Hey all; I'm very new to this game. I've had it for quite a while, I just never really messed with it enough to get into it, due to having other games I was interested in at the time, but now I'm completely hooked. This is my first serious game, rather than just messing around to get a feel for the mechanics, and while I've logged over 100 hours on the game on Steam, that's also factoring in time I've spent in the Steam overlay reading the wiki, and forum threads and such, or time spent AFK making food, or playing through a particularly tough part a few times. I allow myself 1 save; I can redo a particularly hard wave over and over again, to learn from my mistakes, but I can't go back 3 hours. If I get myself into a sticky situation, I have to figure my way out of it, or accept defeat. I'm not going to explain much about the current state of affairs, as that's already done in an imgur album linked below. However, I will give a brief summary of events up to this point, list my current unlocks, my thoughts, and I'd love any feedback. I'll also continue to update this as time goes on.
http://imgur.com/a/nIFQuMyself + 2 Extra Champions vs. 2 Difficulty 7 Random Moderate/Easier type AIs. I don't know how to check what their type is in the current game, sorry. Complex ships with nothing disabled.
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Unlocked Technology:
Neinzul Railpods Mk I-III (Starter ship.)
Spire Maw Mk I (Unlocked via Design Backup Hack.)
Missile Frigate Mk II & III
Bulletproof Fighter Mk V (Unlocked via Fabricator Hack, Fabricator intact.)
Riot Control Starship Mk II & III
Mk IV Starship Capability (From ASC, Hacked and intact.)
Engineer Drone Mk II
Metal Harvester Mk II & III
Economic Orbital Command Station Mk II & III
Military Command Station Mk II
Logistical Command Station Mk II & III
Mobile Space Dock
Harvester Exo-Shield
FF Gen Mk II & III
Hardened FF Gen Mk I & II
Human Modular Fortress
Neinzul, Spire, & Zenith Modular Fortresses, (From nebulae.)
Mini-Fortresses.
Missile Turret Mk II
Flak Turret Mk II & III
Lightning Turret Mk V, (From Advanced Controller. Didn't know you could hack them at the time.
)
HBC Mk I-III
Sniper Turret Mk II
Spider Turret Mk I-III
Assorted Champion Unlocks, (They'd be really inconvenient to list, and I don't use most of them.)
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Prologue:
Before the game initially started, I was playing with various map styles and the untangler. I was trying each of them, and ended up with this Spokes map, and managed to get it halfway untangled. I wasn't confident trying Golems - Hard yet, and didn't want to have them be unrepairable, (Also held the same opinion regarding Spirecraft, which is why they're on Hard, even though I'm a beginner.) I set everything else that didn't sound totally unmanageable to On, left most of them standard in intensity, except for the stuff I was completely unsure of, like the Roaming Enclaves, or that sounded excessively annoying, like Astro Trains, and dove in. I picked Neinzul Railpods because their description sounded cool, and I'm a defensively-minded player, and I figured having a constantly rebuilding set of railguns would be a potent defensive addition. As it turned out, I was right, and they're so inexpensive I can just send thousands and thousands on suicide missions through wormholes to soften up targets. I can send them in en masse in Stand Down, select a target, and then activate them to instakill a particularly irritating enemy, or move MSDs with Engineers up and wipe out an enemy on their own planet. They're also so cheap and quick to build I can construct Railpod fortifications anywhere there's a dock, instantly, and with enough Fortresses, Engineers, MSDs, or a Regenerator Golem, they can exceed their advertised 2-shot lifespan. I feel like this was a strong choice; but I digress. I started off on Tunejerdem, because it seemed like the most logically sound way to go about things; it was the closest thing I had to getting my back against a wall, since Plukindo wasn't available as a spawn. In reality, it would have been better to start at Murderribfall, (IIRC, that was an option available; that or Tinmurd.) so I wouldn't be so far into a corner and have such an uphill battle, but things've worked out alright so far, I think. I wasn't entirely aware that the other ships I selected at the start would end up being special ships the AI controlled, so I had no clue what kind of headache I'd be giving myself with some of them, but it's turned out to be a good thing as it's forced me to adjust to handle them. My entire goal starting out was to utilize superior range to minimize friendly casualties, which is why I selected Railpods and have capitalized on the use of Missile Frigates; While it's worked out fairly well, what I was not anticipating was the level of crowd control I'd have to do, which has forced me to adapt my ways significantly, and beef up on fortresses, flak, lightning turrets, forcefields and the like.
From Tunejerdem I immediately captured Plukindo and Bingkoios, and because I didn't know my ass from a hole in the ground and am a bumbling idiot due to being new to this, proceeded to build a Survey Ship, and attempt to check out the Fallen Spire mission on Bobuos while weathering one of the first few waves, which lost me the shard. Somehow I survived, and since I had no idea what I had lost, I continued on my merry way, sending MSDs through multiple planets in rapid succession, killing everything with Railpod artillery and making my way up to Meka. I wish that I had known more about the Fallen Spire campaign, so I knew not to lose the shard, but, c'est la vie. The cities would have been nice, but I'm managing without them. I bought myself a Z Power Gen at Meka to bolster my early-game energy capacity, without having to resot to Matter Converters, and fought viciously to defend it. Clawing my way into Murderribfall took hours, and I almost lost my front line on Meka several times. I had extra knowledge accumulated, (I would've had more, but I forgot I didn't research on Plukindo.) but didn't know what to spend it on, and Murderribfall was a tough nut to crack. Up until this point I had not used a save state, and didn't have to by the time the fighting was over, but I got very close several times. Around this time I learned the trick of sending Railpods in as a group in Stand Down and proceeded to group-snipe targets one by one until the way was clear. Upon succeeding, I managed to get myself a Black Widow Guardian,which was a great boon to me. I expanded into Afrlocpu and Hascu, and in doing so I was introduced to several new things; Human Marauders, Dark Spire Vengeance Generators, Dire Lairs, and Turret Controllers. I managed to fumble the ball by capturing Hascu before hacking the turret controller, purely because I didn't know you could do that. The Dark Spire and the Dire Guardians weren't much problem, I just had o make sure not to send lots of railpods into Afrlocpu to fight Marauders and die. I killed the Lair, dealt with the consequences, and that was that. I spent an hour or so fighting Marauders off and on, not really understanding that I needed to complete the nebula to secure that border fully and stop their assaults, before I finally sent my champions in. I had no idea what on earth I was doing, but I managed to fight the Neinzul Astrids off of the Shattered Pillar and get out alive. I thought it was pretty cool having 3 champions that I got to customize; this became much less cool when my first Exogalactic Strikeforce - Champ Nemesis sent me 10+ enemy Shadow Frigates. Fortunately, I had saved beforehand and I began the learning process of how in the world I was supposed to deal with a huge enemy wave AND several enemy champs. At the time my defensive setup was a flowerwheel around the incoming wormhole to contain attackers, and let them get pummeled by flak, missiles, lasers, and lightning. This worked great, coupled up with railpods, but unfortunately it wasn't very effective against shadow frigates. I ended up buying 2 ranks of Riot Control Starships and holding them in a blockade of sorts while my own Champions and all the turrets left alive beat them to death. Next came the move into Tinmurd.
|| *Note: I don't genuinely remember whether I got the Botnet Golem before or after Tinmurd. My apologies. I think it was before, but I didn't want to say so incorrectly. ||
|| **Note 2: I went straight Economic for my Command Stations, because I desperately needed the resources and energy cap. ||
Tinmurd was a hard move, truth be told; I spent a long time trying to establish any kind of foothold, because my planetary strength was escalated so high from turrets that the enemy didn't want to enter my system, so it just kept a huge garrison of ships blocking my path instead, (And all this while, Spire Civilian Leaders had been jacking my AI Progress up.) I finally managed to break the line by building a bunch of Mk I starships to draw fire long enough that I could move the Black Widow Guardian in, tractor everything it could handle, and retreat back through the wormhole over and over again to kill enemies in smaller groups with turret assistance. I managed to bleed their standing guard dry, and push up into Hais with ease, (Fairly sure this is where I got the Hive Golem.) taking it and setting up turret emplacements on both Hais and Tinmurd to weather any attackers coming down from Murdoch. This was my first T3 planet, and was a very, very scare move due to it being a hub world, with attack coming from any direction. Up until this point I had relayed on bombarding a single point of entry, so this was new for me. Utilizing similar tactics as before, and with the help of the Botnet Golem, I was able to finally make my way in, but the looming question was what on earth I was supposed to do with the place now that I had control of it available. I started off by building turrets, (Badly.) in areas to protect the entrance wormhole, and lost the command station over, and over, and over again. I learned from my mistakes, though, and eventually got to the point where I could stick a command station right in the middle, having bought Mk I Hardened Forcefields, and proceeded to pay an arm and a leg to a trader over time to get myself a Black Hole Machine, an Armor Booster, a Radar Jammer Mk II, a Counter Spy, and 2 Mass Drivers, in that order. Over the course of all this, I managed to live through several waves like the cockroach that I am, and had moved all of my things up from Murderribfall, although I left the turrets on Hais and Tinmurd as a safety net, since Neinzul Shadow Frigates can bypass Black Hole Machines and I didn't yet have the capability to completely block the entrance off securely. Once I was halfway set up in my new home, I took Mondur, which was an inconceivably stupid decision, seeing as it forced me to defend 2 fronts when I could just manage one. Not thinking, I just wanted another Z Power Gen, and to save the Human Colony on alert. It would have been better if I had waited, and let the Colony get close to losing invisibility, (With 5 minutes or so remaining.) instead of saving it with slightly over an hour remaining. It all worked out, even though I completely borked the order of things, since I ended up with a second Black Widow Golem, a Z Power Gen, and a Colony producing for me, and proceeded to conquer the 2 short arms attached to the hub, complete their Champion missions, and snag myself a Regenerator and Bulletproof Fighters out of it, (Which I'm still not really sure if they're good for anything.) I began construction of a SuperFortress on Murdoch, along with the new Modulars, and set up a Starship Warpgate for all the new toys from my Champion missions. Somewhere along the way I managed to get Spire Maws hacked, but I've done very little with them since. I figured since they're really easy for my setup to destroy, that a wave of them is actually a good thing, as it means I won't have to deal with a wave of Spire Stealth Battleships if Maws get picked. Likewise, I haven't interacted with a Design Backup Server for Railpods at all, because I already have them, and AI Waves of them are absolute peanuts; the AI is not programmed on how to use them effectively, at all. If it took one group shot with them all, and killed something, and then retreated to let them get repaired, it'd be ridiculously hard to deal with, but instead they just suicide into hundreds of different targets and do nothing.
My current segment of the game really occurred as a result of a desire to secure my borders better; I wiped out Shokal and Womi, (Not realizing still that I could've just hacked that Turret Controller on Shokal, because I'm a moron.) and proceeded to send strikeforces into Vilyunrev, setting myself up to make a secondary base, in an effort to better protect my ZPower Gen on Mondur. I proceeded to send my Champions and Black Widow Golems together on raids to clear out Bozuzpuz, Mesicra, and Nara, where I met the Neinzul Rocketry Corps, (More on that later.) I've managed to keep the Generator so far, which is certainly a plus, but as a result of being stretched thin I've had some real doozies in regards to incoming waves. Trying to defend against 39,000+ Vorticular Cutlasses when you're split up, or 55,000+ Neinzul Youngling Shrikes... (They're particularly deadly to me because they're immune to sniper shots, and also reclamation damage. No Railpod help, and no Botnet help.) Yeesh, just the 55 full Carriers could wipe out a Black Widow Golem if they all concentrated in one volley. I had to redo that wave over and over, until I did something I wasn't really ready for; I created a full on, forward base on Bozuzpuz, off of a save where I had roughly 5, maybe 6 minutes to prepare from the last save where the incoming wave was announced, (From announcement, through to spawning, and travel time.) I managed to just barely get an Armor Booster built from a passing Trader along with the shield and turret setup seen in one of the imgur pictures. At the time I also had the Riot Control Starships, my Attritioners, and my Translocators and every other Starship I owned there, in order to buy me enough time to finish the last few percentage points on the Booster. I got extremely lucky, and managed to finish out losing only one Attritioner due to dumb placement by yours truly, and 3 Translocators, a Mk I and two Mk IIs. I was kind of expecting that though, seeing as they were on the front line, protected by the Riot Shields, right behind the HBCs. Between them, the Black Widow Turrets, and the Spider Golems, I actually ended up with much less pressure on my Forcefield ball, an while previous attempts at holding on Vilyunrev had only yielded a few thousand enemies dead, I watched them fall below 40k, 30k, down to 20k before my eyes... I didn't lose anything irreplaceable except for the aforementioned Spirecraft, and that was a cheap fix, only Reptite and Pysite were needed. It's actually stupidly effective having a blockade wall of Riot Shields; they hold up much, much better than their stats would suggest, and they saved my bacon several times during that fight, by containing AI forces long enough for the shields over the Wormhole to Vilyunrev to be rebuilt. So, a few waves I've got my head on straight, both bases fully rebuilt, arranged to be pretty and effective, and with the proper units at the proper places, and I'm currently preparing to try and hack an ASC on thing on your footliuas in a moment of calm between waves. Wish me luck, I'll keep everyone posted.
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END TRANSMISSION - 1:
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So, some questions I currently have: Besides the obvious derps I mentioned, what else could I probably have done better? I really like the ship I chose, but could I have done better? I know that a lot of people here are of the mindset that getting to the AIP levels I have is a terrible, awful, unmanageable idea, but I'm actually holding up really well, and I'm about to get a lot stronger, seeing as there's a 2nd Regenerator Golem available soon, several more planets' worth of resources and energy, more knowledge and therefore more turrets, and maybe I could finally switch to a Military Command Mk III from a Logistical III on Murdoch, (Which I actually really like, because of all the free metal, and needed for a while, due to lots of Teleport Raiders, and a lack of Fortresses with shields at the time.) I'm also kind of excited about hitting Mk IV AIP, since that will spawn more Design Backups and Fabricators; which brings up the question, will they disappear if AIP dips back down below Mk IV? It's a valid question, because I know the location of a few Spire Civilian Leaders that I'll be ready to make a move on soon. Another huge question I have, is would I be able to destroy a Neinzul Rocketry Corps by placing a Planetary Armor Inhibitor on the same planet, and proceeding to kill it with AoE since nothing seems to want to directly target it? If so, would the same thing work for Vengeance Generators? I don't really need to kill the Vengeance Gen, but it may be useful for another game, and while I have 0 need to kill the Rocketry Corps, as I already have a very workable solution, it would mean I wouldn't have to hear the warhead explosion noise anymore, which would be nice. I'm assuming it's -possible- to kill, "invincible" ships, because I had the Zenith Trader come through once very heavily damaged, about 60% total remaining HP; I would imagine if one can get damaged, so can the others, somehow. Any other feedback or comments are more than welcome.