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AI War II - Modding / Re: Spire Railgun Shop
« Last post by x4000 on June 23, 2020, 09:53:12 AM »
Under the settings window on the main menu, in the game tab, you can turn on and off mods and expansions now.  It will currently require a restart of the program, but later will not require that.

This is a mod that should appear immediately in old savegames, to my knowledge, once it is turned on.
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AI War II - Modding / Re: Spire Railgun Shop
« Last post by ArnaudB on June 23, 2020, 08:45:23 AM »
This will be the first mod included in the game by default, but off until it is enabled.  Big thanks to Lord of Nothing for permission to do this.  This will be live starting in version 2.078
How do you turn it on in the game? I am in the beta but loading an old save, I didn't see the Neutral Nets.
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That could be quite the problem however if one of the first couple planets the newer player goes into has an anti-starship emplacement. Frigates unfortunately get absolutely hammered by the emplacements specializing in blowing up bigger ships. And if your frigates are your main way of actually killing said structures? Ouch.

Hrm.  If you're talking about OMDs, the map gen should not put any on the first few planets on beginner difficulty levels.  If you're talking about Sabot guard posts, they have a 100x damage multiplier against frigates; assuming they're balanced around that 100x multiplier, they should have pretty pitiful base DPS, and be easily taken out by any strikecraft.  Same for Nucleophilics, they do 1/5th as much damage against strikecraft.

Probably better to keep the frigate in the classic fleet as something semi-useful and of a support nature. Either bringing detection, crowd control, or in-combat basic repair even if its something like a vamp frigate.

Since the engineering support fleets all include tachyon via sentry frigates, I lean toward avoiding including tachyon, to encourage players to figure out that they should bring support fleets along for this purpose.  Though I can certainly see an argument that including tachyon on the starting fleet's frigate would reduce the early frustration associated with cloaked units. They can always figure out the support fleet sentry frigates when they try a different starting fleet. 

The V-wings are somewhat of a source of crowd control; they have engine slow.

You could say the same about Fusion Bombers. Without the Forcefield Frigate to protect them, they get ripped up by a heck of a lot of stuff; if the Forcefield Frigate is changed for something else, I think the Fusion Bombers have to be changed as well to keep the fleet useful. Assault Frigates at least require specialized anti-heug weaponry to be vulnerable.

That's odd.  I have a script which goes through the XML files and figures out which ships counter each other.  In the base game, the only structures my script finds which counter Fusion Bombers are DireGravityGuardPosts and FortifiedTestlaTurrets.  By contrast, the Assault Frigates are vulnerable to Pike, Sabot, and Nucleophilic guard posts and turrets, which should be way more common in practice.  Maybe the expansion added a bunch of stuff that counters bombers?  Or more likely the bombers are just higher cap and thus individually squishier, or the durability ratio between strikecraft and frigates means the frigates hold up a lot better under heavy fire. 

I definitely agree that Fusion Bombers should not require Force Field Frigates to be viable. I didn't particularly feel that fusion bombers were vulnerable in my last game, but they were never as highly upgraded as my primary units and I generally threw everything I had at big turret piles. 
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New fleet proposal: Crowd Control Fleet

Brawler Frigate
Suppressor Frigate
Spider
Bombard

This fleet is all about letting your bombards get in position to take out guardposts and other critical targets.
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That could be quite the problem however if one of the first couple planets the newer player goes into has an anti-starship emplacement. Frigates unfortunately get absolutely hammered by the emplacements specializing in blowing up bigger ships. And if your frigates are your main way of actually killing said structures? Ouch.
Probably better to keep the frigate in the classic fleet as something semi-useful and of a support nature. Either bringing detection, crowd control, or in-combat basic repair even if its something like a vamp frigate.
You could say the same about Fusion Bombers. Without the Forcefield Frigate to protect them, they get ripped up by a heck of a lot of stuff; if the Forcefield Frigate is changed for something else, I think the Fusion Bombers have to be changed as well to keep the fleet useful. Assault Frigates at least require specialized anti-heug weaponry to be vulnerable.
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Oh it was a pretty close thing. Near the end I nearly lost the deep strike chain twice. One of which is because a CPA popped up along with a instigator adding extra CPA cap of near 10% every 90 seconds. Had to make a mad dash through several tier five and six worlds to silence that thing and then nearly lost the deep strike station keeping me out of trouble due to a pair of poltergeist and a half dozen dire guardians plus friends deciding that since I was over there it was a perfect time to remove that pesky station. Came back with only a third of the turrets remaining and two of the three shield generators basically on fire by the time I could rush the main fleet back in to cover it.
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Sounds like a fun game - I seem to recall my first experience with allied scourge in a normal game having similar results, although unlike you, I didn't succeed at pulling it out of the fire. :)
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And by sideways it was a mad rush to snipe the final AI before the AIP increases getting incurred by the allied scourge I'd shrugged and hacked for a couple hours ago didn't drown me. Definitely an experience I'll probably not as blithely re-attempt in the future.

Allied scourge basically do *nothing* for the first hour and a half. But then its an express train with no brakes as AIP starts skyrocketing as they go wild with removing warp gates at minimum and get into a lot of other stuff along the way.

Extragalactic War units are a mixed bag. Maugrims as a unit seems a bit too weak. Since I think most of their damage in in the drones... and if the drones cannot live for more than a half second they are pretty anemic as a foe. Poltergeists do make for a big annoyance to need to smack down before they even get to breathe on forward outposts enabling your deep strike chain. And the one thing I can't find a log name for that had 8m hull and 4m shields was was *quite* annoying. And these were a lot of the reason why I had to go ham with ending the game because the scourge had shoved the AIP into 400+ territory and taking the final homeworld of the AI shoved it to 560+ where it double dropped exogalactic units in the middle of my attack on it.  :o

The AI has a bit of a problem dealing with massed infinite range units. I had a long range fleet consisting of 29 tier VII sniper frigates, 7 tier VII ramifier frigates, ~30 sentinel gunboats of mark 3, ~100 regular sniper strikecraft of mark 3 as well, 15 tier V tractor drone launcher frigates, and a few tier III shield frigates.

The primary strike fleet was an insane mass of tier VII V-wings and ablative gatlings. A couple thousand worth courtesy of a few fleet extenders (one line alone of the ablative gatlings was 444 units) led by an Orchid Ark. Lower mark ablative trolls, stingrays, and kites were also in said fleet.

As the "extra" sauce I also had the Botnet Golem. Which is what initially shoved my AIP close to 200 and was worth the trade for easy threat fleet removal as I was prepping for taking a few worlds to take the fight to the home worlds. Which is about the time the scourge "woke up" and I gained 150+ AIP in about forty minutes mostly from their shenanigans. I had gotten 240 points worth of AIP reduction through the first few hours of the game just doing the usual low AIP style gameplay.

But yeah that last hour was a mad dash that had eight exo units dropped into the game and me frantically attempting to squash the last AI and keep my final military forward outpost alive so I could keep getting reinforcements fast enough. The last few minutes of the game were a nail biter as my metal stock ran out.

The research caches that showed up were 1 Technologist (taken), 2 Melee (ignored because there was only about five ship lines of decent melee available in the entire game), 1 General (taken and abused to the max with my fleets), and 1 concussion (also ignored since I had only two ship lines and one turret type using it).
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My suggestion is to replace the Fusion Bombers in the Classic fleet with Assault Frigates, as Fusion Bombers are fragile, slow, and specialized in anti-structure work. Assault Frigates are easier to use, more useful in general, and are also a Fusion unit. The Forcefield Frigates would then be replaced with a Disruption strikecraft wing, so that a new player upgrading their starting units will also upgrade their starting Pike Turret defenses as well.

That could be quite the problem however if one of the first couple planets the newer player goes into has an anti-starship emplacement. Frigates unfortunately get absolutely hammered by the emplacements specializing in blowing up bigger ships. And if your frigates are your main way of actually killing said structures? Ouch.
Probably better to keep the frigate in the classic fleet as something semi-useful and of a support nature. Either bringing detection, crowd control, or in-combat basic repair even if its something like a vamp frigate.
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AI War II - Modding / Re: Spire Railgun Shop
« Last post by x4000 on June 22, 2020, 04:44:24 PM »
This will be the first mod included in the game by default, but off until it is enabled.  Big thanks to Lord of Nothing for permission to do this.  This will be live starting in version 2.078
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