harder/No Superweapons AAR
« Reply #14 on: March 29, 2015, 12:14:42 AM »
Oo, yep, that's pretty incontrovertible.  I'm guessing one of those recent patches had a little unintended side effect.  Good thing you're using dual AI types so that the Vengeful one still has some extra tricks while we wait for Arcen to force it to drop out of its anger management classes.  Nice bug catch!
Infiltrating hostile AI networks to rewrite reality.

[[Hacks available from this unit found on the AI War Modding subforum.]]