Author Topic: One's Own Medicine  (Read 20056 times)

Offline KDR_11k

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Re: One's Own Medicine
« Reply #30 on: October 20, 2012, 04:34:08 pm »
Gaaa... the AIP.
I could be keeping it much lower with DC raids.  It's partly a morbid curiosity to see how long I can get away with semi-wanton AIP and absolutely no attempt to chokepoint (no gate raiding yet, etc).  The defensive part has been really easy thus far, even when Terry's on the offensive line.

On 7/7? You can keep that up for the whole game. I used to pave logistics highways right up to the AI homeworlds on that level.

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You're playing very cautiously, most players would probably just fleetball most of the situations you're facing because that's less work.
I'm playing very cautiously on a tactical level, partly because it's fun to see how I can (for example) take a mkIV planet with a mkI fleet with minimal losses, and partly to allow more boldness on a strategic level because I'm not waiting on refleets.  As my resource income increases I may adopt a more steamrollerish approach to tactics, at least with the cheap ships.

Just wanting to make sure you don't expect others to play like this.

Offline keith.lamothe

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Re: One's Own Medicine
« Reply #31 on: October 20, 2012, 05:03:35 pm »
Ok, moving on.

==== Operation Flotilla Reconica ====

1:45:37 The fleet is assembled.  Going to try something new (for me) here.  Hilarious failure is a definite possibility.  Basically I'm tired of my scout caps getting eaten by whatever out there, and I don't feel like doing a low-key tachyon-drilling operation. 

So I'm sending everything (just about).

13 Transports:
2 holding fleet ships (292 total)
1 holding combat starships/starship-like ships (37 total)
1 holding MRSs (4)
1 holding Cloaker + Enclave starships (4)
1 holding Engineers (10)
1 holding scouts+scoutstars (27)
1 holding mobile builders + colony ships (9), in case I need to set down somewhere to avoid deepstrike threat
5 empty transports for spares and drawing fire.

Operational objectives:
1) Locate at least 2 of the remaining Advanced Research stations.  I've downed two CSG-As and haven't found any others in my limited scouting of the other three clusters.
2) Locate both AI homeworlds.
3) Scan as many other planets as possible, so I know what my options are.
4) Try to not lose everything.

I anticipate a fairly amusing amount of threat generation, among other things.

For my itinerary:
1) I will transit out of the cluster through the Bingbing wormhole to Joifi in the south.
2) From there, I will proceed south to Asbuldi, and destroy the data center while I'm there.
3) I'll then dispatch scouts through Aorew to its remaining unscouted neighbor to make sure I don't run into a raid engine or something like that.
4) I'll then enter Aorew, and send scouts (probably built by my enclaves) 2 hops out to the next set of unscouted planets.

And so on, though about that time the transports will give out from wormhole attrition unless I take a planet (to repair or rebuild them).  I guess I should give the intel reports on the planets I've already scouted, but that takes a long time and there's nothing too critical (Aorew has the superterminal, but I'm not concerned about that right now).

From there, we'll see how it's gone.

Onward, into the fog!

1:46:35 Fleet is in position on Bingbing, will dispatch scout to get a look at what to expect.

That counterwave will hit Ipq in 43 seconds, but I've added turrets and am having a core tackle drone launcher custom-built to defend it.  Also, those missile turrets finally took out the AI Fort-III a minute or so ago.

=== The Hop-Skip-Jumping Of Joifi ===

Threat eval:
95 MkIII fleet ships, 47 more in barracks.  Decent, but I'm not concerned.
Ion I; so most of my fleet ships are staying in the car.
12 MkIII guardians.  Respectable, but the zombie is the only one I'd worry about, and the fleet ships are staying in the car.

Nothing else notable, really.  A quick peek at my old intel reports on the neighbors doesn't show any interplanetary.

Ok, let's just cruise through.

=== The Drive-By-Shooting Of Asbuldi ===

1:47:01 Probably should have dropped a scout in to threat eval first, but no harm done.

Cruised over to the data center, gonna drop off some combat ships to take it down.

1:47:07 The clear out the chaff and I give the order.  AIP 122.

I'll send the combat stuff to the Aorew wormhole on their own power, gonna need to send scouts through.

1:48:12 The counterwave attack on Ipq is underway, but things look under control thanks to Core-Terry.

Scanned Helin.  The far side of Aorew doesn't have anything interplanetary, though it does have another Data Center (but also an orbital mass driver, not wanting to raid-ship that) and a CSG-D.

Scrapping my scout Is on other worlds and sending IIs from my home dock to re-picket.  Starting my enclaves with the fleet on a new batch of scout Is.

=== The First Battle Of Aorew ===

1:48:57 I enter Aorew; wormhole is a long way from the hostiles, so deploying starships (there's an Ion Cannon) to let Terry thin things out before moving to the Helin Wormhole and doing another scout wave.

Transports are on their last legs, but I don't want to take Helin, so I may be hoofing it after this.

1:49:10
* Terry looks pale.

"Boss! The Tackle Drones! They Do Nothing!"

Ah, yes, a gravity guardian has appeared.  Apply focus fire until it assumes ambient temperature.

"Uh, boss, I didn't do very well in physics, but won't that-"Nevermind, just see if you can shoot those drones in some other direction for now.

1:49:39 Grav Guardian down, tackle drones resume Hilarious Speed.

1:50:30 Ion down, may as well haul out the rest of the fleet for this fight.  The AI isn't taking my intrusion kindly.

1:50:56 The Special Forces Have Arrived. That's a lot of ships.

1:52:01 Solid combat, really, with a rolling fall back on my transports that I moved back to the grav ring.  The MRSs are really shining in keeping stuff alive.  If one of my starships gets focused so it can't repair, I duck it into a transport to break the target lock.

(from between the last two entries)


The resistance just showed up, 25 ships.  Should help a fair bit.

Special Forces snipers just showed up too, so I think we're getting near the end of the main SF fleet.

1:52:37 The marauders just joined the battle, and are approaching my transport haven from the rear, so I need to reposition.  The AI is losing, but my casualties are mounting among the fleet ships, I should probably change my approach.

1:52:45 The marauders got one salvo off on my transports, and it popped the one with the colony ships and mobile builders.  Oi.

1:53:37 I managed to get out of the way fast enough for part of the marauders to go after the AI, which is now getting hit from both sides by them and the resistance while I catch my breath, but a few marauder frigates have rather doggedly stuck on my transports.  Annoying buggers.

1:54:32 I've got my fleet ships camping by the MRSs and Scout Starships (nasty snipers, lost several core bombers that way) while my starships sally out into the fray and try to end this fracas.  Definitely an uncooperative planet.

* Terry smashes two blade spawners together in frustration.

"Boss, their Ion Eye just turned on!"

Ion E- oh boy.  Teaches me for ignoring a proper threat eval.  Fleet ships in the car! In the car!

1:54:53 Ok, situation appears to be stable, but I don't want to think about how many ships I just lost...

1:57:26 SF Post down. AIP 123.

But now the eye's down too, and remaining AI resistance is basically gone.  The resistance took their whole half of the system down, posts and all.

Time to resume the scouting mission.

1:58:07 A warp gate guardian just spawned on this planet.  Interesting.  Kill it.

1:58:38 WG-guardian down.  Ok, scouting.

=== The Harassment Of Helin ===

1:59:34 Ok, scanned both of Helin's unscouted neighbors.  Sicaever has nothing worrisome, but Afrfuisi has an Interplanetary munitions Booster (and is MkIV to boot).

I strongly suspect that Sucaelcen (4 hops from Aorew) is an AI HW, so I want to at least get one of its neighbors to confirm the Core World telltales.

But after that brawl I don't really want to tackle a MkIII with an Interplanetary Munitions Booster backing it up.

And that Orbital Mass Driver of Helin is a real pain in the... wormhole, it's sitting right on the other side of the wormhole from my fleet.

I am in need of a Dynamic Entry.

Brother Koolaidius!

(THOOM, THOOM, THOOM, THOOM, whirrrr, crackle, stop)

"Yes, Commander?"

Terminate the Xenos Orbital Mass Driver.

"Yes, Commander."

(actually, spire railclusters are being utilized, due to licensing issues)

1:59:48 Wo-hoa! My first railcluster moved around for about 0.5 seconds, then I saw a line drawn to it any everything went dark again.  That's one impressive sniper, even a MkI cluster has 3,350,000 hit points!

And the next two go through... and also die!  Good Grief!  Abort entry! Abort entry!

(the dreadnought would not have had this problem)

Only 3 casualties, whew.  One was a mkII.  6.7 million hp, poof!

Wow, yea, I knew I was arguing in some thread a few weeks ago that the sniper's bonuses were an important counterbalance to the sentinel's advantages, but the game didn't need to go demonstrating it on my face!  And there were only 9 mkIII snipers.

... oh, and an interplanetary munitions booster.  Yea.

Ok, plan B, I'll just send in my (checks sniper bonuses) non-close-combat, non-light, non-medium, non-polycrystal starships to kill the orbital mass driver...

What could go wrong?

2:00:00 autoprogress, AIP 124.

Ok, gonna take a break.  Tune in next time to see how many pieces my rear end has been carved into before it's handed back to me on a platter.

(fyi, I don't try to do regexes in the forum software, I type these up in Textpad, which has a slightly modified regex dialect iirc, and after I'm done I apply the following find/replace pairs using the regex flag:

Code: [Select]
^\(===.*===\)
[color=#E0E070][size=16pt]\1[/size][/color]

^\([0-9]+:[0-9]+:[0-9]+\)
[color=#C0C0FF][size=12pt]\1[/size][/color]

\(AIP [0-9]+\)
[color=red][size=11pt]\1[/size][/color]

^\(Unlocked [^\.]+\.\)
[color=#80FF80][size=11pt]\1[/size][/color]
)

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Offline keith.lamothe

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Re: One's Own Medicine
« Reply #32 on: October 20, 2012, 05:14:42 pm »
On 7/7? You can keep that up for the whole game. I used to pave logistics highways right up to the AI homeworlds on that level.
7.3 here, technically, but yea.

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Just wanting to make sure you don't expect others to play like this.
Oh, I definitely don't expect anyone to do... much of anything, the way I do it ;)

Between my "this is actually a turn based game, you knew that, right?" level of pausing and the AARing, it takes me a loooooong time to play any significant chunk, but I really like seeing just how much I can get done in a limited number of game-seconds.  I'm not pushing it nearly as hard as I could, but it's fun.
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Offline keith.lamothe

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Re: One's Own Medicine
« Reply #33 on: October 20, 2012, 09:28:11 pm »
Alrighty.

=== Avenging The Railclusters ===

So, Flagships, Leech Starships, Raid Starships, Plasma Siege Starships, Riot Control Starships.

The OMD can probably only kill one of you.  Have fun!

2:00:04 Starships are on the other side attacking the OMD.  Lines flash across my screen and a Riot starship is volatilized instantaneously.  Accountants are frowning.

2:00:06 OMD is down, going after the tachyon so I can bring in scoutstars (anti-sniper)

2:00:08 Tach down, back through the wormhole for now.

No additional casualties, good.  Repair, grab the scoutstars, time to tach drill.

2:02:19 Both Tachs down.  Having to group move to keep the sniper coverage.  This is a lot slower than trans-drops.

2:02:44 Datacenter down. AIP 104.

The special forces showed up at some point, I'm taking blades to the knee.  The same knee, over and over.

2:03:28 My scouts have scanned Judoorges, one of Sucaelcen's neighbors, and it does indeed show the telltales of a core planet (MkIV, OMD+CWI, etc).

Sending scouts after another Sucaelcen-neighbor (Kilcave), and pulling the starships back for repair as I am getting losses now.  Will try moving the MRSs in.

2:03:45 MRSs are in range and stabilized, my starship selection's health percents are going up in a beautiful fashion.

2:04:35 All starships back up to full; only one required special attention by pulling it under a Riot Shield to break enemy target lock.

Wow, I wish I'd brought them along as soon as the tach went down.

Kilcave scanned, also showing Core World telltales.  We have a winner: Sucaelcen is indeed an AI HW.  I'd like to get in one more hop and get intel on it, but that would involve deepstrike threat iirc.  Let's find out.

2:05:18 Executing Operation This Will Probably Hurt and transiting to Mamaty.

2:05:21 Yep, deepstrike threat.

Oh, btw, at some point a 154 Missile Frigate wave was announced for Bingbing.  I don't really care.

2:05:24 Back in non-deepstrike-land.  No casaulties but a scoutstar almost bit it.

2:05:35 MRSs have made everything better.  I think I'll vandalize some guard posts on the way out.

=== The Long Road Home (on foot) ===

2:06:25 Back on Aorew

2:07:09 Back on Asbuldi.  The transports finally given out.  Time to move back orderly, hoofing it.

Cool, giving a group move just after the transports blew got almost the whole group under the riot shields.  There may be fewer casualties than anticipated.

Hmm, actually capping out on resources now (about time), and all core TDLs are built, and not much of my current caps left to build, so...

Unlocked Zenith Starship I & Spire Starship I.  3000K left.

2:07:41 Oh, at some point that wave hit Bingbing.  It's taking longer than I wanted to kill so I'll send the rebuilds from home.  Oh, I do have a few of these core TDLs too, though they aren't the greatest at actually killing missile frigates.

2:08:19 Fleet is back to Joifi

... Oh, that Ion Cannon is more of a problem without my car.  Fleet ships back to Asbuldi, Starships kill the Ion.

2:08:26 Bingbing command station is down.  This is getting to be a habit.

2:08:55 Last of the fleet makes transit to Bingbing... what's left of it.

=== The Scouring Of The ShireHinterland ===

By now the reinforcements have things under control, which must be of great relief to the residual subatomic particles of the Bingbing command station.

2:09:12 283 Tiger wave announced for Ipq, 2:50. 

... Is it legal to use TDLs against younglings?

* Terry laughs.

"Who said anything about legal, boss?"

2:10:02 Last missile frigates cleaned off Bingbing, time to clean them off Rebangaeo too.

2:10:40 Had left my bombers to take care of the frigates, but about 70 threat has piled in, so time to bring the rest of the fleet out and polish this off.

2:11:36 Ok, that's that.  Only 26 threat left on the charts, time to regroup and plan our next op.

2:11:56 Actually those tigers are going to hit Ipq soon and I don't want to be rebuilding two command stations, so gonna trans-drop the MkI Terry's on them.

And looks like some of that threat is camping Bingbing, so gonna reverse thrusters on about a third of the fleet to remind that trespasser will be shot, and survivors will be shot again.

=== The (N+1) Battle Of Ipquienan ===

2:12:15 The tigers alpha the Ipq FF down to half (I really should have put more than one down)

2:12:18 Terry Tate is on the case (and, more importantly, on Ipquienan)

2:12:20 A substantial portion of the tigers are now flying off into the wild blue yonder.

2:12:38 Ipq command station goes down.  Oh well, I've still got 111k+ energy and it was an econ I I'd forgotten to replace anyway.

About 2/3rds of the fleet is already enroute.

"How ya like the Mark Five Terry, bucko?"

2:13:56 Ipq is clean, Bingbing command is under reconstruction.

2:15:00 autoprogress.  AIP 105.

Well, good to know the AI isn't totally harmless on this diff.  I coulda stopped it if I tried, of course (just smile and nod).

Well, given the lay of the map I know the second AI homeworld has to be in the northeast cluster, so that's our next target.  Hopefully we'll find some ARS planets too, as I still need to take two more of those down to be able to hit the homeworlds.

Will take a different approach to the scouting this time, I think.  Just tachyon drill out to the deepstrike limit with starships (including the starship-like fleetships and scoutstars) and MRSs.  That's probably what saner people than I sometimes do, anyway.  Actually, they might know better.  Might trigger a raid engine.

But that's half the fun!

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Offline Wanderer

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Re: One's Own Medicine
« Reply #34 on: October 22, 2012, 03:35:20 am »
I am personally in shock.  Two AARs in a row... and noone took the opportunity afforded to snark!  Well, then, THAT shall be remedied!

1:45:37 The fleet is assembled.  Going to try something new (for me) here.  Hilarious failure is a definite possibility.  Basically I'm tired of my scout caps getting eaten by whatever out there, and I don't feel like doing a low-key tachyon-drilling operation. 
Hilarious tactics are far too amusing to be ignored when only electrons are paying for the mistakes.

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13 Transports:
2 holding fleet ships (292 total)
1 holding combat starships/starship-like ships (37 total)
1 holding MRSs (4)
1 holding Cloaker + Enclave starships (4)
1 holding Engineers (10)
1 holding scouts+scoutstars (27)
1 holding mobile builders + colony ships (9), in case I need to set down somewhere to avoid deepstrike threat
5 empty transports for spares and drawing fire.
This reads like the opening for Oregon Trail...  "What supplies do you take with you?"

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4) Try to not lose everything.
That is a most ambitious plan!

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That counterwave will hit Ipq in 43 seconds, but I've added turrets and am having a core tackle drone launcher custom-built to defend it.  Also, those missile turrets finally took out the AI Fort-III a minute or so ago.
Does Terry feel a bit of tackle envy with those core versions running around?

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The counterwave attack on Ipq is underway, but things look under control thanks to Core-Terry.
AH!  He transferred ships.

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1:49:10
* Terry looks pale.

"Boss! The Tackle Drones! They Do Nothing!"
Terry needs to figure out which ship he's on.  It's not fair hopping between comics by skipping around outside the fourth wall.

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Grav Guardian down, tackle drones resume Hilarious Speed.
Captain, We've gone Plaid!

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Solid combat, really, with a rolling fall back on my transports that I moved back to the grav ring.  The MRSs are really shining in keeping stuff alive.  If one of my starships gets focused so it can't repair, I duck it into a transport to break the target lock.
The cheese lives on!  Nice Micro though.

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The marauders got one salvo off on my transports, and it popped the one with the colony ships and mobile builders.  Oi.
You broke an axel on a wagon!  What do you do?  A) Abandon the wagon and supplies?  B) Chop some trees for a new axel? C) Use some of your timber in your supplies?

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But now the eye's down too, and remaining AI resistance is basically gone.  The resistance took their whole half of the system down, posts and all.
When the rebels want Hoth... they take Hoth.

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Wo-hoa! My first railcluster moved around for about 0.5 seconds, then I saw a line drawn to it any everything went dark again.  That's one impressive sniper, even a MkI cluster has 3,350,000 hit points!

And the next two go through... and also die!  Good Grief!  Abort entry! Abort entry!
I believe that you have just bore witness to a planet with a preference for low-cap ships.  It's a lovely faceplant, some days.

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(the dreadnought would not have had this problem)
No, no he wouldn't.  Right now he's sitting on the porch back at home tellin' the kids about how hard HE had it back then though, while cleanin' his shotgun.

2:02:19 Both Tachs down.  Having to group move to keep the sniper coverage.  This is a lot slower than trans-drops.
Out of curiousity, why not formation the scoutstars around the transports?

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The special forces showed up at some point, I'm taking blades to the knee.  The same knee, over and over.
Snipers and Blade Spawners for the enemy.  Super-range ships vs. Tackle Cheese.  This is actually almost a fair match...

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MRSs are in range and stabilized, my starship selection's health percents are going up in a beautiful fashion.
Yes, but, how's the econ holding up?  Engi IIIs have a bad habit of making my econ scroll like a countdown timer in milliseconds.

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Oh, btw, at some point a 154 Missile Frigate wave was announced for Bingbing.  I don't really care.
I forgot waves actually existed that small...

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Oh, at some point that wave hit Bingbing.  It's taking longer than I wanted to kill so I'll send the rebuilds from home.  Oh, I do have a few of these core TDLs too, though they aren't the greatest at actually killing missile frigates.
Due to the ignore AoE?

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Bingbing command station is down.  This is getting to be a habit.
*scratches head* Out of curiousity, how the heck do you have a nearly full econ and lose a system to 154 Frigates? 

Maitre D: Sir, I'm afraid our cooks are unable to present the meal you ordered this evening.  We've run out of truffles turrets.

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... Is it legal to use TDLs against younglings?
Legal... yes... you just have to pixelate the image when presented publically.

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And looks like some of that threat is camping Bingbing, so gonna reverse thrusters on about a third of the fleet to remind that trespasser will be shot, and survivors will be shot again.
Grandpa Dreadnaught would be proud.

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Well, good to know the AI isn't totally harmless on this diff.  I coulda stopped it if I tried, of course (just smile and nod).
Maitre D: *Smiles and Nods*
(waves at the staff a bit)
Entire Restaurant: *smiles and nods*
Random Cow: It's time to meet the meat!... wait, why are you all silently smiling and nodding?  That's just not right.
... and then we'll have cake.

Offline Faulty Logic

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Re: One's Own Medicine
« Reply #35 on: October 22, 2012, 05:16:22 am »
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I am personally in shock.  Two AARs in a row... and noone took the opportunity afforded to snark!  Well, then, THAT shall be remedied!
I was busy trying to get multiplayer to work, and having me fleet repeatedly eviscerated by the AIs counterhacking protocol. And that I just discovered Honor Harrington (aka Space Battles: the Novels).

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Grav Guardian down, tackle drones resume Hilarious Speed.
Captain, We've gone Plaid!
No, Plaid is when your ships can outrun enemy blades without gravity effects.

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The cheese lives on!  Nice Micro though.
But does it stand alone?

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When the rebels want Hoth... they take Hoth.
Yeah. It's easy to forget how effective marauders and rebels are after becoming used to superweapons. But a full spawn of resistance can and will neuter anything short of a HW.

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I believe that you have just bore witness to a planet with a preference for low-cap ships.  It's a lovely faceplant, some days.
Ah, schadenfreude.

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(the dreadnought would not have had this problem)
Dreadnought... I have a feeling that I, as a 4.0 adopter, am missing something. The only DN I can think of belongs to the Spire.

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but the game didn't need to go demonstrating it on my face!
*Waits until HW contact*

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Engi IIIs
Poor Engi IIIs. I love them, but I can never justify unlocking them.

This is good reading, and well-formated; I'll try to adopt it for my AAR(s).
« Last Edit: October 22, 2012, 05:18:31 am by Faulty Logic »
If warheads can't solve it, use more warheads.

Offline Mánagarmr

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Re: One's Own Medicine
« Reply #36 on: October 22, 2012, 06:20:10 am »
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(the dreadnought would not have had this problem)
Dreadnought... I have a feeling that I, as a 4.0 adopter, am missing something. The only DN I can think of belongs to the Spire.
The Dreadnaught was the first iteration of the current Plasma Siege Starship. It was quite the beast, capable of laying waste to an entire planet from the safety of the entrance wormhole. Five of those could level the entire system as long as they were escorted. Sure, they couldn't hit fleetships, but everything else met a swift and untimely death.
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Offline Volatar

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Re: One's Own Medicine
« Reply #37 on: October 22, 2012, 09:20:46 am »
I was busy trying to get multiplayer to work, and having me fleet repeatedly eviscerated by the AIs counterhacking protocol. And that I just discovered Honor Harrington (aka Space Battles: the Novels).

I recommend The Stars at War by the same author when you can. It's more Space Battles: The Novel, and has less internal politics getting in the way of the space battles.

Offline keith.lamothe

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Re: One's Own Medicine
« Reply #38 on: October 22, 2012, 09:35:35 am »
I am personally in shock.  Two AARs in a row... and noone took the opportunity afforded to snark!
Truly, it was as if there was a disturbance in the forums, like much snark failing to cry out.

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This reads like the opening for Oregon Trail...  "What supplies do you take with you?"
If that very-apt comparison had occurred to me at the time, the operational plan would have been scrapped immediately.

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Terry needs to figure out which ship he's on.  It's not fair hopping between comics by skipping around outside the fourth wall.
Being in more than one place is a critcial skill in football, and Terry learned it well.

(In fact, originally I assigned the first TDL to ctrl-group-9, but that got overriden by a careless click later on, and Terry's original individuality never recovered)

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You broke an axel on a wagon!  What do you do?  A) Abandon the wagon and supplies?  B) Chop some trees for a new axel? C) Use some of your timber in your supplies?
D) Pick up one of the broken shards of axel and use it as an improvised polearm to hold off the vicious killer-machines and pirates long enough to reach the wagon's secret thermonuclear self-destruct device.  No one's coming this way to Oregon, ever again.

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I believe that you have just bore witness to a planet with a preference for low-cap ships.  It's a lovely faceplant, some days.
On low caps snipers have a cap of 10, and the planet only had 9, so while it may have been preferred it wasn't in very large quantity.

No, what I experienced here is that Snipers own Spire Railclusters.  Hard.  My three railclusters exploding wasn't an attack, it was an injunction against copyright infringement.

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2:02:19 Both Tachs down.  Having to group move to keep the sniper coverage.  This is a lot slower than trans-drops.
Out of curiousity, why not formation the scoutstars around the transports?
The transports were still on the previous planet, too far in the red to survive another wormhole transit.

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MRSs are in range and stabilized, my starship selection's health percents are going up in a beautiful fashion.
Yes, but, how's the econ holding up?  Engi IIIs have a bad habit of making my econ scroll like a countdown timer in milliseconds.
With 18 thousand knowledge sunk into econ tech, and 7 planets held, my econ laughs at repair costs.  If it notices them.

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Due to the ignore AoE?
Yea, at least in my experience the TDs only hurt one missile frigate when they blow up.

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Bingbing command station is down.  This is getting to be a habit.
*scratches head* Out of curiousity, how the heck do you have a nearly full econ and lose a system to 154 Frigates?
I've put a lot of points into the Negligence talent tree.

More seriously, the system doesn't matter much and I'm curious to see how well the fixed defenses due against the waves so I can guage how much danger they actually pose.  Non-bombers punching through 3 FFs is illustrative of the inadequacy of said fixed defenses.  But if I'd trans-dropped reinforcements from the homeworld there wouldn't have been a problem.

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Random Cow: It's time to meet the meat!... wait, why are you all silently smiling and nodding?  That's just not right.
I'll have a little off the shoulder.

And that I just discovered Honor Harrington (aka Space Battles: the Novels).
Ah, well, it was nice knowing you ;)  I disappeared into that series about a year and a half ago.  I came out with a lot more respect for what you can produce by Inventing Your Own Physics (And Sticking To Them).  The non-battles part is pretty interesting too.

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I believe that you have just bore witness to a planet with a preference for low-cap ships.  It's a lovely faceplant, some days.
Ah, schadenfreude.
I think your complaints about the low-cap stuff has not been about the AI having 9 snipers (on low-scale) on a single planet ;)



And circling back around:

Quote from: Wanderer
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(the dreadnought would not have had this problem)
No, no he wouldn't.  Right now he's sitting on the porch back at home tellin' the kids about how hard HE had it back then though, while cleanin' his shotgun.

Quote from: Faulty Logic
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(the dreadnought would not have had this problem)
Dreadnought... I have a feeling that I, as a 4.0 adopter, am missing something. The only DN I can think of belongs to the Spire.

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(the dreadnought would not have had this problem)
Dreadnought... I have a feeling that I, as a 4.0 adopter, am missing something. The only DN I can think of belongs to the Spire.
The Dreadnaught was the first iteration of the current Plasma Siege Starship. It was quite the beast, capable of laying waste to an entire planet from the safety of the entrance wormhole. Five of those could level the entire system as long as they were escorted. Sure, they couldn't hit fleetships, but everything else met a swift and untimely death.

No, No, No:

I am in need of a Dynamic Entry.

Brother Koolaidius!
My maximal "I'm feeling rather pleased with myself, aren't I" joke of the series thus far and it just cruises over all your heads!  How does a Dreadnought (no, not that one, that one) cruise over your head?!

Anyway, moving on ;)
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Offline Mánagarmr

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Re: One's Own Medicine
« Reply #39 on: October 22, 2012, 09:47:44 am »
Right, as someone whose only contact with WH40K was the board game Space Hulks, that is completely beyond me.
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Offline Faulty Logic

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Re: One's Own Medicine
« Reply #40 on: October 22, 2012, 11:09:03 am »
And that I just discovered Honor Harrington (aka Space Battles: the Novels).
Ah, well, it was nice knowing you ;)  I disappeared into that series about a year and a half ago.  I came out with a lot more respect for what you can produce by Inventing Your Own Physics (And Sticking To Them).  The non-battles part is pretty interesting too.
Actually, when I pick up a series, I tend to slam through it... I just finished Mission of Honor. I found the plot distinctly less interesting when there weren't ridiculous explosions going on; just my inner adolescent.

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I recommend The Stars at War by the same author when you can. It's more Space Battles: The Novel, and has less internal politics getting in the way of the space battles.
Sounds excellent. Thank you, but additional gratitude is contingent upon said novels quality.
« Last Edit: October 22, 2012, 11:13:24 am by Faulty Logic »
If warheads can't solve it, use more warheads.

Offline Jefferson

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Re: One's Own Medicine
« Reply #41 on: October 22, 2012, 11:31:08 am »
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Brother Koolaidius!
My maximal "I'm feeling rather pleased with myself, aren't I" joke of the series thus far and it just cruises over all your heads!  How does a Dreadnought (no, not that one, that one) cruise over your head?!

I believe a Thunderhawk is generally involved when a Dreadnought is cruising over your head.

Anyway, I'm getting quite a kick out of seeing you are play your own game.
« Last Edit: October 22, 2012, 11:39:08 am by Jefferson »

Offline Faulty Logic

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Re: One's Own Medicine
« Reply #42 on: October 22, 2012, 12:03:33 pm »
I think I found (part of) why TDLs seem OP:
They do damage equal to the square of their mark. A mkI's attack is 17,600 (normal cap) to 5 targets. A mkII does 35,200 to ten targets, for a best-cas DPS of 4 times the mkI...
Core TDLs are freaking nightmares.
If warheads can't solve it, use more warheads.

Offline Volatar

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Re: One's Own Medicine
« Reply #43 on: October 22, 2012, 12:19:42 pm »
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I recommend The Stars at War by the same author when you can. It's more Space Battles: The Novel, and has less internal politics getting in the way of the space battles.
Sounds excellent. Thank you, but additional gratitude is contingent upon said novels quality.

When you are done with that check out The Lost Fleet by Jack Campbell.

Offline Wanderer

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Re: One's Own Medicine
« Reply #44 on: October 22, 2012, 12:21:08 pm »
*facepalm* THAT Dreadnaught...

In my defense I use the Tyrannids.
... and then we'll have cake.