Arcen Games

General Category => AI War Classic => AI War Classic - After Action Reports => Topic started by: Aklyon on May 24, 2013, 03:06:05 pm

Title: Contradictions and Silliness
Post by: Aklyon on May 24, 2013, 03:06:05 pm
Most of these AARs are of a reasonable difficulty. Most of them are not during an alpha too. This is not either of those. :)

1/1 Chivalric/Vengeful Chivalric/Vengeful, no Auto AIP
80 planets X map, Complex ships but no CSGs
Low caps, no fog (usually I play with full fog but I felt like turning it off this time)
No handicaps
Resistance Fighters 10/10
Dyson Sphere 10/10
Dark Spire 10/10
Fallen Spire 10/10
Hunter 10/10 (Probably not the best idea, but how hard could it really get on 1/1?)
Golems Easy, Botnet Easy (I'm more interested in the vengeance spawns than a lot of exos)
Trader
Showdown Devices (probably not going to show them here, but I want to see them myself)

Starting ship type: Spire Railcluster

After a bit of nudging the map around to get rid of overlapping names, it looks like the first attachment.

06:43 - Unlocked Metal/Crystal Havesters II, Mini Forts, Railclusters II & III, Neinzul Enclave II, Heavy Beam Cannon.
07:13 - First Signal is on Aqua Hydra, a system I'd need to go through anyway.

13:37 - The Trader has either the worst or the best timing ever, but either way, theres now a bunch of stuff sitting around thats not going to get built for awhile, and one thing thats going to get built soonish (Zenith power gen) on Spire Knight once I am not perpetually broke.

48:55 - Backyard is cleaned up and mine. To :P the Vengefully Chivalrous AI, I've decided to name the backyard planets Knights as well.
Title: Re: Contradictions and Silliness
Post by: keith.lamothe on May 24, 2013, 03:24:46 pm
Sounds like a delightful mix of an utterly incompetent opponent and relentless death.  What dwarf could resist? :)
Title: Re: Contradictions and Silliness
Post by: Aklyon on May 24, 2013, 05:12:57 pm
1 hour - unlocked the remaining harvester upgrades and Knocked out Grand Chimera.
1:03:27 - Spider turrets! Also set up a small defensive region over the Spire Knight wormhole on Grand Chimera while I decide which arm to go for next.

1:12:44 - Well then. It seems the AI is unamused at my choice of targets, the Ghost arm. It just went and melted my hastily constructed outpost.
(https://dl.dropboxusercontent.com/u/41891911/Well%20then..png)

Command note from after watching Railcluster Squad evaporate on Kobold: Avoid that clump of doom at all costs.

1:28:01 - Grand Chimera outpost rebuilt. Knighting of Kobold to be completed soon, along with the other Ghost arm planets afterwards.
1:31:13 - Grenade Launcher V Fab, Armored Golem, and Lightning Turret Controller obtained. Golem rebuild in progress.
Title: Re: Contradictions and Silliness
Post by: Aklyon on May 24, 2013, 06:52:49 pm
Sidenote: I haven't had any waves at all since I neutralized Grand Chimera, I had two before that. Is it just 1/1 being 1/1, or can the AI just not find anywhere to send waves to?
1:55:07 - Armored Golem rebuilt, Econ II and Engi III unlocked. Lets clean the place up a bit now, shall we?

First Target: Dark Sword, holder of the Botnet Golem. First we have to go through Wild Wolf first however, and there we meet (and promptly melt with plasma-flame) our first Dark Spire, although it took out an engineer and the entire mkI squad of railclusters in the process of melting, along with a couple of the mkIIs as well.
(http://www.arcengames.com/forums/index.php?action=dlattach;topic=13193.0;attach=7407;image)

While the Golem and Railcluster squad are successful, Grand Chimera outpost is murderificated a second time by what I'm assuming is the Hunter Plot in action. The deathsquad then politely returns to Minotaurus for some reason.
(http://www.arcengames.com/forums/index.php?action=dlattach;topic=13193.0;attach=7409;image)
Title: Re: Contradictions and Silliness
Post by: keith.lamothe on May 24, 2013, 07:03:45 pm
Sidenote: I haven't had any waves at all since I neutralized Grand Chimera, I had two before that. Is it just 1/1 being 1/1, or can the AI just not find anywhere to send waves to?
It could just be 1/1 having really long wave intervals, or it could be a lack of normal entry point and the "send wave to ? ? ? if no entry point" logic being reserved for a setting which could be non-ironically described as "difficulty".

Quote
While the Golem and Railcluster squad are successful, Grand Chimera outpost is murderificated a second time by what I'm assuming is the Hunter Plot in action. The deathsquad then politely returns to Minotaurus for some reason.
Oh yea, that's the Hunter SF alright.  The disassemblers are there so that starships need not apply, the H/Ks are there so that meatbags in general need not apply.
Title: Re: Contradictions and Silliness
Post by: Aklyon on May 24, 2013, 10:27:47 pm
2:42:04 - As core lightning turrets and miniforts are setup across the knighted lands, a science lab carefully sneaks into Abyssion, expecting the SF mob to show up any second and turn them into plasma-charged particulate. It doesn't, but they do find out the ARS there holds Medic Frigates. Quickly the cloaked lab flees back towards the railclusters that had previously cleared the way for it. A few seconds later, Grand Chimera outpost (now codenamed 'Doom Post') is, in fact, turned into plasma-charged particulate. But this time theres a cloaker starship to save the mobile builder, so things will be rebuilt in time.
Meanwhile Railcluster Squadron clears Medusa out, getting a distribution node and a zenith reserve in the process. Some vengeance is spewed forth into Grand Chimera because if that, but nothing that would pose a problem to Spire Knight should it come through, and certainly nothing like the SF mob. The reserve is sent back to Spire Knight for now.

2:51:11 - Bomber Squadron is sent to knock down the forcefield over Abyssion's important bits, while the Railclusters are sent to clear out the last planet of this arm that is unshielded. Doom Post for the most part, hides under its remains. But enough was rebuilt to apparently hold off the doommob from Spire Knight again.

However, they then went for the attackers, which led to more Dark Spire attacks. Against the disassembler mob though, they were rather...inept. The H/Ks now have minor paint damage to scoff at while sitting in the Minotauros arm waiting threateningly.
(http://www.arcengames.com/forums/index.php?action=dlattach;topic=13193.0;attach=7413;image)

3:31:00 - The new contingent of Knights has been completed, except for defenses. Enclaves III, Fort I, Fighter/Bomber/Frigate IIs, and Spire Starship I/II/III unlocked. Aqua Hydra's ARS appears to have snipers in it, which could be useful. Botnet Golem 40% rebuilt.
Title: Re: Contradictions and Silliness
Post by: keith.lamothe on May 25, 2013, 08:29:37 am
a science lab carefully sneaks into Abyssion, expecting the SF mob to show up any second and turn them into plasma-charged particulate
Hunter/Killer: "Query: Do meatbags prefer reduction into negatively-charged particles, or positively-charged ones?"

Quote
A few seconds later, Grand Chimera outpost (now codenamed 'Doom Post') is, in fact, turned into plasma-charged particulate.
H/K: "Insincere Exclamation: Oops!  Too late now!"


Btw, even killing the whole doom-mob will only keep them off your back for about an hour before they've all respawned from the hunter plot.  It's possible you might find some way of trapping them so that their pathfinding logic won't let them cross that much of your territory (I'm honestly surprised they're willing to cross Grand Chimera).
Title: Re: Contradictions and Silliness
Post by: Aklyon on May 25, 2013, 09:23:42 am
I'm mainly just planning to just try to ignore them as long as possible and then just bombard it with FS firepower on my way out, if I can get that to work.
Title: Re: Contradictions and Silliness
Post by: keith.lamothe on May 25, 2013, 09:25:39 am
A good sized FS fleet would do it, though 10 HKs will probably take a nasty chunk out of it.
Title: Re: Contradictions and Silliness
Post by: Aklyon on May 25, 2013, 04:15:07 pm
Speaking of FS, I'll start that next, now that the Botnet Golem has finished.

3:57:00 - Zenith power generator finished, along with the miniforts in the demon arm.
4:05:00 - Trader arrives at Grand Chimera, reinforcements are started. They won't last very long when the mob comes out swinging again, but they'll make a better dent.
4:17:56 - Fortress reinforcements complete. Other parts will have to wait until there are more resources, Mass Driver self-constructing on its own. Railcluster squad sent out to clean up whatever militias are sitting around near Grand Chimera, and to see which planets pull on the SF's attention outsdie of the Minotauros arm. Dark Spire are triggered on Origin and Wolven Knight in the process.

4:22:00 - Wolven Knight has fallen, but mostly because I forgot there was a generator there. It'll be fixed later. Origin DS are defeated by the Daedalus militia, Numb Ant militia drawn back into Grand Chimera and zombified. 5 minutes later the singular DS ship that messed up wolf is cleaned up.
4:35:00 - Minotauros militia zombified. It then does not rush toward a SF death, it just goes to Grand Chimera instead. Now that everywhere I dare to peek into is cleaned up, time to get that there survey ship to Aqua Hydra while Wolven Knight rebuilds.

It does get there, but it alerts the Doomsquad in the process, which sends everyone into a hasty retreat for the time being so that i don't just lose my entire fleet at once. The reinforced doompost does manage to snipe a couple guardians, but more importantly, they leave!
...and then sit on Hammer Knuckle. Change of plan then, to Rabbit!

4:58:31 - Keith, did the AI install an alarm in the ARS stations? Because as soon as I arrive at Rabbit to shoot its command station down I get an alert that theres more than 50 units on Orcrot, and since this is 1/1 that can only mean SF is coming to eat Doom Post again. Also some minor Dark Spire problems.

This is a hilariously inept threat placement though, AI.
(http://www.arcengames.com/forums/index.php?action=dlattach;topic=13193.0;attach=7426;image)
Title: Re: Contradictions and Silliness
Post by: keith.lamothe on May 27, 2013, 01:32:07 pm
Speaking of FS, I'll start that next, now that the Botnet Golem has finished.
Yea, what could go wrong?

Quote
Keith, did the AI install an alarm in the ARS stations?
Since quite some time ago, actually :)  That was one of the original "SF beelines to defend this" structures when the SF was remade.

Quote
This is a hilariously inept threat placement though, AI.
Haha, well, when you've only got 40 ships does it matter?

I don't even know what all those 1s and 2s are; if it were special forces that would make sense with their spawn pattern, but SF does not show as threat (since it can't just attack you wherever).  Do you see anything on those planets that seems like it's a lone threat ship?  If not, if you can post a save I can take a look to see what immobile thing or whatever is getting uppity.
Title: Re: Contradictions and Silliness
Post by: Aklyon on May 27, 2013, 01:34:45 pm
I looked through it a bit ago, it really is just scattershot ships. They eventually all collect at grand chimera and get sniped off one by one as they wander in in 1s and 2s. Things have gotten better now that the AI actually is getting the resorces to have >100 ships for vengeance though.
Title: Re: Contradictions and Silliness
Post by: Aklyon on May 27, 2013, 01:39:54 pm
5:46:00 - SF at Ktugash. They're actually sitting around a special forces post for once, heh. Finally colonizing Grand Chimera, since they're fairly far away now.

6:10:41 - Shard get, Snipers recieved, signal obtained. Lesser Demonic Knight is next, Mil II stations and area mines unlocked.

6:21:00 - Ohai, waves! I forgot you existed on this map. :P 9 MkII fighters in 6 minutes?
Also, the refugees made it to Spiral Knight easily.

6:30:35 - Next stop, Origin. But first since I've got plenty of resources and plenty of time, I'm going to build the stuff I've let sit unbuilt on my home from the trader earlier. Except the Superfort, I doubt I'll have enough leftover to build that. Zenith Reserve on Lobo added a bit more pow to the fleet.

6:42:35 - Trader on Aqua Knight, Minotauros arm taken over. ARS on Rabbit had Cutlasses, Mill III stations and Mod Fort unlocked a few minutes later. Are Dark Spire supposed to spawn when you upgrade command stations with command station's build menu? That caused a bit of a mess for awhile. :)

6:56:56 - The Vengeful waves are actually starting to resemble waves now. Also stopping here for the moment to update, so the next update will have an updated map, not this one.
Title: Re: Contradictions and Silliness
Post by: keith.lamothe on May 27, 2013, 01:49:34 pm
Are Dark Spire supposed to spawn when you upgrade command stations with command station's build menu? That caused a bit of a mess for awhile. :)
I don't see why not ;)  It's a bit odd, but since a unit is dying it still counts it.  The DS already have amusingly complex "exception" logic, so this may get in there too.
Title: Re: Contradictions and Silliness
Post by: Aklyon on May 30, 2013, 07:04:48 pm
Updated to 6.038.

7:07:07 - My quadrant of the galaxy is now completely knighted with the exception of Anger Ball, which will have to wait until I can reach all of the Co-Procs first. Theres a few things to get built first (mostly mini-forts), but after that onwards with FS!
7:13:00 - Triangle MkIII, Sniper II, Spacetime manipulators unlocked.

7:39:00 - Countdown to city shard begins on Origin.
7:43:00 - Huzzah to Botnet Golem, it who has killed almost everything non-starship/guardian so far thrown at Gatekeeper Aqua Knight. Its also at half health, probably should give it a break. Also, the Plasma Guardian description is pretty funny :)
7:46:11 - Shard recovered. Aqua Knight is a mostly alright a wreck kinda ruined temporarily except for the Fortress, but the Botnet is still intact for the most part. Also, threat is scattered everywhere again and there is a minor dark spire problem in the rabbit arm.
(http://www.arcengames.com/forums/index.php?action=dlattach;topic=13193.0;attach=7476;image)

7:53:16 - Fort has successfully held the remaining wave away, at the cost of 88% of it health and 6 remains rebuilders making weak cover in the form of rebuilt turrets to take attacks with. While basically everything on Aqua Knight rebuilds, I'm going to ask for advice on where to put the first city, since I haven't actually tried Fallen Spire on an X map before.
Title: Re: Contradictions and Silliness
Post by: keith.lamothe on May 30, 2013, 07:51:36 pm
Also, the Plasma Guardian description is pretty funny :)
Occasionally, against my better judgment (see case  Common Decency v. keith.lamothe re: Citadel Ascendant journals) I take a shot at humor.  No pun intended, in this case.

Quote
I'm going to ask for advice on where to put the first city, since I haven't actually tried Fallen Spire on an X map before.
Hmm, well, do you want one, or two cities between your HW and every exo to ever launch?  If only one it's probably a slam dunk: first city on Aqua Knight, and then one city on Kobold Knight, one on Flower Knight, one on Wild Wolven Knight, and the fifth on Rabbit Knight.

If you want two cities covering your HW against all comers, then you'd need to do Hammer Knuckle (entire map center node), Grand Chimera (your arm's central node), and then... well, stuff the other 3 in the other arms somehow ;)  If you're planning on taking a whole second arm that's easy.  Otherwise I'd suggest placing them on each of the central nodes (Gargoyle, {something} Horror, and Remiel), though presumably Gargoyle last as that would permanently alert a core world (not that the Spire Capital Ships give a flying youngling weasel's exhaust manifold about reinforcements).
Title: Re: Contradictions and Silliness
Post by: Aklyon on May 30, 2013, 08:07:16 pm
Also, the Plasma Guardian description is pretty funny :)
Occasionally, against my better judgment (see case  Common Decency v. keith.lamothe re: Citadel Ascendant journals) I take a shot at humor.  No pun intended, in this case.
Aren't those the ones with the [maniacal demands for surrender omitted]? Because that, the Plasma Guardian's description, and the FS "... They are also rocks." bit is probably my favorite parts of the journals that I've seen for humor.
Title: Re: Contradictions and Silliness
Post by: keith.lamothe on May 30, 2013, 08:45:57 pm
Aren't those the ones with the [maniacal demands for surrender omitted]? Because that, the Plasma Guardian's description, and the FS "... They are also rocks." bit is probably my favorite parts of the journals that I've seen for humor.
Hence the case, I was clearly corrupting people.
Title: Re: Contradictions and Silliness
Post by: Aklyon on May 30, 2013, 11:39:45 pm
8:00:52 - Spire Colony Ship constructed. Hopefully I don't have any accountants within shouting distance of Aqua Knight, it would be bad for their health. Well, besides being on the front line anyway.
Also, I just noticed that every system except Orcrot around Hammer Knuckle has a vengeance generator on it. But Bowman has a Spider turret controller! Hmm...
8:07:17 - Everything rebuilt. Black Hole Machine and Mass Driver completed on Aqua Knight.
8:38:13 - Stores prepared. Spire squadron (Railclusters, starships, and frigates) sent to clear Orcrot and Hammer Knuckle to prepare for later necessities and delay the AI's attacks a tad. Special Forces has shifted to Magnius.
8:44:00 - Oh hello, SF. I suppose that means I don't have to bother cleaning up the BHM here then, though I will blow up that station before getting obliterated/eaten. Also some of the SF cannon fodder gets beaten up by the railclusters before they get shot at by everything else. They then retreat withdraw to Gargoyle.

8:52:00 - Have at ye, AI! I shall start with a Spire Hub on Grand Chimera, your move?
(http://www.arcengames.com/forums/index.php?action=dlattach;topic=13193.0;attach=7480;image)
...Not bad.

8:53ish note to self: MkV Lightning turrets are rather ineffective against this sort of guardian-heavy attack, although the aoe is nice. Some other form of turret controller would've been more useful here for sure.
8:54:26 - Grand Chimera defeated with 10 seconds left on the build time. :-\
8:55:00 - Problem dealt with by the welcoming committee on Spire Knight. Now to finish the hub as planned, ignore the mess please.

9:01:35 - Reactor built, and the traders are on Aqua Knight but we're a bit busy rebuilding/citybuilding right now. HBC MkII unlocked.
9:09:35 - AI Revolution starts playing just as the next signal is located (in Spiral Knights) and the Exoforce pops up. Perfect timing. :D

9:20:20 - Exo repelled. Aqua Knight took a bit of a beating, but its alright.
Title: Re: Contradictions and Silliness
Post by: keith.lamothe on May 31, 2013, 11:06:49 am
8:52:00 - Have at ye, AI! I shall start with a Spire Hub on Grand Chimera, your move?
Response: Everybody takes queenGrand Chimera.

Glad to see some of the new guardians making an appearance :)
Title: Re: Contradictions and Silliness
Post by: Aklyon on May 31, 2013, 01:42:33 pm
{earlier post preview eaten by 502/504 errors, rewriting in notepad from last autosave}

10:04:11 - Hammer Knuckle Knight surroundings cleared, except for a Fort III on Man-eater. Dark Spire are being a pain in the arse and popping up in my back area and leaving a mess, then getting cleaned up on Grand Chimera.
+1 minute - Spirecraft siege tower II in the exo? Not the worst thing to have.
10:07:17 - DS 10/10, with a generator on the planet being assaulted by an exo, certainly causes a lot of spawns. But they're sorta utterly outnumbered by the fleet being there. I appear to have gained at least 50 viral shredders in the process as well, or I'm not paying very good attention to how many I had.
10:22:33 - Surprise present of a distribution node from the Dark Spire.

10:27:00 - Dark Spire continue to be irritating. AI continues to be irritable. Shard is still as slow as usual.
10:30:10 - Dark Spire, I know those wraiths are good at being sneaky. But Hammer Knight has a Mil III's planetary tachyon coverage, they're rather pointless to throw into here.
10:32:00 - Agh, brownout! Quickly build matter converters on Spire Knight! Hammer Knight down! Special Forces here? Not good, retreat! withdraw to Grand Chimera.
(http://www.arcengames.com/forums/index.php?action=dlattach;topic=13193.0;attach=7483;image)

Clearly I need more defensive power pointed at the Dark Spire shenanigans in my quadrant. Perhaps Hammer Knight won't be the city for this recovered shard.
Title: Re: Contradictions and Silliness
Post by: keith.lamothe on May 31, 2013, 01:49:22 pm
{earlier post preview eaten by 502/504 errors, rewriting in notepad from last autosave}
The Devourer Golem often impersonates 502/504 errors.

Quote
10:30:10 - Dark Spire, I know those wraiths are good at being sneaky. But Hammer Knight has a Mil III's planetary tachyon coverage, they're rather pointless to throw into here.
They're the Dark Spire.  Not the Smart Spire.  This can become very clear in some circumstances.

Quote
retreat! withdraw
Advance in retrograde!

Quote
Clearly I need more defensive power pointed at the Dark Spire shenanigans in my quadrant. Perhaps Hammer Knight won't be the city for this recovered shard.
"Dark Spire, meet Imperial Spire.  Play Nice!"
Title: Re: Contradictions and Silliness
Post by: LordSloth on May 31, 2013, 02:17:07 pm
If you -do- end up putting the City Hub up on Grand Chimera, a few things you may already know.

The hub itself is invulnerable and not at risk of the Dark Spire. The things you build from the hub are vulnerable, but are armed and 66% modular, and can be fitted with a shield that doesn't reduce damage fired out from under it, similar to the shields carried by Riot Starships but much stronger.
Don't underestimate the laser modules. The colony ship, hub building and shard reactor already cost more than you can store in the bank. The mark 1 laser module only costs 3,000 m/c, takes 13 seconds to build, and does 5000 DPS. During the launch of a new city, lasers are infinitely more valuable than unbuild medium and heavy modules. For comparison, one mk1 railgun costs 45,000 m/c, while the HBC only costs 17,500, and the plasma siege 60,000. Even if you can afford the modules, if your engineers have trouble surviving (which may be the case with exos and a dark spire vengeance generator), the build times are crazy with a small mark 3 railgun turret taking fifteen minutes to build. Once you've got it set up, then replace individual modules. Saving to templates will expedite things further. Mark one Forcefield modules -do- have a reasonable build time of under a minute.

I think the AI has actually been changed with regards to targeting engineers and the like, hough whether that applies to kill everything minor factions is another question. Of course, you could set up on another planet without a vengeance generator, and that might be a smart thing... but would it be the glorious/fun/fantastic thing to do?

If you do actually end up setting up shop on other planets, perhaps you can use a hub to lockdown a vengeance generator elsewhere, or at least chokepoint it if it goes horribly wrong.
Title: Re: Contradictions and Silliness
Post by: Aklyon on May 31, 2013, 02:54:44 pm
Current Spire in my quadrant, LordSloth:
Vengeance Generators in:
Origin
Wild Wolven Knight
Spiral Knight(s)
Rabbit Knight
Hammer Knight (and neighbors, except for Orc Knight)

City on Grand Chimera (Reactor x3, Shipyard x2, Hab)

DS in general below.
Title: Re: Contradictions and Silliness
Post by: keith.lamothe on May 31, 2013, 02:56:41 pm
DaS a lotta spire.
Title: Re: Contradictions and Silliness
Post by: LordSloth on May 31, 2013, 03:26:19 pm
In best-case scenario, I can only see you putting one hub each in the two northern wings.

I could see setting up a city hub at the center of each of the major X-s and getting 5 hubs in fairly defensive positions. If you consider DaS defensive... (well, at least they'll attack the AI too).

If you want to set up without V.Gen hassle, I could see settling in the southeast wing, perhaps taking out one AI early. The AI strength is 1, right?

Dark Spear - next to the Dyson Sphere in Gasp. You need a command station to build the hub, but this raises an interesting question. The wiki says it requires supply to function. Can you build the command station, build the hub, then scrap the command station and revert the dyson sphere to friendly? I'm presuming not, so I recommend Dark Spear. Gasp would give you a bit more flexibility in avoiding the AI homeworld.

Fugitive - to get this city to grow to full size, you'll have to take out an AI homeworld. On difficulty one that may not be an issue. If you can move one system south west to Adulocia, then you could toss up a warp jammer next to the HW instead.

Guardian Wind
Raging Rock

A couple of sub-sub-X center sites, you don't have much choice in where to place them, but no pesky Dark Spire.

Without going near the HW, you should be able to fit three cities in that wing. Move in closer and you have four more, enough for the capitol, if I'm planning this right. Or you could toss one up somewhere else.
Title: Re: Contradictions and Silliness
Post by: Aklyon on May 31, 2013, 03:45:52 pm
DaS a lotta spire.
Not sure if I should poke you or just ::) from the terribleness of that one. :P


AIs are 1/1 Chivalric/Vengeful//Chivalric/Vengeful. Waves are irrelevant (Look at my AIP. It just now is getting into the teens in wave attackers)

The only real problems I might have here is A. Dark Spire (if it continues to knock down my power reserves whenever I get significantly attacked on/near Hammer) B. running out of ships while fighting the strategic reserves (probably only a temporary setback if it happens with the spire fleet on hand and all), or C. Transceiver + Showdown Devices.
Title: Re: Contradictions and Silliness
Post by: LordSloth on May 31, 2013, 05:24:46 pm
Speaking of which...
I didn't realize the AI Waves went that low.
Any luck spotting Zenith Power Generators?
Title: Re: Contradictions and Silliness
Post by: Aklyon on June 01, 2013, 05:29:22 pm
You know, I probably could've finished this several hours ago. But like 1/1, I'm perfectly fine at just relaxed taking your timeness. (or just plain defensiveness back up around 7, which is similar but with more doing stuff and less just watching things like the dysons spread out slowly because I can)

10:34ish - Armored Golem 2 (From Hammer Knight) gets absolutely destroyed while trying to get away from Hammer. A bad but not unsupportable loss.
10:38:00 - Good to know: Core Mirrors can delay attackers long enough to get things reinforced on Orc Knight and save the fab. Even when those attackers are a line of 12 flagships, 1 spirecraft siege tower and a core plasma siege starship.
10:52:20 - Down to only 3 necessary matter converters on Spire Knight. Econ in the trash still. Exo force 72%. Spire fleet rebuilt.
10:59:00 - Econ recovered, check. Systems recovered except for rabbit arm, check. Colony Ship, check. Actually having the resources to build a hub: not check. Also the Dark Spire need to be cleaned out of the Rabbit arm, theres 25 of them in there. All the threat in the galaxy is DS right now, and most of it is just sitting around sniping off the occasional AI reinforcement ship.

11:07:00 - "16 AI 1 ships [II] OS Raid Eng to ??? in 1:00" Had to pause and go poke the logging to actually figure out where that came from. Apparently the AI bought a one-shot raid engine, is that new or have I just never seen it?
11:13:30 - Apparently I hadn't actually finished knowledge gathering at Hammer Knight and surroundings. Laser Turrets II/III unlocked.

11:36:53 - Everything is ready, just need to let the exo pop in here first to clear that out of the way. Fort IIs unlocked/built, along with Sniper IIIs.
11:47:51 - Defenses built up in the back, city is building!
11:48:42 - City built, Quartet of spirecraft have arrived fashionably late to stop it. Also here: Lots of angry ships from the AI.

11:56:54 - Is it ironic if you find a shard on the planet you just setup a city on?
12:25:00 - Smashed a couple command stations and a Data Center on the way to freeing the dyson sphere, then freed it. The Spire fleet is blowing stuff up plenty fine, everyone else can stay and defend Hammer Knight.
12:46:29 - Theres at least 100 dysons in the map now, and I'm moving on with this third city shard. The Remiel quadrant is basically blockaded by a wall of dyson.
(http://www.arcengames.com/forums/index.php?action=dlattach;topic=13193.0;attach=7498;image)
13:25:05 - Found another Armored Golem on Spider Knight.Now I have an anti-DS golem over here (technically two if you count the dyson), since that system also has a vengeance in it. Might go and take Red Roper at some point to dump some of this AIP off in the superterminal. Dyson Sphere is still consistently spewing forth gatlings.

13:11:00 - Bah, Dark Spire. To heck with you, I'm going to claim more land near the dyson instead. (even though there are generators there too ::) ) Less likely to get knocked over at a moments notice if an Exowave is attacking, and theres a Showdown Device over there. Also, are the SD supposed to look the same as Vengeance Generators right now?
13:31:24 - Co-Processors are cleared out. Special Forces is not amused and sends the Hunters to ambush the Spire fleet on the way out of Pumpkin Tree. Unfairness leads to most of it getting eaten by dissasemblers, but they are down 1 H/K, and the guardians are down to 98 artillery and 7 dissasemblers.
13:47:00 - HBC III/IV unlocked along with Needler, MLRS, Missile, and Tractor IIs, since I've run out of turrets. HBC IV goes to Hammer Knight. Remiel taken, but not forthe armored golem. Its going to be the 3rd city. ARS on Devil Frog has TDLs~
14:19:48 - TDLs II/III unlocked, and I found the lone threatship that isn't a Dark Spire ship. Also got another turret controller (MLRS), so sometime later I'll finally have something else I can put back there to ward of Dark Spire while I continue to try and see if the AI wants to respond anytime soon that doesn't involve an exowave. If it doesn't, I'll drag it's attention over here with a bigger set sof shiny spire scitys. :)