Author Topic: Fallen Spire feedback  (Read 29917 times)

Offline Red Spot

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Re: Fallen Spire feedback
« Reply #120 on: February 16, 2011, 12:22:20 pm »
If you end up taking the planet, just cause, it is a 4AIP/hour bonus.

Offline Draco18s

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Re: Fallen Spire feedback
« Reply #121 on: February 16, 2011, 12:23:59 pm »
If you end up taking the planet, just cause, it is a 4AIP/hour bonus.

True.  If you're taking the planet anyway, it's totally worth it.  If you're not, there's almost no reason to even kill the command station.

Offline Red Spot

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Re: Fallen Spire feedback
« Reply #122 on: February 16, 2011, 12:28:15 pm »
I you "happen" to take 3 (just expanding, setting up an econ), you would have a free bonus of -2AIP/hour for the rest of your game.
Quite a bonus I'd say. And as I generally take at least 30 of 80 planets I should statisticly be able to take 3 without taking any detours.

Offline BobTheJanitor

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Re: Fallen Spire feedback
« Reply #123 on: February 17, 2011, 12:00:29 pm »
Speaking of fallen spire, I think I may have hosed my FS game. I booted up my last save which I'd had to take a few days away from, only to realize that I saved with an exo-wave at 99% and the bulk of my fleet several hops out clearing a path to the next shard. I've played forward from that point several times, but each time the AI forces make it through and cream my homeworld. All those Mark V Spirecraft coming in just gets to be too much. What is determining the strength of those waves? Is it based on time or is it based on the Spire buildings that I've built or shards I've retrieved? I'm almost to the 4th now I think. Basically I'm trying to figure out if I should just throw in the towel on this game and try again and waste less time with normal expansion activity, or if I would just run into this same problem with overwhelming AI exo-waves regardless of how much time I waste or extra worlds I take. My regular AIP is pretty high as well, but I don't know if that has any bearing on it. I'm still getting Mark II normal waves at least, but every ship in the exo waves is Mark V.

Offline Sunshine!

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Re: Fallen Spire feedback
« Reply #124 on: February 17, 2011, 12:02:00 pm »
The size of the exo-waves is determined by how many you've already had - I think the size increases by 25% each time.  Your AIP determines how fast they build up, but I don't think has any effect on the size.

Offline keith.lamothe

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Re: Fallen Spire feedback
« Reply #125 on: February 17, 2011, 12:12:08 pm »
The size of the exo-waves is determined by how many you've already had - I think the size increases by 25% each time.  Your AIP determines how fast they build up, but I don't think has any effect on the size.
AIP affects the rate of the Broken-Golems-Hard and Spirecraft-Hard counters, it doesn't have any impact at all on the FS counter (or any other aspect of the FS exogalactics).

But yes, the overall size goes up by 25% each time, capped at a certain point based on the number of city hubs.  I guess I need to finish that part of the technical article ;)
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Offline BobTheJanitor

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Re: Fallen Spire feedback
« Reply #126 on: February 17, 2011, 12:16:45 pm »
Looks like the answer is to roll a new game and spend less time faffing around taking worlds I don't need then. That's OK, I've learned a lot about how it should go now so I think I can do better next time. For starters, not picking a homeworld with 4 different directions the AI can attack from. Yeesh!

Offline Varone

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Re: Fallen Spire feedback
« Reply #127 on: February 17, 2011, 12:25:37 pm »
In my FS campaign that i won i fortified my homeworld pretty heavily and then bought black hole machines on 2 bordering planets and the third i heavily fortified too. The fourth exit i ignored as they never went that route. Plus i took massive amounts of territory, perhaps 30 planets in a 60 planet map. Never spent any research on normal fleet ships and used it all for defensive techs like forts and turrets and shields. Just used my spire fleet to destroy everything :) Also got all the harvester upgrades and the MK3 Mill comand for extra defence.

Until the end game the waves never reached my home planet after the first 3 hours of the game.

Offline Red Spot

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Re: Fallen Spire feedback
« Reply #128 on: February 17, 2011, 01:31:01 pm »
In my FS campaign that i won i fortified my homeworld pretty heavily and then bought black hole machines on 2 bordering planets and the third i heavily fortified too. The fourth exit i ignored as they never went that route. Plus i took massive amounts of territory, perhaps 30 planets in a 60 planet map. Never spent any research on normal fleet ships and used it all for defensive techs like forts and turrets and shields. Just used my spire fleet to destroy everything :) Also got all the harvester upgrades and the MK3 Mill comand for extra defence.

Until the end game the waves never reached my home planet after the first 3 hours of the game.

Still have to test this, but in my game some AI units seemed not to care much I had 2 BHM's on 2 planets...
Are raid starships immune to the BHMs ? (I am 100% positive they slipped of the planet, thankfully I had an other defensive planet behind the one they escaped from :))

Offline chemical_art

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Re: Fallen Spire feedback
« Reply #129 on: February 17, 2011, 02:26:52 pm »
In my FS campaign that i won i fortified my homeworld pretty heavily and then bought black hole machines on 2 bordering planets and the third i heavily fortified too. The fourth exit i ignored as they never went that route. Plus i took massive amounts of territory, perhaps 30 planets in a 60 planet map. Never spent any research on normal fleet ships and used it all for defensive techs like forts and turrets and shields. Just used my spire fleet to destroy everything :) Also got all the harvester upgrades and the MK3 Mill comand for extra defence.

Until the end game the waves never reached my home planet after the first 3 hours of the game.

Still have to test this, but in my game some AI units seemed not to care much I had 2 BHM's on 2 planets...
Are raid starships immune to the BHMs ? (I am 100% positive they slipped of the planet, thankfully I had an other defensive planet behind the one they escaped from :))

Yes and your own raiders are as well. Golems are immune as well.
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Offline BobTheJanitor

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Re: Fallen Spire feedback
« Reply #130 on: February 20, 2011, 11:06:46 pm »
Fallen Spire exo waves: do they come from warp gates like normal waves? As in, if I gate raid all but one bordering AI world, will all the exo waves come from that world, or will they spawn at warp gates further out and still come in from every direction? My previous FS game that I lost was on a 'realistic' map style and I died from having too many fronts to defend. My current one is an X map, and it's proving to be dramatically easier since I'm usually only defending one or two points of incursion. I'm wondering if I try it again on a map type with more wormholes if gate raiding will make it easier.

Offline keith.lamothe

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Re: Fallen Spire feedback
« Reply #131 on: February 20, 2011, 11:17:51 pm »
Fallen Spire exo waves: do they come from warp gates like normal waves? As in, if I gate raid all but one bordering AI world, will all the exo waves come from that world, or will they spawn at warp gates further out and still come in from every direction? My previous FS game that I lost was on a 'realistic' map style and I died from having too many fronts to defend. My current one is an X map, and it's proving to be dramatically easier since I'm usually only defending one or two points of incursion. I'm wondering if I try it again on a map type with more wormholes if gate raiding will make it easier.
Well, normal waves require nearby warp gates but actually spawn on one of your wormholes (unless you're playing Cross-Planet-Waves).  But yes, exogalactics require a structure that functions as a warp-gate (AI Eyes count, etc) to be able to spawn on a given planet.  Pushing back the enemy "warp grid" will deny them those points of entry.  And they will tend to use the nearer ones.  They don't all insist on using the very nearest, one though.  But if you had, say, 6 nearby warp gates all on one side of your territory and pushed back the grid on the other side of your territory, it's very likely all the exogalactics would use those 6 nearby gates.

Unless I make them smarter ;)  But I'll probably be merciful in this case.
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Offline BobTheJanitor

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Re: Fallen Spire feedback
« Reply #132 on: February 21, 2011, 12:33:04 am »
Welllllll... to be honest, unless it's a sure thing then strategically it doesn't make much difference. Which from your description, seems to be the case. If they 'tend to' use bordering AI world warp gates, that's not the same as always doing so. If I gate raid all around a planet, then I know that planet is pretty safe. Sure, I'll have to watch for bordering worlds beefing up reinforcements and stalking through, but I can always sweep a fleet through or send in a suicide squad of disposable units like shredders to clean that up. An Exo-wave isn't the sort of thing you can toss up a couple just-in-case turrets to deal with though. Even if there's only a 5% chance that they will come from a direction that I've gate raided, in a scenario where they do, and where I haven't set up exo-wave capable defenses, they're probably going to roll right through and kill my homeworld. The type of defenses you need to handle those waves aren't the sort you can set up in a frenzy after they've just spawned and are 10 seconds from warping in to your world. Those spirecraft are vicious!

Offline keith.lamothe

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Re: Fallen Spire feedback
« Reply #133 on: February 21, 2011, 12:45:57 am »
Well, the tendency is pretty strong ;)  If, for instance there are 6 warp gates within 1-2 hops on one side of your territory and the closest warp gate on the other side is 4 hops out, and the exogalactic spawn has fewer than 7 total battlegroups (which is generally the case until pretty late), they'll never use the one 4 hops out.
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Offline Red Spot

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Re: Fallen Spire feedback
« Reply #134 on: February 21, 2011, 12:46:54 pm »
Ah, thanks for the detail. Last game I killed every gate (except 1) untill 3 hops out, but left the ones 3 hops out .. 4 hops it is this time :D
(Lets see how well I will do handling 200 large ships, with escorts .. in 1 group ..  ::))