Arcen Games

Games => AI War Classic => AI War Classic - After Action Reports => Topic started by: Tridus on June 28, 2013, 05:52:19 PM

Title: Mining for Achievements
Post by: Tridus on June 28, 2013, 05:52:19 PM
So, there are a lot of achievements in AI War I don't have. There's a lot of game options I haven't tried. Time to fix both in one giant pile of insanity! Game settings:

120 Planet Map (X style) - 3 Achievements (one for beating a 120 planet map, one for controlling 80 planets, and one for controlling 110 planets). X type because with the AIP created by taking 110 planets, I'm probably going to need an easier map type.
AI 1: Entrenched Homeworlder 7 - 2 Achievements
AI 2: Train Master 7 - 2 Achievements
Auto AIP: 1 every 60 minutes
No Fog of War - I'm conquering the entire map anyway.
Complex Ships - all enabled (first time with dire guardian lairs on!)
1 Champion - Somewhere between 1 and 3 achievements (one for having every module unlocked, and hopefully two more for level 40 and 50 champions, but I'm not sure how you get one that high normally since I've never gotten past 33 or so)
Bonus Ship - Protector Starship - because it's nine kinds of awesome

Enabled stuff:
Human Marauders 4/10 - 1 Achievement (never used these guys before)
Human Resistance Fighters 4/10 - 1 Achievement (never used these guys either)
Human Colony Rebellions 4/10 - 1 Achievement (never used these)
Zenith Trader (use this all the time so no achievement)
Zenith Miners 4/10 - 1 Achievement (though I may turn this down to 1 or 2)
Zenith Devourer - 1 Achievement (Never used this before, hi cookie monster!)
Zenith Dyson Sphere 5/10 (no achievement, but I like these guys)
Neinzul Rocketry Corps 4/10 - 1 Achievement (never used this)
Neinzul Preservation Wardens 4/10 - 1 Achievement (never used this)
Neinzul Roaming Enclaves 4/10 (no achievement, used this before)
Fallen Spire 4/10 (no achievement, I've already gotten them)
Spire Civilian Leaders (no achievement, but taking 110 planets means I'm going to need the AIP reduction!)
Spirecraft Hard 4/10 (no achievement, but I could use the extra weapons and I don't fear the exo that much with so much other stuff going on)
Dark Spire 4/10 - 1 Achievement (never used these guys, and I'm not entirely clear on what they do)

AI Plots:
Avenger - 1 Achievement (enabled on both)
Hybrids 4/10 - 1 Achievement (never used either hybrid option, and I'm not entirely clear on what they do. Discovery time!) (enabled on both)
Advanced Hybrids 4/10 - 1 Achievement (enabled on both)
Astro Trains 4/10 - 1 Achievement (never used these) (enabled on AI 2)
Beachheads - 1 Achievement (enabled on AI 1)
Hunter 4/10 - 1 Achievement (enabled on AI 1)
Shark A 4/10 - 1 Achievement (enabled on AI 1)
Shark B 4/10 - 1 Achievement (enabled on AI 1)

I've attached the starting map. I seem to be surrounded by train stations. Knowing nothing about astro trains, I do notice they cause AIP when killed and can influence train routing. So it sounds like I may need to build things such that trains going by won't kill them.

Man, this will be an interesting game.
Title: Re: Mining for Achievements
Post by: The Hunter on June 28, 2013, 06:26:34 PM
Looks !!Fun!!, good luck. XD
Title: Re: Mining for Achievements
Post by: Tridus on June 28, 2013, 07:18:06 PM
Thanks! :)

It didn't take long to get interesting. Looking around a bit, my first goal is to secure the area that connects to my homeworld and reduce the number of entrances. Unfortunately there isn't a lot of capturables near me that are easy to get, so this will require some tech. One of the spokes right off the homeworld is small and has a nebula, an advanced research base, and the dyson. That's as good a place to start as any!

Initial Unlocks: Harvesters III, Mini Forts

So I start fleeting up. First step is my three fleet ships, my Protector Starships (missile and shell modules), and Neinzul Enclave Starships. I'll get the Flagships started once I start moving. Take the first planet with no difficulty of course, and get a logistics station up. Start building mini forts.

Then I see this.
(http://cloud-2.steampowered.com/ugc/901000742760337701/9B3B17461D6975746D4567DFB1B3A3E3816DC489/)

I've never used trains before, so this is new to me. They don't have any guns. They do have tractor beams. Lots of tractor beams. One has a shield projector, and there's some cargo in there. The AI runs cargo? Am I fighting an evil UPS here?

So anyway, the next planet is a mk IV world. Because that's how life goes when you want to conquer the galaxy. I start taking out guard posts on it, and a wave is declared. No problem, 45 bombers and a starship. And then I get another warning that the devourer golem is nearby. It's going to show up at the same time as the bombers. On my homeworld.

(http://cloud-2.steampowered.com/ugc/901000742760323805/464CCC80711792EBB9C87D90E22C53FF1B4C9B44/)

It turned out the devourer was just passing through and didn't eat anything nearby. It's back on an AI world now. Was pretty scary though!

By now my science is building up.
Unlock: Protector Starship II.

Build those (2x energy module - I LAUGH AT YOU, FORTRESS!, 1 laser module, 1 missile module).
Start building some Riot 1's mounting shields and the shotgun. Back to work on my mk IV world, with the extra defenses it should go faster now, though the ion cannon beneth the FF II is a pain.
Title: Re: Mining for Achievements
Post by: The Hunter on June 28, 2013, 07:32:30 PM
Protector starships are indeed pretty OP at the moment, making everything near them pretty much nearly invulnerable to anything but strongest attacks.

Quote from: Tridus
I've never used trains before, so this is new to me. They don't have any guns. They do have tractor beams. Lots of tractor beams. One has a shield projector, and there's some cargo in there. The AI runs cargo? Am I fighting an evil UPS here?

Trains have alot of !!Fun!! things indeed and are pretty hard to destroy. http://www.arcengames.com/mediawiki/index.php?title=Astrotrain#Astrotrain
Generally you will have stuff like trains stealing your fleet ships with tractors, revealing stealth ships with tachions, boosting enemy armor, regenerating enemy ships like regeneration golem, repairing them, disabling your armor, covering enemies with shield, disabling your forcefields, and so on, on higher levels there are even emp and nuclear trains(though i think for most dangerous ones you need to have it on 7 or 8).
As for cargo trains, when cargo % finishes AI will get some reinforcements like golems.
Though if you get rid of the stations in your part of the galaxy trains will be less dangerous, ofc AIP will get up though, so your choice. :)
Title: Re: Mining for Achievements
Post by: Tridus on June 28, 2013, 08:08:46 PM
Yeah, I'm going to have so much AIP already that I'm not sure more is the way to go here. May have to as things go on, just to keep them away from my homeworld. We'll see.

Anyway... I moved down and took the hub planet the dyson is connected to. Threw up a millitary command and mini forts.

Unocked: Flagship II, Neinzul Enclave Starship II, Heavy Beam Cannon I.

Moved to take the Dyson. With my Protector II's that was easy. So standard thing, I'll throw up a command station and scrap it.

...

oh yeah, Shark. Okay, I'll decolonize instead.

(http://cloud-2.steampowered.com/ugc/901000742760993102/6C6B8E9173A1BA795C75D051EF6E404C8851E9F6/)

The dyson sphere does not approve of this plan. In fact it put out so many gatlings that it took over this planet, kept going, and ended the game.

Okie dokie, on to plan B.
Title: Re: Mining for Achievements
Post by: Tridus on June 28, 2013, 09:34:11 PM
"Plan B" - The dirty savescummer edition.

So plan B is fairly straightforward. Instead of liesurly building something thinking I can scrap it and having things go horribly wrong, this time I'm going to build turrets. Lots of turrets. I'm also refitting all my Protectors for laser protection, to slow down those 30 gatlings.

New ship is Spire Mini Rams. Not bad. Not great. Really not in a position to go hacking at this point, so I'll take it.

Plan B works far better than plan A did. Now with the gatlings helping me I can move on. Next is a nearby planet with some pretty nasty stuff. Ion cannons (two of them), command post shield generators, and hybrids. Hello hybrids! On the upside, it also turns out to have marauders taking out the AI's stuff.

(http://cloud-2.steampowered.com/ugc/901000742761893229/709054F2321F37919745858744BF09AFAEF21563/)

That makes life easier, I go raid the ion cannons and then it's a simple matter to finish off the planet.

After that is one with more hybrids (including a building that apparently lets hybrids go to level 3?) and a lot of tractor platform ships for some reason. Take out that one, gain myself a Spire Civilian Leader. I need a few more quickly, AIP is ramping up fast.

Next is a Data Center, and a Dark Spire Vengeance Generator. Humm, what's that do? Oh, and a Plasma Eye.

Unlock: Engineer II, Protector Starship III.

Eyes don't bother me a ton when I can bring Protectors, because my little starship fleet can wear down the planet. Now I've added Plasma Sieges in, so all it takes is time...

oh hi random dark spire ships!

This actually started getting ugly, I had to retreat while the dark spire messed up everything. The AI eventually polished them off, so I came back and dealt with the AI. Then I started a command station. Scrap an Ion Cannon IV (it's next to a special forces post i don't want to bother killing, so it'll die anyway) and more dark spire ships show up, one of which is on my command center and already hitting it. Ack!

Dyson Gatlings bailed me out here, otherwise I'd have gotten to see what Shark does.

At this point I want to finsh building the unlocked mk I starships, so I figure I'll go do a nebula. I have a clear path to one, so I hit that.

...

Shattered Pillar 3 way battle. /sigh

Reload the save. Guess I'll start Fallen Spire instead and see if it takes me towards the other nearby nebula.

Start building the survey ship, and trains come through again. My ships chase after them (FRD). They get tractored. They actually manage to destroy the cargo trains, but don't seem to want to attack the tractor train (and don't do much when I tell them to). That takes them down to a station at a planet I own, then back out. I wind up scrapping the tractored ships. There's also some new trains in there like radar jammers. Interesting.
Title: Re: Mining for Achievements
Post by: The Hunter on June 28, 2013, 09:46:36 PM
Yup, dark spire is alot of !!Fun!!
Whenever something dies on the planet it powers dark spire and once it powered enough it spawns dark spire ships, i think, on all dark spire gen planets.
Also why reloading three way battle? It's not that bad, just shield the ships and the corner fort, i'd say one nebula that really gets a bit too much is the 2vs2 one, !!Fun!! stuff.
Title: Re: Mining for Achievements
Post by: Tridus on June 28, 2013, 09:49:58 PM
Wow, dying anywhere spawns stuff everywhere? That is going to get crazy ugly. Note to self: find turret controllers.

Yup, dark spire is alot of !!Fun!!
Whenever something dies on the planet it powers dark spire and once it powered enough it spawns dark spire ships, i think, on all dark spire gen planets.
Also why reloading three way battle? It's not that bad, just shield the ships and the corner fort, i'd say one nebula that really gets a bit too much is the 2vs2 one, !!Fun!! stuff.

In a human frigate it takes an annoyingly long time because you have to shield the ships. If I go somewhere else I can get a faster one, and then get this one when I'm in a Zenith or Spire destroyer. In those ships this scenario takes far, far less time.
Title: Re: Mining for Achievements
Post by: The Hunter on June 28, 2013, 09:54:27 PM
Wow, dying anywhere spawns stuff everywhere? That is going to get crazy ugly. Note to self: find turret controllers.
Lol i think you misunderstood, dying on the dark spire gen planets only, not sure how many deaths it takes to spawn them on 4 though, on dark spire 10 it is like 1-2 deaths.  :P
Title: Re: Mining for Achievements
Post by: chemical_art on June 28, 2013, 09:54:51 PM
As someone who has *won* using dark spire ships (there is an ARS somewhere) [search "save me my minions"] my advice for them is simple.

Do not set foot onto a world with them unless you are prepared to have the [your] galaxy burn. The initial onslaught of them is relatively the worst.

Afterward, if *you* live with the headaches they cause, they can be a great asset till very end game.


To be fair, I *only* play 10/10 (darkspire) with them, so they may not make as big an impact.
Title: Re: Mining for Achievements
Post by: Tridus on June 28, 2013, 10:29:28 PM
Wow, dying anywhere spawns stuff everywhere? That is going to get crazy ugly. Note to self: find turret controllers.
Lol i think you misunderstood, dying on the dark spire gen planets only, not sure how many deaths it takes to spawn them on 4 though, on dark spire 10 it is like 1-2 deaths.  :P

Yeah. Well if I have deaths on DS planet 2, it spawns sihps on DS planet 1? That will be interesting.
Title: Re: Mining for Achievements
Post by: Tridus on June 28, 2013, 10:30:26 PM
As someone who has *won* using dark spire ships (there is an ARS somewhere) [search "save me my minions"] my advice for them is simple.

Do not set foot onto a world with them unless you are prepared to have the [your] galaxy burn. The initial onslaught of them is relatively the worst.

Afterward, if *you* live with the headaches they cause, they can be a great asset till very end game.


To be fair, I *only* play 10/10 (darkspire) with them, so they may not make as big an impact.

That's going to be hard to do on a game where I want to get the Control 110 achievement and it's an X map. If I get one in the way I have no choice but to go through it.

I do have an idea of some places where spire cities are going up, though.
Title: Re: Mining for Achievements
Post by: chemical_art on June 28, 2013, 10:33:13 PM

That's going to be hard to do on a game where I want to get the Control 110 achievement and it's an X map. If I get one in the way I have no choice but to go through it.

I do have an idea of some places where spire cities are going up, though.

What I was driving more at was that make sure you are *ready* for the dark spire before you agitate them.

Some good defenses on each dark spire hub, and pray that no allies die on those worlds (nenzul allies) and you'll be fine after the DS do their work.
Title: Re: Mining for Achievements
Post by: Tridus on June 28, 2013, 10:39:41 PM
Cool, thanks. :)
Title: Re: Mining for Achievements
Post by: The Hunter on June 28, 2013, 10:57:31 PM
Quote from: Tridus
Well if I have deaths on DS planet 2, it spawns sihps on DS planet 1?

Yeah, on both 2 and 1. :P
Title: Re: Mining for Achievements
Post by: Toranth on June 29, 2013, 12:27:39 AM
Wow, dying anywhere spawns stuff everywhere? That is going to get crazy ugly. Note to self: find turret controllers.
Lol i think you misunderstood, dying on the dark spire gen planets only, not sure how many deaths it takes to spawn them on 4 though, on dark spire 10 it is like 1-2 deaths.  :P

Yeah. Well if I have deaths on DS planet 2, it spawns sihps on DS planet 1? That will be interesting.
A few more details about how Dark Spire works:

If I remember correctly, there are intensity * 2 Dark Spire Vengence Generators seeded in the galaxy.

Whenever a non-Dark Spire ship or structure dies on a planet with a Dark Spire Vengence Generator, some points are added to the Dark Spire "Spawn Counter".  At about the same time, the game checks the point total.  When enough points are reached some Dark Spire ships spawn in each Dark Spire system that has been 'activated'.  A Dark Spire Vengence Generator is 'activated' the first time a unit dies in that system.

Ships contribute different points towards the spawn counter.  A Champion spawned Drone contibutes a very small amount (less than 1 point), while a Spirecraft or Golem contributes a lot more (300+ points).  The Dark Spire ships also vary a fair amount.  A basic Wraith costs about 10 points, while an advanced ship may cost 300 points - but they scale up in power according to price.

Also, be aware that scrapping units or buildings counts as "dying" for this purpose, adding points to the spawn counter.

From experience I can make the following suggestions: 
1)  Do not attempt to build your chokepoint on a Dark Spire planet.  Just... don't.
2)  Do not count on protecting any uniques (fabs, etc) on Dark Spire planets unless you control and can prevent AI access to ALL Dark Spire planets.  Even then, be careful.
Title: Re: Mining for Achievements
Post by: Tridus on June 29, 2013, 06:31:53 AM
Thanks for the tips everyone! :) Based on them...

Unlock: Hardened FF I, Fortress II.

Drop a HFF and Fortress on the vengeance generator world. Switch command station to military. Drop a fortress on my homeword, since it's currently my whipping boy until I can clear this area.

Sneak over to the other nebula in the area. That requires passing three AI worlds, but they're all low mark and not busy, so it's fairly easy. Gray Spire Gatling scenario. Great! Lousy unlocks though, just the railcluster and railgun, with no fortress. I do have the spire frigate though, which is a much better base cracker than the human one. Champion is level 7. Maybe I'll go hit the second nebula.

New cargo trains. Gatlings go to attack them. Tractors take the gatlings. Oy. :P

Survey operation sends me up into another nearby hub on the X map, one where the spokes have a lightning turret V controller... and another vengeance generator. Oh well, still need to clear it all to get to 110 planets. I think the first thing I'll do is let these fortresses build and go hit that second nebula. A destroyer would really help my offensive punch.
Title: Re: Mining for Achievements
Post by: The Hunter on June 29, 2013, 06:59:06 AM
Why hardened forcefield? I'd get mk2 instead. Also rail cluster from my experience is pretty awesome! Maybe not as much for nebula scenarios but it murders fleet ships really nicely. :)
Also which dysons train took, yours or dyson's? If first then ow.
Title: Re: Mining for Achievements
Post by: Tridus on June 29, 2013, 07:05:00 AM
I took the Hardened FF because it's cheaper and fills the need I have right now.  mk 2 will be coming later (along with mk 3) since Spire Cities need them unlocked.

Rail cluster is good, but I didn't get the fortress and I was hoping for that. :)

The train took the dyson sphere's dysons. It'll make more, so it's not a big deal. Still pretty funny.



Alrightie. Second nebula (well, the first nebula for the second time) is the other shattered pillar. The one with the kamikaze colony ships. No problem for my new Spire Frigate. Take that out, and I get the Zenith Destroyer, Zenith Modular Fortress (yay!), and acid sprayer module. Switch to the Zenith Destroyer to go attack some AI systems.

FS subspace signal is up here:

(http://cloud-2.steampowered.com/ugc/901000742768487629/C0F12BE54A2DAD23C0937002AAF16E173CC5058C/)

So that'll be the area I clear out next. But given the rise in AIP, I'm going to need some defense forces while my main fleet is away doing offense.

Unlock: Fighter II, Bomber II, Missile Frigate II. I'll leave the mk I's behind as protection.

While I'm gearing up for the next set of planetary clearing, I get a couple of new messages:
- AI 2's major construction effort from trains is at 50%. That doesn't sound good.
- There's a Super Hybrid on the far side of the map. That also doesn't sound good, but at least he's over there?
Title: Re: Mining for Achievements
Post by: The Hunter on June 29, 2013, 07:10:43 AM
Yay fortress, also haven't had much experience with hybrids at 4, but from what i heard they can get pretty !!Fun!!, as for trains if you kill cargo trains you might be able to slow the construction progress.
Title: Re: Mining for Achievements
Post by: Tridus on June 29, 2013, 08:22:44 AM
Yeah, I have been able to kill some cargo trains as they pass my homeworld now, with the twin fortresses and lots of gatlings (and shattered pillar ships). Not sure if it's enough, the AI owns a lot of territory.

The super hybrid is moving around, and one of the planets is now building a "strange hybrid facility". Not sure what that is. Sounds interesting.

Oh yeah, and a Spirecraft hard exo is charging up. If I can get this area cleared I can meet it on my homeworld head on and probably be fine. Speaking of that, I need more defense.

Unlock: Millitary Command Station II.

Up next is the second dark spire vengeance generator. Time to get some fortifications going I guess!
Title: Re: Mining for Achievements
Post by: Tridus on June 30, 2013, 06:39:45 AM
Built a fortress at the first vengeance generator, along with a military command II. Took the second one, no problem. Took the planet after it, and then the other two planets. Starship fleet is going strong now.

Unlock: Raid Starship II, Forcefield II, Forcefield III.

Handled my first Spirecraft exo, no problem. Not that I like using my homeworld as a whipping boy. <_<

Up next now that I have the second spoke cleared out is to send the survey ship and get the first shard. I'll go where that sends me next, since the remaining two spokes in this area don't have much of value, but I do need to clear them out at some point.

Once I get a spire city up at a good chokepoint, I'll feel a lot more comfortable.
Title: Re: Mining for Achievements
Post by: The Hunter on June 30, 2013, 06:54:45 AM
Haha, if done right homeworld might be about the best place to handle exos without a good chokepoint, since most of exo waves tend to ignore about everything else, homeworld in my AAR handles vengeful AI exos fairly well. :P
When you get enough K i'd suggest getting gravity mk3 turrets, they are pretty awesome for any defense, my favorite turrets so far. :D
Title: Re: Mining for Achievements
Post by: Tridus on June 30, 2013, 07:41:36 AM
Yeah they're nice. I want to get area mines soon, but I need to keep enough around that I can get the necessary unlocks for Spire Cities once I get one up. Granted, those are almost all defenses anyway... (laser turret III, heavy beam cannon III, spider turrets, and FF III are the basic ones).
Title: Re: Mining for Achievements
Post by: The Hunter on June 30, 2013, 07:50:12 AM
Considering that you will be capping every planet anyway though, you will most likely have enough K to unlock about everything. :P
Title: Re: Mining for Achievements
Post by: Tridus on June 30, 2013, 07:53:17 AM
Oh I will. I just want the stuff for the city when I build the first city, because it's going up at a chokepoint and will have to hold. :) (At least until the trader comes by and I load it up with goodies...)
Title: Re: Mining for Achievements
Post by: Tridus on July 01, 2013, 08:01:57 PM
So here's an update. I'm 6 hours in. I control a lot of planets. I have an absurdly high AIP, mostly because with a 120 planet map I'm finding things a lot more spread out and haven't gotten really any AIP reducers (along with needing to take everything for the achievement, of course!).

(http://cloud-2.steampowered.com/ugc/901000742815581930/A439F1E4DE65B6F6DD9271EA806724451E864F3C/)

Murdoch is going to be my chokepoint of doom. My first Spire City has just gone up here. It's got a Zenith mod fort, a fortress II, Millitary Command III, tons of turrets and such, a nice large minefield... oh and all the trader goodies under construction (OMD, Counter Spy, Black Hole Generator, Radar Jammer II, Armor Booster, Armor Inhibitor, and SuperFortress). The downside to this spot is that I have to clear the surrounding planets to grow the spire city, which means waves can't be declared against it. The upside is that it's going to be capable of surviving exos, CPAs, border aggression, and anything else the AI can throw at it. Which means that once it's fully online I can take my entire fleet and charge forward in whatever direction I'm going, allowing the fleet to handle the waves.

P8 on the map is the coprocessors, which are badly located. The SuperTerminal is up in the northeastern branch, which is where I'm going to go. That one also has lots of goodies, including some SCLs (desperately needed).

I had my first encounter with the miners. One on a planet I controlled (easily dealt with). Another on a planet next to Murdoch, which a Nuclear Eye. That was... interesting. Protector Starships to the rescue there, as they let me field a small fleet and survive to take out the golem.

The AI has Spire Stealth Battleships now, which is pretty unfortunate. Oh yeah, and it has an Artillery golem, which is very unfortunate. To counter that I used some of my nearby asteroids and whipped up some Spirecraft. Mostly Implosion Artillery & Siege Towers, with a couple of attritoners, and Ion Blaster II, and a couple of Rams hidden in my territory safely until I see the artillery golem. I didn't use any asteroid above Xampite yet, so I'm in good shape there.

My unlocks include Leech Starship III, Fighter/bomber/Missile Frigate III, Grav Turrets I & II, Area Mines, EMP Mines... I think that's it for now.

One problem I'm having with a mine defense this time is that because Murdoch is a central hub for the entire map, there is a TON of Astro Trains there. It seems like there's always one around that disables cloaking. That won't matter at all to the other defenses once I get them online, but it really hurts the mines. I don't know how to deal with that at this point.

I did learn to park my ships using rally points away from the wormholes, so the tractor trains stop picking them up. They do keep picking up gatlings though. Have a nearby nebula, so I'm hoping to get the Neinzul hull. With how many AI ships are being thrown at me, insanity inducers would be real handy.

I also desperately need a Factory IV and ASC, to take more advantage of all my unlocks. Both of those are in the direction I'm going, but so is a zillion rocketry corps launchers. I'm not 100% clear on how to deal with those if I'm just taking all the systems they're in. Will make life interesting I suppose.

Oh yeah, the devourer golem is parked on Murdoch and eating the roaming enclave spawns. Then the AI shows up, and it eats them too (and then eats more spawns). It's kind of goofy how long it's been there for, and I think it may spend a long time there.
Title: Re: Mining for Achievements
Post by: The Hunter on July 02, 2013, 02:38:47 AM
That's alot of stuff from trader, haha. :)
Golem might be from cargo trains if they are finished, or exo. Also why you have built ion blaster? Currently it's like most useless spirecraft ever, sadly. If you kill stations that might help vs trains, or you can try to use some heavy hitting weapons(Penetrators?) to destroy the sections of train that cause problems. As for rocketry, haven't personally fought them yet, but i think some long range anti-warhead stuff can help, not missile or sniper though because immunity, gravity turrets can help too, if you find working warhead interceptor you can use that too.
Also lol @devourer golem
Title: Re: Mining for Achievements
Post by: Tridus on July 02, 2013, 06:11:43 AM
I built the Ion Blaster because I'm fighting zillions of little ships, and sitting under a champion FF it seems to do alright. :) I've got so many asteroids of that type that it's really not a big deal, I didn't waste a super valuable one.

Penetrators for the trains are a good idea, thanks!

I'd been saving my trader stuff for this one planet, the only thing I'd bought until now was a ZPG.

At this point the main thing that concerns me about the rocketry corps is when I start taking systems behind the chokepoint that won't be defended. I don't want them taking out command stations constantly. I do have one turret controller, maybe I can use the turrets from that as targets for the warhead instead.
Title: Re: Mining for Achievements
Post by: Tridus on July 04, 2013, 07:36:14 AM
Alrightie. After spending a bunch of time trying to clear out the planets around Murdoch of ships, I gave up on that and just raided the command stations instead. That convinced the AI to either attack or retreat back, but either way let me get the Spire city to level 2. Given how much territory I control, the next shard chase was really easy (those waves have to attack Murdoch and they're no threat at all to a chokepoint with this much stuff on it, even with trains shutting my mines cloaking off).

The extra firepower from a second Spire City gave me the ships needed to start blasting through, and I'm heading into the arm of the X that has no AI homeworld but does have a SuperTerminal.

A human colony rebellion has also started up there, but the timer is long enough that I think I can reach it reasonably safely. Luckily it's in the direction I already wanted to go!
Title: Re: Mining for Achievements
Post by: The Hunter on July 04, 2013, 03:55:05 PM
Superterminals were pretty cool as long as being able to hold off zombie ships, though dunno how good they are after hacking update, haven't checked yet. And yay for spire city upgrades.
Title: Re: Mining for Achievements
Post by: Tridus on July 04, 2013, 04:12:32 PM
Oh, with the firepower I'm going to bring to the party I can hold it a *long* time. :D I haven't installed the hacking update yet in this game, so I'm not concerned about that. (I don't want to do it in a game this wacky.)

Specifically I'll be throwing down a Military Command III, a Spire City (assuming it's not a dead end system, you can't put cities in systems with only one wormhole), likely a couple of mk II Fortresses, the full cap of mk II turrets, and all five warp gates so I can reinforce with my entire fleet. Before I actually cap it I'm going to clear the area out entirely so all attacks except the zombies have to go through my super chokepoint. By then the Superfortress should be done to help hold it along with everything else.

I'm hoping to get something like 400 AIP reduction out of it, but we'll see what happens. I need to get as much as I can out of it since AIP will be pushing 1000.
Title: Re: Mining for Achievements
Post by: Tridus on July 04, 2013, 10:01:35 PM
Map update time.
(http://cloud-2.steampowered.com/ugc/903252997000253254/5BF09B23DDB959080A546E1719DE51F1919796EC/)

Murdoch (at the center of the X) is my chokepoint and has pretty much everything that can be thrown at it. Superfortresses are surprisingly good at killing Astro Trains. I've wiped out pretty much all of the tractor trains, and most of the tachyon ones (so my mines are working sometimes). Does the AI get more trains if I keep wiping them out? Oddly the range on the fort with Z shows as wider than the actual range is. Not sure what's up with that.

In conquering Northeastern branch a piece at a time, I've picked up a rebelling human colony, a Plasma Siege V fab, a Factory IV, a Needler V controller (now have that and Lighting V) and Spire Corvettes from an ARS (not great when I've got a Fallen Spire fleet, but still useful). What's frustrating is that once I finish taking over this entire area, I'll still only have two SCLs. I expected more for controlling half the map. I will have the Superterminal at least, which will let me lower AIP below 1000.

I now have a lot of rocketry corps silos, and I discovered while dealing with those that military command stations (even mk I) can push back lightning warheads the same as it can starships. That has made dealing with the silos really easy.

Champion is up to the Cruiser level, I'm still missing two modular starbases and a lot of modules (no polarizers, IREs, photon lance, or insanity inducers). Also nowhere near level 40, so I don't think I'll be getting that achievement this game. Sadly don't have insanity inducers, so I'm flying around in a Zenith hull and blowing things up instead. Last nebula was Shattered Pillar three way fight, which in a destroyer is pretty easy. Particularly I soloed the Dark Spire bases, since if you run around them in a tight circle the photon lance does almost no damage.

Recent unlocks are Engineer III, Fortress II, Zenith Space Time Manipulators, and something I forget. Upcoming ones are HFF III, HBC IV and maybe Fortress III. Possibly also mini ram II and III now that I have the advanced factory. With AIP this high, the AI is giving the mini rams lots of targets. At some point I'll probably also grab econ II and III and throw them up in the spokes of the safer areas just because, but not until I have nothing else more interesting to buy.

I'm not going to take control of the Superterminal until I clear out the entire area, as I don't want any interruptions once I park on it and go nuts.

As for the vengeance generators... three of them are guarded by a Military Command II and a Fortress II (and some kind of forcefield). One of them is guarded by a Spire City (HBC II's in the hardpoints that allow it, laser III's and railguns in the others). Suffice to say, I don't worry about that one.
Title: Re: Mining for Achievements
Post by: The Hunter on July 05, 2013, 01:39:07 AM
If i recall correctly, trains do respawn. Also how did you managed to not unlock all modular fortresses by this point.  :o
Good job on silos, do they keep EMP warheads away too?
Title: Re: Mining for Achievements
Post by: Tridus on July 05, 2013, 05:28:46 AM
If i recall correctly, trains do respawn. Also how did you managed to not unlock all modular fortresses by this point.  :o

No idea. I guess they don't like me.

Quote
Good job on silos, do they keep EMP warheads away too?

Yeah I believe so. EMPs hit the entire planet when they go off so it's not as effective that way (the lightning ones aren't hitting anything), but it does keep them away from the wormhole if you put the command station on it so you can at least contain them.
Title: Re: Mining for Achievements
Post by: Tridus on July 06, 2013, 07:43:14 AM
Okay. SuperTerminal time! Unfortunately I can't drop a city here, but I can put a lot of other stuff (including the other two recently unlocked modular forts).

On the way here I picked up an ASC.

Unlock: Flagship III, Raid Starship III. That gives me the IV's of those, and the already unlocked Neinzul Enclave Starship and Protector Starship. Oh, and Heavy Bomber Starship II & III, Plasma Siege II & III, Zenith Starship I, II, & III, Spire Starship I, II, & III, Gravity Turret III.

SuperTerminal started at 1312 AIP. While waiting for it, I was sniping astro trains. Since they basically all have to go through Murdoch, the AI's major project has been stalled for quite a while. I've also gotten rid of all the tractor trains, and most of the tachyon ones (he seems to get more of those occasionally). As a result, the trains aren't a big problem anymore.

During that, the AI attacks Murdoch with all its threat. 8000 threat or so! The defenses hold. It got pretty slideshowy. I did lose the Ion Cannon V I was building, but it wasn't very far along anyway. Honestly I only started it to see if I could finish one in a game this long.
(http://cloud-2.steampowered.com/ugc/903252997027986183/8E02ADA19CC516C81061B9D16C3255DD3EB4AFB8/)


Here's a screenshot of the Superterminal system when I finally had to stop it. From 1312 to 890 isn't bad! Unfortunately the game crashed at this point so I'm not sure how much time I lost.
(http://cloud-2.steampowered.com/ugc/903252997027981199/DF97D20F3EA0A12164D6D3EFA6D3B884296F4359/)

Next area up is the Southwestern branch of the X, as that has the remaining coprocessors, four SCLs, and has a better layout to try and blockade the homeworld there while I work my way up to 110 controlled planets. Unfortunately there's going to be a delay before I can do that, since while moving ships around back to Murdoch to start that, I happened to fly past the Devourer Golem by accident. Significant refleeting time now. :\

Unlock: Economic Command II & III.
Title: Re: Mining for Achievements
Post by: The Hunter on July 06, 2013, 03:36:45 PM
Wow, that's some massive attacks, also building ion mk5?... Not worth it imo unless you really have nowhere else to use resources, ions maybe instakill ships but their rate of fire is rather meh, forts and even normal defenses are much more useful.
Title: Re: Mining for Achievements
Post by: Tridus on July 06, 2013, 04:03:09 PM
It also costs over 200 million m+c. :) It's just a project for when I have nothing else to build.

And yeah, AIP over 1100 leads to !fun! Attacks when things build up. :)
Title: Re: Mining for Achievements
Post by: Tridus on July 06, 2013, 10:13:59 PM
16 hours in now. Captured a bunch more SCLs (P1 on this map for the new ones), set up a new base. The AI was kind enough to leave a black hole machine at a hub.

Only now I have a problem. See that Rebel Colony a long way away, next to a core world? I'm really  not sure how I can hold that even if I can take it, given where it is. Warp Jammers can offer wave protection, but not protection from the thousands of ships of threat running around (at least until they build up enough to attack Murdoch again and I clear them out).

Anybody know if I have to hold that world to keep the rebelling colony safe, or do I just have to free it from the AI?

(http://cloud-2.steampowered.com/ugc/903252997040505286/76BEE0050CCBBF6AAEE48B077FFE03037587EF4B/)
Title: Re: Mining for Achievements
Post by: The Hunter on July 07, 2013, 12:08:31 AM
Haven't had any experience with Rebel Colony, but from what i know you need to cap it and as long as you have station here colony will be invisible. Maybe spire fleet can help?
Also why you are not using your resources, build mercenaries or something.
Title: Re: Mining for Achievements
Post by: LordSloth on July 07, 2013, 12:35:05 AM
Regarding Rebel Colonies, some information that may be out of date (they'll be in my next game, not this one).

Taking the planet resets the timer. Losing the planet starts the countdown again. The Rebel Colony might be vulnerable to EMP (Guardians). Generally speaking, if the command goes down, it's not an instant loss of the colony, you should have 30 minutes to get back there.
Title: Re: Mining for Achievements
Post by: Tridus on July 07, 2013, 05:29:32 AM
hmm, okay thanks. I'll cap the area I just flattened, grow the city at this hub, and then get up there. Time to test out assault transports! Unforutnately I can't put a fifth city up there because it's a dead end, but we'll see. Hopefully the warp jammer and a solid defense will convicne the AI to leave it alone.

TheHunter - I am building mercenaries. Lots of them. But I have it in a control group so that it only runs when I'm about 1,800,000 m+c so that anytime I need to build something else, I can rush build it. Also depending on what mercenary is being built, the numbers can still look positive just due to how many engineers are helping it.

64 planets is quite a lot of resources, you have to really try to make it negative. That includes mercenaries. :)
Title: Re: Mining for Achievements
Post by: Tridus on July 07, 2013, 07:51:34 AM
Alrightie. Take control of the surrounding area. Unlock Spire Stealth Battleships. Lets see if they're as annoying to the AI as they are to me. Also get Sniper V turrets and drop those on all my dark spire worlds (and a few other places).

Take out the surrounding worlds on Rosa, and the coprocessors nearby. City grows. Good stuff. While doing the coprocessors, I ran into the special forces. They were not a match for my fleet.
(http://cloud-2.steampowered.com/ugc/903252997047768732/9596B00D03064506835F2DCBF288982DCE0F3D17/)

So I tried to get to the rebel colony. It seems someone else has been attacking the AI's forts:

(http://cloud-2.steampowered.com/ugc/903252997047764295/BFAF604F347201287BCC006FCC12278E2D8F1715/)

No dark spire on that world, so I really don't know what did that.

Anyway... that didn't work out. It's too far away for transports and civilian ships to get there. Second attempt was to try to take a planet on the way, build a warp jammer, repair, and head out again. The AI responded to that by sending all the ships. Quite a lot of them from the next door core world, and core ships are a problem when I'm trying to get somewhere rather than engage in a head on fight. There wasn't any time to get up any kind of defense here before I attacked, so bleh. The fleet survived, the base did not. Oddly when I tried to bring up some rebuilders in a new assault transport, the AI on the world in between took the out anyway as if they weren't cloaked. Odd.

So I think I'm going to just let that colony die. Yes, 100 AIP sucks. But I'm going to be into tech level IV before I finish this anyway, so it doesn't matter as much as it could otherwise. Plus I really don't believe I can hold that world if the AI tries to attack it, given the layout right now puts it way too far away to get fleet support and I don't have time to work my way there right now. So, that's how it goes. Going to finish taking control of the bottom area that I'm already working on, then go from there.

Soon it'll be time for city 5, and then the AI will get to say hell to my dear friend the Spire Dreadnaught.
Title: Re: Mining for Achievements
Post by: Tridus on July 07, 2013, 05:22:13 PM
Alrightie. I actually managed to get up there and save the rebel colony. Once I withdrew my fleet to go start doing stuff again, the AI came and flattened it. So nuts to that, I'll have to let it die. There's just no way to build a defense that remote that can survive the firepower that 1000 AIP throws at you, considering my best stuff is already defending elsewhere.

Anyway... took out a couple more branches of AI stuff. There's a lot of vengeance generators down here, but on the upside I'm gettng more turret controllers so defending them is getting easier.

Picked up Etherjets at an ARS. Also got fabs for Tractor Platforms & Medic Frigates. I know I'm getting TDLs, but I don't have them yet. Some more area to clear out down here before I can move to the last area, build my fifth spire city, and really get things moving.
Title: Re: Mining for Achievements
Post by: The Hunter on July 07, 2013, 05:45:30 PM
Might have been marauders, they can attack AI if i recall correctly, devourer, which just all over the place or enclaves, which can be not only on one of sides but also hostile to both. Or maybe random dark spire ship went through wormhole here, all could have happened. :)
Also, aw, colony.
Title: Re: Mining for Achievements
Post by: Tridus on July 09, 2013, 09:30:58 PM
Probably marauders, yeah. Nothing else would have done that much damage to a fortress beneath a spire shield guard post.

Anyway... Only one direction left to conquer! I'm not taking the planets near the first Homeworld, just because they'd be very hard to hold and there's really nothing I need on them. (Two spire archives, but it's not like I'm short knowledge with 80 planets. I should be able to get to 110 planets without most of them , so I may have to cap a couple in the end just to reach that.)

(http://cloud-2.steampowered.com/ugc/901001834483528888/4A9F9C5DCC85C1E84F2181314BFF671AD2044618/)

The remainder of the bottom area gave me two more turret controlers (Missle and Spider), and a Spire Blade Spawner fab. That sounds fun!

I threw up a fifth city and now have a dreadnaught and 3 battleships. Upgraded my cities to the new tier of tech that unlocks, and built more core turrets at all dark spire worlds (of which I now have quiet a few). Then I cleared out 6000 threat, all of which was next to Murdoch. Game stopped running like a slideshow after I did that.

Then the Hybrid finished what it was building, which was a Dyson Antagonizer. It seems to be living up to its name, and making hostile Dysons. That's up at the last AI controlled main hub world. That world also has a black hole machine. That's awesome for me when I go to take it, because I want one there and can't build anymore (I already have two in places I want them). It's not so great for this purpose, since I don't want to attack yet. So no problem, I work my way up nextdoor. Then I send all my fighters, bombers, missile frigates, mini rams, SSBs, and Etherjets in to fight and distract the local ships while my Champion and Raid Starships sneak in to deal with the Antagonizer.

... then the special forces showed up.

I know it was them because of the H/K. That, and 2000 ships (and carriers holding another 4000) just showed up from next door. My distraction fleet did last long enough to get the job done, but they didn't do anything resembling the damage I'd have liked them to. Ah well, I chose those because they're a fast rebuild and don't really hinder my defense (which is still a super chokepoint world + spire fleet + starship fleet).

I should probably do something to shrink that though, 6000 ships just showing up can make a bad day. Guess I could go around the map and clear out all the special forces posts in my territory. Once effective AIP is over 1200 (and total is at 2500), it doesn't seem like a bit more is really going to matter.

Unlock: Galactic Capitol everything.

Achievements Earned: Control 80. I'm thinking once I get to 110 planets I'll go ahead and build the exogalactic transceiver, because I want to see if I can survive the siege that what by then will be 1500 AIP will create. <_< (Or maybe I'll just rolfstomp the homeworlds with this absurdly huge fleet, either way.)
Title: Re: Mining for Achievements
Post by: Tridus on July 10, 2013, 08:47:07 PM
Trying to move forward, I ran into the special forces. Or they ran into me, however you want to look at it. That looked like this:

(http://cloud.steampowered.com/ugc/902127820535770550/6D08CAD8E89C861579CE3F15EA0DDA78D8626B23/)

(http://cloud-2.steampowered.com/ugc/902127820535784492/3E41392DDC31DDFCB84E2117BC802A747BCDF9C4/)

It went poorly. At that point I decided to go ahead and eliminate the special forces guard posts in my territory (and there's a ton of them) to see if I can't at least slow down the regrowth of this massive force.

I ended up playing cat and mouse with the special forces, goading them into starting attacks and then whittling them down. Eventually I took out enough of them to start pushing foward again. Moved up and took the last hub, which has a black hole machine. If I can get that fortified (incoming Spire City #6!), then I'll be ready to clear out the remaining systems and try to get up to 110. Then it'll be time to end this crazy game.
Title: Re: Mining for Achievements
Post by: The Hunter on July 10, 2013, 09:10:44 PM
That's quite an amount of special forces, at least there's only one H/K though. :P
Also it would be fun to try going for that Exo-victory, maybe create separate save for that, for !!Fun!! :)
Title: Re: Mining for Achievements
Post by: orzelek on July 11, 2013, 02:58:25 AM
That's quite an amount of special forces, at least there's only one H/K though. :P
Also it would be fun to try going for that Exo-victory, maybe create separate save for that, for !!Fun!! :)

That would be for !!Science!! to check how much !!Fun!! is lurking in this scenario.
Title: Re: Mining for Achievements
Post by: Toranth on July 11, 2013, 12:29:22 PM
I counted 50-something Special Forces posts in your territory in your screenshots - at +5% each, that'd be +250% or more to the Special Forces strength.  Yeah, you might want to get rid of those posts or just plan on dealing with a few thousand SF ships where ever you go.
Title: Re: Mining for Achievements
Post by: Tridus on July 11, 2013, 09:24:43 PM
That's quite an amount of special forces, at least there's only one H/K though. :P
Also it would be fun to try going for that Exo-victory, maybe create separate save for that, for !!Fun!! :)

I'm concerned about it turning into a slideshow, depending on just how much stuff the AI sends. But maybe!

So, I'm nearly done conquering this area except for the homeworld zone. Threw up a 7th spire city just to get enough shipyards for a second dreadnaught (and fourth battleship) Up over 100 planets now, and 110 is in sight... then I encounter this:

(http://cloud.steampowered.com/ugc/902127820557461050/B799F9F8712F91D72D007245C1C5F0B655F43BEE/)

Four mk IV Counterattack posts, on one world. The other planet I don't have yet in that area has two more. Ugh. I wonder if throwing up warp jammers before popping them would let me try to guide them to my chokepoint. I could take them fairly quickly if they all went there, but spread out to the other worlds I can't do more than one at a time because at this AIP they're absolutely massive waves.

That's going to slow things down some.

As for other stuff, I now control 9 SCLs and the 10th is liberated but not capped yet. I picked up the laser V turret controller, which I think is all of them. Picked up fabs for Laser Gatlings, Spire Teleporting Leeches... and something I don't remember. Oh, and Murdoch's Ion V is now over 15% completed, since I had no ships left to build.

Unlock: Everything I didn't already have. (Literally.)

Achievements: 24 hour game.

Next up is to clear this out, then cap enough worlds to reach 110 to get that achievement.
Title: Re: Mining for Achievements
Post by: Histidine on July 12, 2013, 10:09:24 AM
I see you have met the infamous "Rude Gesture" subcommander.

Although in this case, the old proverb about "sticks and stones" comes to mind  >D
Title: Re: Mining for Achievements
Post by: The Hunter on July 12, 2013, 04:00:54 PM
I see you have met the infamous "Rude Gesture" subcommander.

That, at least those are not mk5 posts. :P
Also there totally should be achievement on completing ion mk5.
Title: Re: Mining for Achievements
Post by: Tridus on July 12, 2013, 06:15:52 PM
I see you have met the infamous "Rude Gesture" subcommander.

Although in this case, the old proverb about "sticks and stones" comes to mind  >D

rude gesture was right. :P

I cleared these out, which was something of a slog. When I popped the last one (so two waves up, a few minutes apart), this happened:
- Two waves were declared
- A CPA was declared
- A Rebel Colony appeared
- The Devourer Golem got between where my fleet was and where the counter waves were going
- Two Dyson Antagonizers appeared
- An exo finished charging

... ouch.
Title: Re: Mining for Achievements
Post by: The Hunter on July 12, 2013, 07:15:29 PM

I cleared these out, which was something of a slog. When I popped the last one (so two waves up, a few minutes apart), this happened:
- Two waves were declared
- A CPA was declared
- A Rebel Colony appeared
- The Devourer Golem got between where my fleet was and where the counter waves were going
- Two Dyson Antagonizers appeared
- An exo finished charging

... ouch.

AI Sync: maximum!
Title: Re: Mining for Achievements
Post by: Tridus on July 12, 2013, 07:26:25 PM
AI Sync: maximum!

Yep! These are not small waves either. They're stuff like 2300 missile frigates & 6 starships, at mk IV. 3000 attractor drones. Counter attack waves of 2000 mixed crazy. The CPA was 5500, half of which was mk V. Even a Spire Fleet can't walk through that.

Miraculously the game kept running. Once I clear it out I'll have time to free the rebel colony and kill the antagonizers, and that should also be enough planets to move to the endgame.
Title: Re: Mining for Achievements
Post by: Aeson on July 12, 2013, 09:49:59 PM
You only have seven Spire Cities up? But ... but ... you have space for 17, with number 18 on the way ... Just think of the endless Imperial Spire fleets you could have had ...

(and yes, I know that more cities make the exo-waves more difficult)
Title: Re: Mining for Achievements
Post by: Tridus on July 12, 2013, 10:20:37 PM
:) I've got what I need.

So I got into position to hit the train master homeworld. In hindsight that probably wasn't the best one to hit, but it's at my weakest chokepoint so I wanted the stronger part of the fleet there in case stuff went wrong.

... which it did.

First was a core CPA post. No problem, I expected that. Divide the fleet, deal with it.

Once that's cleared up, I move in. That's when the AI deploys the strategic reserve, and this happens:

(http://cloud.steampowered.com/ugc/902127820579333545/734F74193EF54D1B56A462FA30E487D8D6033833/)

If you're keeping score at home, that's one Mothership, 6 H/K's, 3 artillery golems, a bunch of other golems, and a whole pile of other stuff.

This turned into a run and gun back several planets, to the chokepoint. At that point the extra help from reinforcements and the chokepoint's firepower (Fortresses, Spire City, HBC 4, mines, you know the drill) won the day. Rebuild and go back in and it's a matter of mop up, though refleeting did take some time. I'm over 40,000 m+c/s, so I can pump out reinforcements REALLY fast. The AI can't recharge the strategic reserve nearly as quickly as I can get a fleet going again, particularly since I didn't lose my bigger Spire ships.

One down, one to go!

Achievement Unlocked: Control 110 (which oddly required 111 planets).
Title: Re: Mining for Achievements
Post by: The Hunter on July 13, 2013, 12:12:55 AM
That was one strategic kind of strategic reserve. I wonder how many H/Ks would FS Ending Exo spawn. :D
Title: Re: Mining for Achievements
Post by: LaughingThesaurus on July 13, 2013, 12:28:50 AM
It required you to control 111 planets, because you need to control 110 outside of your homeplanet(s).
Title: Re: Mining for Achievements
Post by: Tridus on July 13, 2013, 08:03:35 AM
That was one strategic kind of strategic reserve. I wonder how many H/Ks would FS Ending Exo spawn. :D

I'll find out another time. :)

The second AI had some tricks, most notably the gag of putting a counterattack wave on a world with a Dark Spire Vengeance Generator. That was fairly tense as I watched to see if the defenses on the other worlds would hold (they did, but it was ugly on one of them).

Second homeworld assault was easier than the first. Couldn't leave due to a grav core post, but that didn't matter. There was a Wrath Lance, but it didn't seem to be working correctly with all the lag as it really didn't do very much damage. An exo started in the middle of this, but I ignored it.

In the end, I got this achievement list:

(http://cloud-3.steampowered.com/ugc/902127820588349050/6CE6E61AE26DCA806185DDE8E51ED580340FA2A3/)

Notably missing are the ones for level 40 champions and haivng every module. I really don't understand why I didn't get that. Just how do you get a champion to level 40 or above? Do I need to play with six of them or something?

I'm thinking I'm going to restart the game later before the end of this and collect some other achievements. Stuff like the scrapping achievements and the losses ones, since I have the econonmy right now to start making mass fighters and just send them to die (or to get scrapped) very, very quickly. I can also activate the inter-galactic transciever and see what the FS ending exos look like.
Title: Re: Mining for Achievements
Post by: Coppermantis on July 13, 2013, 06:25:49 PM

 making mass fighters and just send them to die

Does anyone remember that Steam Winter Sale AI War achievement? :P

Anyway, have  fun with the FS exos. I've never experienced them myself but hear they're quite the show.
Title: Re: Mining for Achievements
Post by: Aeson on July 15, 2013, 10:01:07 AM
"Notably missing are the ones for level 40 champions and having every module."
Did you enable duplicate nebula scenarios? Because in a 120-planet map, you should have more available nebulae than you have nebula scenarios, and enabling the duplicates allows you to play those for more modules, more champion experience, and more nebula ships. Enter this into the chat dialog box and send it to enable duplicate scenarios: "cmd:allow duplicate nebula scenarios" (remove quotation marks).

Aside from that, you can also make certain that your champion is with your fleet every time you destroy a guardpost or similar AI structure, as those give (small) amounts of champion experience, which can add up over time to a few levels.
Title: Re: Mining for Achievements
Post by: Tridus on July 15, 2013, 10:33:42 AM
"Notably missing are the ones for level 40 champions and having every module."
Did you enable duplicate nebula scenarios? Because in a 120-planet map, you should have more available nebulae than you have nebula scenarios, and enabling the duplicates allows you to play those for more modules, more champion experience, and more nebula ships. Enter this into the chat dialog box and send it to enable duplicate scenarios: "cmd:allow duplicate nebula scenarios" (remove quotation marks).

Aside from that, you can also make certain that your champion is with your fleet every time you destroy a guardpost or similar AI structure, as those give (small) amounts of champion experience, which can add up over time to a few levels.

No, I didn't know that existed. That's probably the problem. I had a lot of empty nebulae.
Title: Re: Mining for Achievements
Post by: The Hunter on July 15, 2013, 03:24:10 PM
Congrats on finishing it. :)
Didn't know there was that command for champions, but doesn't entering any commands disables achievements anyways?  ???
Title: Re: Mining for Achievements
Post by: Aeson on July 15, 2013, 04:16:21 PM
I'm fairly certain that entering cheats disables achievements, but entering commands does not. However, I have never paid much attention to achievements and wouldn't notice if entering commands did disable them.

The wiki has a page listing the commands and cheat codes, but doesn't really say anything about what the effects of making use of them are. The page is here:

    http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_Cheats#Maintenance_Commands

(this URL points to the part where the commands are; cheats are in the upper half of the page)