13:02: Oh no.
Halfway through the hack, the game just crashed. No message, no nothing. Straight to the desktop. Checking UnhandledErrors.txt, there's nothing. I guess here, Keith, have my autosave.
If it didn't show you anything at all then it was probably something external to the program, as actual code errors don't CTD at all and while some out-of-memory errors do they at least pop up a generic windows error box (assuming it's on windows).
Has the crash happened again?
Well, I stopped after the crash
Loading back in, I think the game crashed during my autosave, since I'm right back where it was in the hack. I'm thinking an out of memory error during saving. There
are 46,000 AI ships right now. But it would have happened after the save got written and closed.
18:55: The hack finishes, with 900 post hack strength.
19:13: Spire Exo. Some teleport battle stations get behind my front lines and wreak general havoc. I think I'll hack those away.
Or I would if their backup wasn't on a core world on the other side of the galaxy.
19:19: I blow up Frozen Synapse. That's one more ARS and CSG-A down.
19:29: While clearing a tachyon path to the next ARS, Fulla, I notice that my Insanity Inducer modules aren't working very well. I've got 8 total on my Neinzul Battleship, and at 5 shots per volley, I should be getting 40 zombies every time they shoot. Except I'm not. If I'm lucky, I'll get 5 or 6. Could you take a look at those, Keith? I think they might be shooting everything at one target, which as we all know is completely pointless.
Oh, and the Fulla ARS has Vampire Claws. Not hacking there.
19:38: Fulla goes down to stealth raids by a Neinzul Champion.
19:47: I get a science lab down to Venerator. My options are Eye Bots, Bulletproof Fighters, or Armor Rotters. Pretty easy choice: Eye Bots it is.
19:53: I blow up Venerator, in the middle of the Spire Exo.
20:00: CPA declares.
20:04: I get the Venerator ARS. I was having trouble getting my colony ship there, even under cloakers, so I used a Jumpship. It only lost 16% HP, too. But now, all the CSGs are down. I can take the fight to the homeworld. It's time to glass the northwest cluster.
As an aside, I just checked, and there's 4 Titanite and 3 Adamantite in the galaxy, and the Titanite is closer to me than half of the Adamantite. And neither are near the AI homeworlds. Actually seeding the highest level Asteroids as far away as possible from ALL homeworlds seems better, since that way you can actually use Adamantite/Titanite before the game's over. Unless it does that already?
Oh, I need to hack the Protector Starship backup on Sluis.
It also doesn't look like anything's going to sync with this CPA, thankfully. Maybe the Spire exo, but it's about to hit anyways.
20:10: Oh joy, Sluis has a Tachyon Command Station, that's exaclty what I don't need.
20:12:
34 massive AI ships (34k strength) en route to your planets. Sure getting desperate, Mr. AI.
20:19: I start the design download
20:24: Hack finished. Pretty uneventful, as hacks go. I immediately unlock protector starships II/III and build them.
20:38: So uh, the special forces are at 33k now. I think I'll just go glass that cluster.
21:03: Really, the only thing that scares me now is the entirety of the special forces and Arachnid Guard posts. The former of which are being tied up by a cloaked champion on an ARS world, the latter of which die to photon lances before they can get a shot off. Oh, and I should probably be careful about OMDs, since they go straight through shields.
All five of my exos are charging right now. If I hadn't had a CPA an hour ago, I'd probably die a terrible death right now.
As I save and quit, the FS exo is at 100% and about to launch. I'll be fine.
Should the special forces
really be tied up guarding one planet (even if it's an ARS planet) with a cloaked champion?