Author Topic: 10/10 The Core/Tech Raider  (Read 9942 times)

Offline Kahuna

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Re: 10/10 The Core/Tech Raider
« Reply #15 on: July 24, 2012, 02:31:00 am »
Updated to latest version, then continued.
Wouldn't this game still be 5.045? Did your AIP increase by 10 after the update? (Not saying you should restart. Just wondering)
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 Faulty Logic

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Re: 10/10 The Core/Tech Raider
« Reply #16 on: July 24, 2012, 04:01:39 am »
I don't think so. The floor was set to 10 upon reload, and I believe updates are applied immediately.
If warheads can't solve it, use more warheads.

Offline Mánagarmr

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Re: 10/10 The Core/Tech Raider
« Reply #17 on: July 24, 2012, 06:43:49 am »
Guards are supposed to leave their posts to chase scouts, they've always done that. However, once the scouts are dead, they should go back to their posts and not become free roaming threat.
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Offline Kahuna

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Re: 10/10 The Core/Tech Raider
« Reply #18 on: July 24, 2012, 08:12:18 am »
Guards are supposed to leave their posts to chase scouts, they've always done that
Yep that has always happened.

However, once the scouts are dead, they should go back to their posts and not become free roaming threat.
They didn't attack before 5.046. I like the small extra challenge but it might be hard for new players. Maybe difficulties below normal shouldn't do that? (I don't now if they do or don't)
« Last Edit: July 24, 2012, 08:15:48 am 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 keith.lamothe

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Re: 10/10 The Core/Tech Raider
« Reply #19 on: July 24, 2012, 11:28:35 am »
Scouts are not supposed to cause ships to free, basically ever (there is one nelson-laugh structure used by some of the neinzul AIs that specifically gets mad at scouts, but it's a pretty rare thing).  Will look into it :)
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Offline keith.lamothe

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Re: 10/10 The Core/Tech Raider
« Reply #20 on: July 24, 2012, 11:46:25 am »
Ok, I just ran a test in a new game pumping out scouts into various corners of the galaxy (well, trying to, not generally getting far even with I/II/III all together) for over 10 minutes and I can't get that threat value off zero.  First wave's about to come, so I'm figuring that's the time this should have reproduced by.

Can someone provide a save and steps to reproduce for getting from 0 threat to non-zero threat by scouts only? Thanks :)
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Offline Minotaar

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Re: 10/10 The Core/Tech Raider
« Reply #21 on: July 24, 2012, 11:50:58 am »
Didn't notice anything like this in the latest version, and I'm even on 10/10 as well.

Offline Kahuna

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Re: 10/10 The Core/Tech Raider
« Reply #22 on: July 24, 2012, 12:48:31 pm »
Can someone provide a save and steps to reproduce for getting from 0 threat to non-zero threat by scouts only? Thanks :)
Arrrr I just tried few times and the same didn't happen. I got 1 threat in this game however. The first time the AI actually sent ships and guardians.
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: 10/10 The Core/Tech Raider
« Reply #23 on: July 24, 2012, 12:58:43 pm »
Ok now the AI attacked me!

EDIT: OH.. forgot the steps. All I did was made a game, set a Space Dock to build scouts on loop. Then I just sent the scouts on AI planets.
« Last Edit: July 24, 2012, 01:10:04 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 Faulty Logic

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Re: 10/10 The Core/Tech Raider
« Reply #24 on: July 25, 2012, 04:11:46 am »
5.5 hours in, still not dead.

Took Always Go Left and Clockwork, then liberated the Dyson Sphere on Frontier. These systems yeilded Cutlasses, an Artillery and an Armored.

Built SC jumpships to scout the whole map. Popped the co-ps. No other reducing structure in the galaxy. *shakes fist*

Exo at 80%. I decide to hack some knowledge while I wait. Darn it, had hoped hacking followed separate mk logic. Nope, was fighting all mkV. One planet hacked. Exo at 93%.
Shouldn't be a big deal.

28 massive AI ships (3577 FP) are en route to your planets.
*blink*
Oh dear.
Entering turn-based mode.

It's an HK mkIV and some Spirecraft mkV rabble, accompanied by some mkV fleet ship trash.
Whoever made HKs immune to artillery ammo is in league with the devil.
Nearly lost the game right there. I did lose my arti and almost my whole fleet though.

Unlocked harvesters mkIII. I will need the m+c. 8000 k left.

 As I am refleeting and repairing the armored and cursed, a 551 Cpa is announced. Shouldn't be a big deal. It wouldn't attack, and is still hanging around as threat. Irritation.

P4 implies intent to take. HWs have an eye each, one has a cpa, the other a raid. With all these planets I have to take to pop the CSGs, I may have to do Fallen Spire. Uh oh.

State of Empire:
« Last Edit: July 25, 2012, 04:28:38 am by Faulty Logic »
If warheads can't solve it, use more warheads.

Offline Kahuna

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Re: 10/10 The Core/Tech Raider
« Reply #25 on: July 25, 2012, 06:04:16 am »
What technologies have you unlocked?
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 Faulty Logic

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Re: 10/10 The Core/Tech Raider
« Reply #26 on: July 25, 2012, 06:39:07 am »
Almost 8 hours.

Took Down in Flames (FactIV+arti) Hands Are Tied, Earth (Chameleons+bulletproof fab), Twilight Struggle (regen+warbird fab),
and Out of Time (gatlings).

Repelled second exo-wave (enemy golems<one artillery golem w/shield bearers) (For some reason the FP only read out at about 400, instead of the 3500 or so I had last time. Conjectures?).
Waves are now 1500mkV or 4000 mkIV ships. They always completely destroy all my turrets, but then the fleet finishes them off. Mining golems are trivial if you have an artillery. Colony rebellion on Hard Vacuum (not on a CSG-D. Hmph).
AIP: 175

Techs:

fighters/frigates/cutlasses/gatlings mkII
Shield bearers/bombers/chameleons mkIII
Flagships
Warp Jammers
Harvester IIIs (both)
5000 k left.

Golems:

Mine:
Armored
Cursed
Artillery
Regenerator

Detected:
2 Widows
1 Cursed
1 Botnet (grumblegrumble)

State of Empire:
« Last Edit: July 25, 2012, 08:56:28 am by Faulty Logic »
If warheads can't solve it, use more warheads.

Offline keith.lamothe

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Re: 10/10 The Core/Tech Raider
« Reply #27 on: July 25, 2012, 10:03:11 am »
5.5 hours in, still not dead.
"No you're not, you'll be stone dead in a moment." ;)

Quote
Built SC jumpships to scout the whole map. Popped the co-ps. No other reducing structure in the galaxy. *shakes fist*
You're welcome :)

Quote
Whoever made HKs immune to artillery ammo is in league with the devil.
Nah, just with some insurance company executives.  You wouldn't believe the figures on a wrecked-HK claim.

Quote
With all these planets I have to take to pop the CSGs, I may have to do Fallen Spire. Uh oh.
Uh, yea, that could get tricky ;)  Multiple AI-homeworld shard recoveries due to the lay of the map, I figure.

Repelled second exo-wave (enemy golems<one artillery golem w/shield bearers) (For some reason the FP only read out at about 400, instead of the 3500 or so I had last time. Conjectures?).
The relationship between how much something costs for an exo and Firepower is... tenuous at best, nonexistent at worst.  Neither number has a great deal to do with the real effectiveness of the thing.

Quote
Waves are now 1500mkV or 4000 mkIV ships. They always completely destroy all my turrets, but then the fleet finishes them off.
4000 MkIV ships aren't enough to punch through?  Good grief.

Very good show, thus far :)
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Offline Faulty Logic

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Re: 10/10 The Core/Tech Raider
« Reply #28 on: July 26, 2012, 06:00:15 am »
9.33 hours in... Ow. Ow ow ow.

Built up the fleet, took the zenith bombard ARS, repaired the cursed golem on that system, rescued the rebels, and build the resistance fleet. Things were going well, even with the 6000 mkIVs I get from time to time.

Then the third exo came.
Another HK mkIV, with two arti golem escorts, and more than ten SC shields.
Advanced Factory: gone.
Fabricators: all gone (bulletproof, decoy, warbird)
Fleet: mostly dead
Golems: average of 4% health each, but all alive.
Home Command: still hanging in there.

Refleeted, but with the CSG-D still alive, and a core raid engine on one of the HWs, I may just surrender this one to the AI. Haven't decided yet, but things are not looking good.

State of Empire:
« Last Edit: July 26, 2012, 06:52:39 am by Faulty Logic »
If warheads can't solve it, use more warheads.

Offline keith.lamothe

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Re: 10/10 The Core/Tech Raider
« Reply #29 on: July 26, 2012, 10:23:41 am »
Finally, the AI strikes back ;)

If you decide to surrender you could instead pick up the Botnet and see if it will give you the advantage you need.  It's being changed (to a separate faction, though not nerfed positive-stat-wise) for the next version so it won't tell us as much balance wise, but it could be interesting to see :)
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