Author Topic: 7 is a huge jump from 6 and other noob observations  (Read 7503 times)

Offline Kahuna

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #15 on: July 17, 2012, 03:53:46 pm »
I don't remember exactly. It might have been more like 350 and that was after I had popped the first AI command center so it was in the 200's before I did my first assault.
Ok. 200 at that point and on that difficulty is not bad. But the lower the AIP is the better.  :)
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline sarudak

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #16 on: July 17, 2012, 03:55:22 pm »
Oh I had two other questions from previous games. Is there any way for the contents of a transport to automatically aquire whatever move order the transport had when the transport is destroyed? It would be very useful to cut some of the micro from scouting.

Also is there any way to manually tell my younglings to go to the regen chamber things? It's annoying to have half my fleet at half health once I finish building a cap and no way to do anything about it.

Offline Kahuna

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #17 on: July 17, 2012, 03:55:36 pm »
You can probably count on 160 AIP worth of reduction from data centers + coprocessors, leaving the superterminal out of things.  So your total "budget" for keeping under 150 is closer to 300.

But keeping under 150 isn't necessary at 7; under 250 or even 300 should be fine if you have a reasonable scenario (and defensive position).

On 9+, yea, if you see the other side of 200 you're probably going to be seeing game-over soon.  Unless it's FS or something like that.
This^^ qtf  :)
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Kahuna

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #18 on: July 17, 2012, 04:01:44 pm »
Oh I had two other questions from previous games. Is there any way for the contents of a transport to automatically aquire whatever move order the transport had when the transport is destroyed? It would be very useful to cut some of the micro from scouting.
Nope. Just have to pause the game and then give the orders. I don't mind that myself.

Also is there any way to manually tell my younglings to go to the regen chamber things? It's annoying to have half my fleet at half health once I finish building a cap and no way to do anything about it.
No. But you can put them in transports so they wont lose health. If you have the unlocked the better transports they will regen health so in that case yes (except you order them into the transport not the chamber thing). Also Neinzul ships are reeaally cheap so you could just build another Space Dock (remove the Neinzul ships from the other Space Dock's queue(if you want to)) which only builds the Neinzul ships. Put it on loop and make it a "ship cannon".
« Last Edit: July 17, 2012, 04:04:41 pm by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline TechSY730

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #19 on: July 17, 2012, 04:07:18 pm »
Oh I had two other questions from previous games. Is there any way for the contents of a transport to automatically aquire whatever move order the transport had when the transport is destroyed? It would be very useful to cut some of the micro from scouting.

That would be a nice feature, but IMO it should be optional. A control option maybe?

Quote
Also is there any way to manually tell my younglings to go to the regen chamber things? It's annoying to have half my fleet at half health once I finish building a cap and no way to do anything about it.

Nope, one of the limitations of regen chambers. If you want manually loadable regen, you can unlock Mk. II transports, which heal the ships that are inside of them.
However, you might be interested in a a way to build younglings so that they spawn in stand-down mode (formerly low power mode)

Also, it would be nice if regen chambers could be put into low power mode, which would suppress a youngling's "retreat" logic to that chamber.

Offline Martyn van Buren

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #20 on: July 17, 2012, 04:18:26 pm »
I think the AIP advice here is much too conservative for a new player; 300 by the first homeworld on 7/7 is totally reasonable.  Lower is better, sure, but I feel like ending the game under 200 is seriously high-level play.  It's a something you have to learn to take on the high difficulties but you aren't playing wrong if you can't do it yet.

Offline sarudak

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #21 on: July 17, 2012, 04:24:49 pm »
I think the AIP advice here is much too conservative for a new player; 300 by the first homeworld on 7/7 is totally reasonable.  Lower is better, sure, but I feel like ending the game under 200 is seriously high-level play.  It's a something you have to learn to take on the high difficulties but you aren't playing wrong if you can't do it yet.

Seriously... I thought I was being conservative... :P

Offline keith.lamothe

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #22 on: July 17, 2012, 04:26:22 pm »
Seriously... I thought I was being conservative... :P
Yea, hitting the first AI homeworld with a MkII Nuke was a rational and proportional response, really! :)
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Offline sarudak

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #23 on: July 17, 2012, 04:27:25 pm »
Yea, hitting the first AI homeworld with a MkII Nuke was a rational and proportional response, really! :)

What? Where did you get that idea? :P

I still haven't even used a warhead although I built a few lightning ones just in case...

EDIT: Also has anyone ever won after using a mark III nuke?
« Last Edit: July 17, 2012, 04:35:50 pm by sarudak »

Offline keith.lamothe

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #24 on: July 17, 2012, 04:39:11 pm »
EDIT: Also has anyone ever won after using a mark III nuke?
I made an achievement for doing so (technically, for winning in a nuked galaxy, however it got that way), so I assume someone went and did it just for that ;)
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Offline chemical_art

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #25 on: July 17, 2012, 04:57:59 pm »
Funny, I have maybe 3 planets before I focus on Fallen Spire.

I take advantage of mobile builders, zerg units, and mobile builders though.
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Offline Eternaly_Lost

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #26 on: July 17, 2012, 05:15:41 pm »
Funny, I have maybe 3 planets before I focus on Fallen Spire.

I take advantage of mobile builders, zerg units, and mobile builders though.

It very much varies on the map seed and were the shards end up how much I need to take. Some games I take a single planet or 2 before I start Dallen Spire as everything is nice and lined up with a good whipping boy. Other games I need to take over a whole section of the galaxy before I am ready to have the AI really come knocking on my doors.

Offline Martyn van Buren

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #27 on: July 17, 2012, 05:33:13 pm »
By the way, does anyone play difficulties 9 to 10 with realistic map type? I always play realistic and have not yet cracked diff 8, not that I'm all that good at the game.

Offline Varone

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #28 on: July 17, 2012, 06:23:33 pm »
By the way, does anyone play difficulties 9 to 10 with realistic map type? I always play realistic and have not yet cracked diff 8, not that I'm all that good at the game.

I play simple-hubs on difficulty 9, realistic just looks too messy and if you use a custom galaxy layout everytime you load the game you have to back and load your galaxy layout again, gets a bit annoying.

For a new player i would say 300-400 Ai progress at 6/7 is fine. Once you've got a win or two under your belt then try to get that AI progress lower.

I would actually use a MK II nuke if the AI progress wasn't so high, better just to use singles. Though nuking a hub with 18 connections with a MK II.... Always fun. MK III though... i would attempt it but you can't build anything anymore because of no energy, now if there was a way around this apart from having lots of starships pre-built.

Offline Diazo

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #29 on: July 17, 2012, 06:26:00 pm »
By the way, does anyone play difficulties 9 to 10 with realistic map type? I always play realistic and have not yet cracked diff 8, not that I'm all that good at the game.

I only play lattice these days, even on my 10/10 attempts when I make them.

It does make for a harder game in my opinion but it is doable.

Well, the 10/10 should be doable, I have not cracked that one yet.

D.

 

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