Author Topic: Core Cruisin'  (Read 15031 times)

Offline Coppermantis

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Core Cruisin'
« on: August 09, 2012, 01:06:37 am »
Since my last game ended in a kind of stupid manner at the hands of the frankly quite annoying Dyson Plot, I have started a new game with Hybrids on 1/10 to disable the Dyson plot, but have amped up the difficulty elsewhere to compensate.

DETAILS:

My AIs are The Core and Neinzul Youngster (7 and 8, respectively)

Enabled Minor Factions are Human Marauders 3, Human Resistance 6, Colony Rebellions 2, Dyson Sphere 4, Zenith Traders, Roaming Enclaves 3 and Neinzul Rocketry Corps 2 as well as Golems medium and Botnet Easy

Map: 80 planet Simple

All expansions enabled

CSGs and Swallowers disabled

Bonus Ship Type: MLRS



^
My map. The marked systems have Backwater Wormholes on them, although my altplanetnames.txt has a planet called "Backwater" on it, along with several other Humorous names.



GAME START:


I'm faced with the problem of having to deal with Core ships early on, so my plan is to fast tech to III as soon as I can, although this also leaves me vulnerable to the large numbers of Neinzul ships that will be coming in waves. I'll have to hold those off with Turrets.

First unlocks: MLRS II, Riot II (Tazers will help keep the Neinzul at bay), Adv. Warp Sensor and Gravity Turret. The Shadow gets two of each module.

First wave at 12 minutes. 72 Core Tachyon Microfighters, no big deal. I suppose that I'm not seeing large enough numbers for their strength to show, although the fact that the AI has them is worrying, as my Anti-Eye strategy involves using cloaker starships with heavy artillery to kill guard posts, and with the Tach fighters present cloak will be harder to maintain. However, I'm not worrying about that too much.

At seventeen minutes the first Neinzul wave arrives. I forgot to turn on Auto-Kite so I took some damage from the Nanoswarm despite my Gravity turrets. Fortunately it wasn't too bad.

Scouting the nearby systems shows little of value save for a Mk. I Zenith Reserve on Sandvich. Not too useful, but I could save it in case I get into trouble.



I can already tell this is going to be a roller coaster ride of disappointment.

Offline TechSY730

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Re: Core Cruisin'
« Reply #1 on: August 09, 2012, 07:44:00 am »
Just a quick concern.
Did you put Hybrids on 1/10, or advanced hybrids?
Advanced hybrids on 1/10 (or 0/10 ;)) is what disables the dyson plot.

Offline Coppermantis

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Re: Core Cruisin'
« Reply #2 on: August 09, 2012, 07:04:06 pm »
Advanced on 1/10.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Coppermantis

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Re: Core Cruisin'
« Reply #3 on: August 15, 2012, 04:52:29 pm »
By the way: I'm going to restart this one once the next update comes out as I really want to try the new ship types and nebula encounters. Hence why I'm not updating it for the time being.

EDIT: So the update came out shortly after I posted this. Will resume playing soon.
« Last Edit: August 15, 2012, 06:50:26 pm by Coppermantis »
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Coppermantis

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Re: Core Cruisin'
« Reply #4 on: August 16, 2012, 05:17:35 pm »
Alright, new game started. All settings are the same except tat AI2 has been changed from Neinzul Youngster to Golemite, because why not. (Actually, I can think of a great many reasons why not, but who cares)

Bonus ships are now Medic Frigate and Tackle Drone Launcher. Fun times ahead for sure.




My two homeworlds are separated, which will prove problematic if I don't link them soon. GLaDOS and Pootis are priority planets to take at the start as doing so will allow me to more easily defend my worlds.

The first wave comes in with 70 Mk. V Bombers to Sandvich and 70 Mk. V Fighters to Mienhoff. No big deal, I have 1/2 cap of ships on each so the waves are easily beaten. There's also the champion on Sandvich, so that helped with the bombers.

I unlocked Mk. II Tackle Drones and Medic Frigates as well as Econ II CC and Grav Turrets. Modular Fortresses are also included, although I won't be able to afford them just yet. However, they will be useful to secure the end planets of the dual semi-ring that my empire will eventually form.


Note that the direction of expansion will vary depending on where the nice stuff is, but the forts will always be on the opposite side of the expo route.

17 minutes in and I take GlaDOS and Pootis. This is not my usual strategy, but linking the homeworlds is necessary. Both planets belong to The Core, but the Tackle Drones are hilariously good at dealing with the threats. I hardly took any damage from the enemy ships because the drones kept dragging them away. I'm not going to call OP yet as this is my first combat experience with them.

So I kill both CCs and trigger a SpecFor Alarm Post. Oops. Threat jumps to 254 in an instant. Not too bad, considering. My fleet should make short work of it. The threat is mostly dealt with when a wave of 180 Mk. I (whew) bombers shows up to Sandvich. No biggie.

I unlock Mk. II scouts and send huge scouting parties of Scout starships+ MK.I/II scouts in both directions. The Northern path has nothing of value at all, but the southern route has a Zenith Generator on Wheatley, a Factory IV on Konsartini, an ARS on Tarsonis and a broken Botnet on Tosin. I think it's fairly obvious in which direction I shall advance. As far as threats I'll face, there are a few Fortresses and Eyes, but my biggest worry is the AI Botnet on Monlyth and the AI Regen Golem on Konsartini.

More scouting reveals that Sucrel has a Broken Hive Golem (2nd most powerful, I'd say. Arguably moreso than the Botnet since it can hit Core ships, which I will be seeing a lot of.) and a second Z-gen. Oh, and a Data Center. The Southern branch is ridiculously lucrative. I don't want to get to greedy though lest I incur the AI's Wrath.

Both GlaDOS and Pootis are now secure and each is getting a nice modular fortress to bolster defenses. My unlocks from the knowledge gathered are Heavy Beam Turrets I-III. I don't want anything getting through my defensive line.

I buy two Z-gens from the trader that passes by, but put them both on hold for a while. That way I will be able to have 4 of them once I capture Wheatley and Sucrel.


A wave from Golemite hits Meinhoff and GLaDOS. Oh, and there's Beachheads, but there aren't enough ships yet for that to be a problem.
« Last Edit: August 16, 2012, 05:24:33 pm by Coppermantis »
I can already tell this is going to be a roller coaster ride of disappointment.

Offline LaughingThesaurus

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Re: Core Cruisin'
« Reply #5 on: August 17, 2012, 07:44:02 pm »
Quote
the southern route has a Zenith Generator on Wheatley.

Are you certain that it is wise to unite GlaDoS and Wheatley?

Offline Faulty Logic

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Re: Core Cruisin'
« Reply #6 on: August 17, 2012, 11:16:35 pm »
Quote
I'm not going to call OP yet as this is my first combat experience with them.
Any tractors are significantly better against the core than normal AI.

Now I really want to try the tackle drones.
If warheads can't solve it, use more warheads.

Offline Coppermantis

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Re: Core Cruisin'
« Reply #7 on: August 18, 2012, 12:22:24 am »
Quote
the southern route has a Zenith Generator on Wheatley.

Are you certain that it is wise to unite GlaDoS and Wheatley?

Llanfair and Dimune are going to be left to the AI as there's nothing useful, so there will be a safe buffer between the two.  ;)

Quote
I'm not going to call OP yet as this is my first combat experience with them.
Any tractors are significantly better against the core than normal AI.

Now I really want to try the tackle drones.

Out of curiosity, why exactly is that? I assume it's because The Core would get fewer ships, hence the tractors can pull a larger percentage of the fleet.

It would be nasty if Core got something like Zenith Bombards or SSBs Happy Fun Balls
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Faulty Logic

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Re: Core Cruisin'
« Reply #8 on: August 18, 2012, 12:28:11 am »
Exactly.
If warheads can't solve it, use more warheads.

Offline Coppermantis

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Re: Core Cruisin'
« Reply #9 on: August 19, 2012, 07:20:27 pm »
I am in the process of enhancing my defensive line with Superfortresses. Probably a sub-par idea, but once I get one up on both planets they'll practically be uncrackable. I have forcefields over the exit wormholes as well to trap any invaders in my chop shop. It was fun watching the most recent wave get torn to pieces by ModFort+9 heavy beam cannons.

In other news, I completed a Nebula and have acquired some Epsilon Eridani mining ships. The southern offensive is going well, casualties are minimal.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline TechSY730

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Re: Core Cruisin'
« Reply #10 on: August 19, 2012, 08:45:36 pm »
Well, superfortresses do have a somewhat more DPS than a Mk. III fortress, and substantially more HP.
Is that enough to be worth it's insane price tag (outpriced only by the higher Mks of ion cannons)? Probably not. But if you can get it built, it will pull its weight.
« Last Edit: August 25, 2012, 08:00:05 pm by TechSY730 »

Offline Coppermantis

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Re: Core Cruisin'
« Reply #11 on: August 25, 2012, 05:22:34 pm »
I found a third Zenith Generator on Arcturus. I don't think energy will be an issue for quite a while.

There's an interplanetary munitions booster on Fobar. That might be a problem later on but for the time being I won't be expanding there. The Dyson Sphere has also been located on New Folsom.

In Champion-related news, The Shattered Pillar Zenith have been discovered. The three-way nature of this battle is making it tough, especially given the fact that the friendly Zenith won't focus their fire on important targets. It might be nice to give the champions a Command Flare like the ones in AVWW to direct allied attention to an area. Just a thought.

Also, I did a knowledge hack on Moriarty. Not too much response, Tackle Drones did a good job of keeping the response fleet away from my ships.

One superfortress is at 38% completion. The other is at 0%. This will take a while, but in the mean time the modular forts are doing well.



Also, I encountered a Roaming Enclave that was outlined purple instead of red. Does the color define whether the enclave is hostile to the Player or Everything?
« Last Edit: August 25, 2012, 05:31:33 pm by Coppermantis »
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Coppermantis

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Re: Core Cruisin'
« Reply #12 on: August 25, 2012, 07:25:06 pm »


I have a superfortress. Your army is invalid.


Also, there was a CPA. Only 900 ships, no biggie. Standard waves are larger than that at this point.
« Last Edit: August 25, 2012, 07:33:31 pm by Coppermantis »
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Coppermantis

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Re: Core Cruisin'
« Reply #13 on: September 06, 2012, 05:58:37 pm »
A Black Widow Golem just joined a Raid Engine fleet and wreaked havoc on my fleet, grabbing a ton of stuff and dragging it back behind AI lines,  with no hope of recovery. Nasty stuff.
On the plus side, I got an Advanced Factory and with some hacking managed to acquire Mk. IV Bombers. I also purchased and completed an Armor Booster and Mk. II Radar Jammer from the trader to enhance my northern front. It's actually getting scary, lots of AI Bombers.

Also, a Special Forces Patrol Fleet of 2000 core ships (mostly fighters, but still) is patrolling along my front. I have no chance of winning in a direct engagement, so I have to avoid it.

I can already tell this is going to be a roller coaster ride of disappointment.

Offline LordSloth

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Re: Core Cruisin'
« Reply #14 on: September 06, 2012, 09:24:07 pm »
Have you considered hitting the Special Forces with Riot Starships? Do you have access to any hostile systems with a gravity drill?