Author Topic: put a toe in the water -- with level 5  (Read 1589 times)

Offline rwst9

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put a toe in the water -- with level 5
« on: May 08, 2012, 12:31:22 pm »
Hello,
I was encouraged by posters to share a boring level 5 report, so here goes:

80-planet map, Seed 164124034, simple map, conquest, simple ships, AIP 1/30,
no factions, no plots, all expansions. Both AIs Level 5 Random Moderate which
was (as seen from the high scores) Spireling and Vicious Raider.


This is after 3:45, everything is scouted and I have a nest with one entry at
the bottom left. Green is what's actually taken, Blue is planned must-takes
(ARS, Co-Pro, shields). I have everything I need and the game is mainly
logistics/battle/raid/build hops over the next 2-4 systems, and some waves at
 Juzup that are easily handled by the Mil station plus Fort and some hundreds of
MkI,II ships there.



It's now 5:10, and although I took planets sparingly and raided all Data
Centers in the vicinity, the AIP is at 425. Now that all shields are
destroyed, the plan is clear: first take the Vicious Raider's base in the top
right, then, less straightforward, get to the left branch, taking the last
Co-Pro at Vileaju but also handle the cloaked planet Enanro somehow.

However, at this moment the cross planet attacks start. I'm still ignoring
waves at Juzup with 1 starship and >600 MkII ships, they all feed the
shredders which keep growing -- the first CPA though has 1,600 ships, and I'm
relieved that they are only distributed over the planets that are neighbouring the
AI's ones. With a mil station where it matters, and the slow trickle of the
attack, only Uszi goes down -- I let it as I need that mil station elsewhere
soon. Timing starts to matter, I notice.

6:05 The first AI is gone, under the fire of 1,100 ships of all Mk types which
are finally thinned down to 600, mostly III-V and merc, except the spaceplanes
which remained I, II untouched... probably the least threat to the AI. Essential, as always,
was to take the Z-Fortress near entry first, then the 4 missile posts.The rest, two spire
shields, an electric one and the command, was no comparison to 400 bombers. Meanwhile,
 the reaction to this deepstrike builds,
and the shredders at Juzup are at 210, after the last wave of 350 MkII MLRS
ships. Unexpectedly having 600 ships left allows me to proceed two-pronged and,
preferably, leave the cloaked planet as is. AIP is at 590.

7:20 Waiting before the wormhole to the last AI station is the 900 ship
expedition force. But what are they waiting for? There! A slow plump rocket
cloaked by two slowly makes its way, ... goes through... only a bright flash
is seen. AIP jumps again to 550. But the AI planet's electric net is gone, the
Z-Fortress a lifeless hull. The feeble counterattack by 300 is destroyed
quickly, and the expeditionary force slowly grabs one guard after another...

Summary: this went nearly riskless but there were possibilities for big
mistake. I will never play at 5 again, I think. There was only one CPA and
due to many single stations dispersed over the field, the CPA itself was
dispersed which presented no problems because of mil stations and the
additional number of ships from Z reserves. I would like to continue this way
and it will be interesting to see which factors will counteract this plan
first. The AI's last wave, some 1,200 ships with 2 starships, found their
master in a system where 300 shredders, 4 riot ships, microfighters etc. plus
a hundred turrets reduced it within seconds. I never unlocked turret tech and
only bomber MkIIIs. However, I built a lot of merc units.

Next game: level 6, normal ships, random all AI.  Thanks for your time.
Ce sont les microbes qui auront le dernier mot.  (Pasteur)

Offline keith.lamothe

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Re: put a toe in the water -- with level 5
« Reply #1 on: May 08, 2012, 12:37:25 pm »
Welcome to the forums (not your first post exactly, but first I've seen) :)  And good work on the game; it was diff 5, yes, but a Spireling AI gets a lot of nasty toys and it's quite easy to lose this game.

Good luck on diff 6 :)
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Offline madcow

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Re: put a toe in the water -- with level 5
« Reply #2 on: May 08, 2012, 12:46:03 pm »
Thanks for sharing the game, it sounds like you used harder AI types even with the easier difficulty.

I recommend enabling golems and spirecraft medium for your next game by the way. If you choose not to employ them, it'll be the same as not enabling them at all as the AI won't gain anything. But if you do use them, they're great fun (golems are, not used enough spirecraft myself to see the use).

Offline rwst9

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Re: put a toe in the water -- with level 5
« Reply #3 on: May 08, 2012, 01:12:51 pm »
I recommend enabling golems and spirecraft medium for your next game by the way. If you choose not to employ them, it'll be the same as not enabling them at all as the AI won't gain anything. But if you do use them, they're great fun (golems are, not used enough spirecraft myself to see the use).

Thanks for the hint, I will do that!
Ce sont les microbes qui auront le dernier mot.  (Pasteur)

Offline zoutzakje

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Re: put a toe in the water -- with level 5
« Reply #4 on: May 08, 2012, 01:48:44 pm »
nice =)
and yeah, golems and spirecraft can be very fun to mess around with. They can be game changing when used right. I suggest playing them with at least medium, maybe one of them on hard, as easy might make things a bit too easy for ya.
Good luck with your next 6/6 game ^^ Let's hope the randomizer gives you  some nice red AI types :P

 

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