Author Topic: Overwhelming firepower needed to take a planet?  (Read 1213 times)

Offline barcasmith

  • Newbie
  • *
  • Posts: 8
Overwhelming firepower needed to take a planet?
« on: November 30, 2014, 02:38:40 AM »
Finished my first run through Normal and while it's a great game I've had nearly the entire system at war with the Acutians for pretty much most of the game and for some reason they never lose all their ships. Is this normal?

I managed to bring them down to 1 armada with 50 power from personal attacks, every time I'd attack after that, a new armada pops up. But when the resident fleet gets a kill in the overview, it immediately jumps back from 47 to 50 again. And when I leave it, they manage to rebuild.

Doesn't seem to be a problem with other races; the Borines killed the Peltians and the Evucks later took the Borine homeplanet, in which my game bugs out. Already reported that bug but I'm not sure whether this is intended. Before the bug happened, they were on 180 power vs 12k, I've left it running since the error message and it took about 90k power before they eventually died for the win. That wasn't the case for the other two races.

Do the Acutians simply have massive production capability? Their public order was at about 7k which mentions skirmisher output but with 1-5m pop and -7k medical, it'd seem unlikely they could build that much.

Offline Zebeast46

  • Full Member Mark III
  • ***
  • Posts: 219
Re: Overwhelming firepower needed to take a planet?
« Reply #1 on: November 30, 2014, 09:41:12 AM »
What is their economic RCI level?
AI 1 = Chris.

AI 2 = Keith.

Taken from Bognor

Offline x4000

  • Chris Park, Arcen Games Founder and Lead Designer
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,246
Re: Overwhelming firepower needed to take a planet?
« Reply #2 on: November 30, 2014, 02:54:22 PM »
The Acutians do have higher-than-average building technology, but also it depends on what techs they have unlocked, if they have manufacturing outposts, etc.  One or two fleets in orbit really isn't a big deal in that it doesn't stop the ground invasion, though of course things go faster when the ground invasion can happen.

It is highly likely that they also had some buildings that were letting them really have runaway fleet production capabilities.  Getting in there an sabotaging those buildings can be super useful.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!