Author Topic: The AI 9 through 10 run  (Read 69493 times)

Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #120 on: March 01, 2012, 08:06:17 pm »
Side note: This game's on pause until Keith gets a chance to review the save and help me understand why I'm eating a massive core wave.  If I have to lose Cyborg, fine, I'll lose it, but I'd really rather not lose my fabulous planet if it's due to a bug of some sort.
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #121 on: March 01, 2012, 10:25:56 pm »
Game on.

Alright, to deal with the CPA and the 200 ships that spawned in the back, I had to get my blade spawners back to Sushi.  They took out Huge immediately on spawn but that wasn't the big deal.  Twycross, instead of sending their ships to Macross, went after Sushi.  Not a huge a surprise, I guess, but the extra 50 ships made the difference.  To get them there quickly, I needed a transport.  The transport kept getting hung up in Macross due to a Grav Guardian.  Great.

My Bomber starships dealt with that pretty easily.  With the blade spawners on duty and a few extra grav turrets to give them time to work, Sushi could hold.

That left Cyborg and the insane release of Core ships that came after me.  Two save scums and an inquisition of Keith later, I find out this tragedy is *expected* if you clean up after yourself of your threat and reinforcements.  Oh joys.

Well, luckily the majority of troops have to come through Confederation from the two homeworlds/core worlds.  There's about 250 ships that come from the west, but the turret ball SHOULD deal with those.  It needed 6 FFs on the fab that sits against Blackjack's gate, and 2 dozen Flak Turrets under glass, but they dealt with Blackjack.

The real fight ends up in Confederation.  Confederation's wormholes are basically a triangle, Cyborg on top, Eridani and Llama below it, roughly equilateral.  Eridani's troops hit first.  Sweet.  Send the main fleet on attack against that wormhole, and maneuver the maws out to range to soak up what they can as it enters.  As that starts to bleed off the main thrust comes in from Llama.  Move fleet, move maws, repeat.  Now they're both drifting in so I split the main fleet against both wormholes and micro the maws to whoever's got the most inbounds.

I clear it losing maybe 100 fleet ships.  Excellent.  Meanwhile, two waves have hit Macross and I barely noticed.

It's now 6:10ish.  I research up Fort Is and drop three on SuperTerminal to start building, as well as a few FFs and a grav/tachyon turret.  The forts are going to take a bit and my economy can barely handle them building (+/- 100 material) so I don't help.  What I do though is take the main fleet and neuter all the guardposts on Confederation in preparation for later defenses.  Additionally, I use the Raid SS fleet and bait in some of the 150 reinforcements on Blackjack just hanging out into the turret ball.  Without losing any ships, I successfully clear Blackjack, then go down and nerf Camel and Jumping Jax with the Raid SSs while I wait for my fortresses to build.  I occassionally have to turn off fortress building to allow Macross's grav/tractor turrets to recover from waves of ~1500 ships.

The Dyson Ball is at 600 ships and growing.  It occassionally gets Rebel Rebellions to basically refill the ones there.  The Rebels are always the first to the battle, so they're the 'cannon fodder' of this arrangement.  It's pretty slick.  It's also broken, but we'll get back to that at a later date.  It takes a near perfect map to setup.

So, at around 16:40 the main fleet's done goofing off with Confederation and I park the Raid SSs in a transport under cloaker on Cyborg for safe-keeping.  Rebuilding 3 mill in fleet because I wasn't paying attention is annoying.  The fleet heads to SuperTerminal and parks.  The Maws and Blades are under glass right off the ST, and the rest of the fleet's on FRD.  The factory on Cyborg will send in replacements automagically.

ST work is going well, and at 94 reduction I'm still at MK I units, which is nice.  Surges are handleable and the grav turret is shutting down the blade spawners.  With 3*fortresses to help with repairs, I'm not losing much, if any, ships.  My econ's strong enough I've continued to build the counterspy on Macross in anticipation of the eventual Eyebots.  That and Space Planes are annoying that way.

It's 6:53, I'm at 153 AIP with a Floor of 49.  I'm gonna ride this puppy into the GROUND... or until half my fleet's gone and I get scared. :)
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Offline keith.lamothe

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Re: The AI 9 through 10 run
« Reply #122 on: March 01, 2012, 10:39:45 pm »
Two save scums and an inquisition of Keith later, I find out this tragedy is *expected* if you clean up after yourself of your threat and reinforcements.  Oh joys.
9.6 = Tragedy :D

The Dysons were probably armchairing that one.  "What's he so scared about 1300 ships?  Shoot twice and go home."

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The Dyson Ball is at 600 ships and growing.  It occassionally gets Rebel Rebellions to basically refill the ones there.  The Rebels are always the first to the battle, so they're the 'cannon fodder' of this arrangement.  It's pretty slick.  It's also broken, but we'll get back to that at a later date.  It takes a near perfect map to setup.
Heh, yea, the glowing "Nerf Indicated" light lit up a while ago on that one, I just figured I'd let you have fun with it for now.  Dysons used to just path into AI planets and nature took its course.  They also used to auto-attrition when not on the dyson planet.  They also used to not hit MkV stuff.  Dysons are riding kind of high on the hog right now :)

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It's 6:53, I'm at 153 AIP with a Floor of 49.  I'm gonna ride this puppy into the GROUND... or until half my fleet's gone and I get scared. :)
The ST's probably muttering to itself.  "Have yer fun, buddy, you'll get yours." ;)
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #123 on: March 01, 2012, 10:51:37 pm »
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The Dyson Ball is at 600 ships and growing.  It occassionally gets Rebel Rebellions to basically refill the ones there.  The Rebels are always the first to the battle, so they're the 'cannon fodder' of this arrangement.  It's pretty slick.  It's also broken, but we'll get back to that at a later date.  It takes a near perfect map to setup.
Heh, yea, the glowing "Nerf Indicated" light lit up a while ago on that one, I just figured I'd let you have fun with it for now.  Dysons used to just path into AI planets and nature took its course.  They also used to auto-attrition when not on the dyson planet.  They also used to not hit MkV stuff.  Dysons are riding kind of high on the hog right now :)
LOL.  Honestly, a simple cap of 100 (choose your x) per planet would suffice.  That way they could support, be nice and fat like they are, but not be this overpowering armada.

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The ST's probably muttering to itself.  "Have yer fun, buddy, you'll get yours." ;)
Heh.  Side note.  Perhaps surges should be 250 Current MK + 1 instead of 250 MK Vs?
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #124 on: March 01, 2012, 11:04:01 pm »
At 7:15 we blew past the floor.

Total: 349
Reduction: 294
Floor: 69
Actual: 55

Let's see how low can you go... More curiousity then anything, I'll savescum after this most likely, I don't need the raised floor that badly.

I'll edit this post with the results.  Fleet: Maw I/II/III, Bomber I/II, Blade Spawner I/II, Fighter I, Missile Frig I, Armor Ship I/II, Light Starship, 3xFortress I, 4*Riot I on max damage build, Mil I.  3 FFs nearby with Grav I and Tach I under them.  Blades and Maws are hiding in there too.  Single Space Dock with FRD set to near the ST building all ships.  Planet next door provides Spider Vs and Armor Sprayer Vs.  Rally Post for FRD also near ST to FRD out of system builds near the target.

Kowabunga!

Edit 1: I attached an image of what the defense looks like below in case of curiousity.

At Inc: 424/ Dec: 442/Floor: 84 I've gotten to where I want to be on this.  I still have -80 worth of decrease out in the boonies I can abuse, and that'll give me my five free worlds to setup on Kirk and have all the CSGs down.  From here on it's just pure curiousity.

Edit 2: With a stack of nearby Lightning 1s waves began to overwhelm after at 444/480/88 roughly.  With 2 more fortresses and a little K investment into Missile Counter Turret it could have held till roughly 530.  Add in Riot IIs and 550/560 would have been feasible.  Now back to my regularly scheduled game.
« Last Edit: March 01, 2012, 11:39:44 pm by GUDare »
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #125 on: March 02, 2012, 01:04:39 am »
So, I get done with the SuperTerminal at around 7:30 game time.  It's time to take over the world.  I send the raid crew down to Jax to pop the Counterstrike post.  It spawns in Janeway.  This works.  The fleet heads north, the Raids clean up Jumping Jax in preparation for conquering.  I send a Transport with a Colony down to Jumping Jax.  The fleet eventually gets up north and I pop Twycross on my way by, dropping in a colony ship and another Econ III.  I blow the CSG-E while I'm there.  The Raids then head out to pop all the Co-Ps and 2 more Data Centers.  When I'm done:


Overkill?  :)

We head for Janeway while the Raiders defend Jax.  Jax builds and the Raids leave, and a few boys from PaiGow pop in to say HI!.  Great.  I've got no spare turrets at the moment for even a token defense.  Reverse, kill, repeat, reverse, kill, repeat... finally able to leave and head through BlackJack... who's troops ignore me, head to Pai Gow, and head to Jax, and pop it.  *facepalm*

Well, the counterstrike spawns on Janeway practically on top of the Shawshank Wormhole.  That's probably because the Troop Accelerator was also on said wormhole.  3/4's of them escape and a Warbird cloaks past the armada and pops the very lightly defended Econ III... Oooookay, this is going well, isn't it?  Clean house and start chasing the massive wave heading for homeworld.

Well, after I popped Twycross the DysonBall basically moved into the wormhole bounce from Dyson through Sushi.  So, when the enemies started coming in from Shawshank, the Dysons responded, and boy-howdy did they.  They slaughtered the silly fools in Sushi, and then promptly waltzed all over Shawshank, too.  Plenty of Dysons left over to deal with the wave in Macross as well.

Well, that's dang nice.  I take the fleet, clean up Roulette, and get Huge/Janeway rebuilt.  Time to head south again.  Fleet heads for Cyborg, I take the raiders down and clear out Green Lantern's Warp Gate so I can take SolarMoon, and send another colony ship transport to Jax, with the raids heading up to Confederation to clean out some locals and let the Mobile Builder in.  It's a little too much for the raids so I back 'em off and the enemy follows me in.  Well, that's nice.  Clean them up with the turrets, rinse/repeat, and start setting up 2 fortresses on Confederation in preparation for later.  I also steal 20 Snipers from Cyborg to help with bombers.

In the meanwhile, the fleet floats through, grabs reinforcements, and heads for Camel.  We clean that up, clean off SolarMoon (with a lovely Blade Spawner V Fab), and nerf Green Lantern of a pair of spire shields.

Map looks like this now:


About this time a 1300 CPA warning pops up.  oh, great.  Here we go again, right?


REDEMPTION!  Now, that's just funny.  It's 8:30 and I'm prepping to start raiding Kirk to dust.  I haven't decided what I'm going to do with my research yet, I'm keeping it avaiable to stay agile if something seems dangerous.  Once Kirk's raided out, I can take Eridani (or Argyle) and get the last CSG-A.  From there, I can raid the engines.  Earth should go down like butter since they emptied themselves out.  MUAHAHAHAHAHA.  I'll get over to Riker eventually.
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #126 on: March 02, 2012, 01:46:27 am »
At 9:00 I've done two runs on Kirk.  First was a pure Raid run.  Raid Engine is spawning a mere 600 MK IV ships.  I cleaned out a pretty good chunk of Kirk but got hunted down by a ton of spire starships and bomber IVs.

Since that was going to take a bit to rebuild, I dropped the fleet off at Argyle and took the last CSG-A.  Homeworld is open.  The fleet then suicided Kirk, trying to clean out what was left + the Fort on the planet.  I only got the fort halfway and lost my stack of Bomber IVs too, but I managed to escape with the nearly full Maw fleet (16/18) before they got popped by sacraficing everything else as kites.  The leftovers hit the fortresses + autobombers in Confederation and died.

I'm rebuilding the fleet now and the Raids are ready to go again.  Once the fleet's up I'm going to transport the Raids in next to the Raid Engine and pop the bugger, then, hopefully, get the CPA core too.  After that it's smooth sailin'.
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #127 on: March 02, 2012, 02:14:37 am »
YOWCH.

Well, the core world had built back up to ~150 ships.  My fleet finishes rebuilding and the raids are ready.  I unlock Basic IIs and scatter them around to help deal with the bit of fallout from the CPAs.  Heh, right.  You'd think I'd have learned last time.  If I need defense, DEFEND, not this piddly crap.

Anyway, my main fleet heads for Confederation to defend the Eridani Wormhole with the support of the Fortresses.  I build off a flock of transports, and stuff the blade spawners and Raids into the center one.  CHARGE!

The transports all blow up as they enter Earth.  *facepalm*  RUN!

Leave the blades as bait on the wormhole and the raids run around a few things and get to the raid engine.  I'm getting Mass Drivered and I absolutely cannot fire up the EMP V sitting in between the Raid and the CPA engines.  Well, not and survive.  We pop the raid engine under glass and maneuver around the outside of the system and get to the CPA engine with 4 left.  It gets to 8% and I'm out of raid ships.  DAMN!

My main fleet is cut in half on Eridani.  EVERY outer colony is dead.  Fact IV: Dead.  Blade Spawner V: Dead. Econ II/IIIs: Dead.  Crap.

Get to Cyborg, switch everything OFF, and get Raid Is building ASAP.  That CPA Engine MUST die or I'm screwed.  Build up the 3 raids at warp 2 and shove them in a new transport with one on lead to take any hits.  I just need them delivered.

They get to Earth and it's a race.  Mass Driver vs. Raid Is.  The first one dies in transit avoiding the fortress in the center.  The second dies on nearly on contact with the CPA.  Arrive at 10%.  6% on first salvo, one raid left. 4%. 2%.  Mass Driver fires. 0%.  You're KIDDING ME!?  One last shot goes off as the Raid I dies.  BANG!  Got it!

Bagged baby!  Alright, that was the hard part.  Now to flatten Kirk and Earth.  I've still got that blasted Eye to deal with but with the heavy hitters down I should be able to clean up relatively nicely.  Just need to pop that damnable Mass Driver.  9:20 on the clock.  Time to rebuild and re-colonize.  Probably take Ceasar too so I can recover my dead Factory IV, have to decide if it's worth it.  Need to get down to Batman too, I've been ignoring a rebellion working on Earth.  At least it's a jump point for Riker.
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Offline keith.lamothe

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Re: The AI 9 through 10 run
« Reply #128 on: March 02, 2012, 09:54:08 am »
LOL.  Honestly, a simple cap of 100 (choose your x) per planet would suffice.  That way they could support, be nice and fat like they are, but not be this overpowering armada.
X*(number of non-AI planets) did come to mind as a galaxy-wide cap (per-planet caps are fiddly for mobile units).  A meaner thought was making the galaxy-wide-cap = effective-AIP :)

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The ST's probably muttering to itself.  "Have yer fun, buddy, you'll get yours." ;)
Heh.  Side note.  Perhaps surges should be 250 Current MK + 1 instead of 250 MK Vs?
Surges don't actually say anything about mark level directly, it just multiplies the "raw strength" (total reduction times 2) of the spawn by diff / 2 (so 4.8 in this case) and sets recharge to 1 instead of 15.  After that, it's the normal logic, which is in psuedo:

while(strength>200 && mark<5){strength-=150;mark++;}
while(strength>500 && recharge > 1){strength-=33;recharge--;}
if(strength>500)strength=500;

After that it actually converts strength into ships, and deducts the actual ship-strength from strength; on high 500 => 500 fighters (or whatever 1.0x ship cap stuff), on normal 500 => 250, which is why you generally see that number.

Edit 2: With a stack of nearby Lightning 1s waves began to overwhelm after at 444/480/88 roughly.  With 2 more fortresses and a little K investment into Missile Counter Turret it could have held till roughly 530.  Add in Riot IIs and 550/560 would have been feasible.
Deeeeee-Scusting! ;)

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We head for Janeway while the Raiders defend Jax.  Jax builds and the Raids leave, and a few boys from PaiGow pop in to say HI!.  Great.  I've got no spare turrets at the moment for even a token defense.  Reverse, kill, repeat, reverse, kill, repeat... finally able to leave and head through BlackJack... who's troops ignore me, head to Pai Gow, and head to Jax, and pop it.  *facepalm*
After the ST performance, they needed to make some kind of point, even a small one.  "We just lost the queen.  That' pawn over there's going down!"

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About this time a 1300 CPA warning pops up.  oh, great.  Here we go again, right?


REDEMPTION!  Now, that's just funny.
Haha, yea, the AI literally doesn't have enough ships left in that galaxy to oppose much.  You've pretty seriously outstripped their ability to reinforce.

YOWCH.
The AI pull the ol' explosive-whoopie-cushion trick?  A good one, that.  No?  Pity.

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The transports all blow up as they enter Earth.  *facepalm*  RUN!
Ah, transports.  And the engineers were so excited when they discovered a way to design a carrying vessel that could unload an arbitrary number of ships in constant time.

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They get to Earth and it's a race.  Mass Driver vs. Raid Is.  The first one dies in transit avoiding the fortress in the center.  The second dies on nearly on contact with the CPA.  Arrive at 10%.  6% on first salvo, one raid left. 4%. 2%.  Mass Driver fires. 0%.  You're KIDDING ME!?  One last shot goes off as the Raid I dies.  BANG!  Got it!
One for the movies ;)

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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #129 on: March 03, 2012, 08:27:04 pm »


And AI 96 bites the dust.  Let's see, I last left off at 9:20 or so.  Right.  Alright, well, I let the fleet partially rebuild and I take them off to the Southwest and start rebuilding the economy.  Econ's a bit in the dirt and I don't have a lot to work with.  After about 20 minutes we get the SW rebuilt up without any turrets and head for home.  Fill up more of the fleet and head over to Batman to pick up the Rebel Colony.  At about 10:00 or so they've got a nice set of Basic IIs surrounding them and the fleet heads home.  My Raids are about ready (still waiting on the IIIs) so I send them down there to pop the warp gate in HotStar.  They had popped up a Black Hole Generator and I wasn't ready to commit the fleet yet and saw no reason to get 10 AIP.

They start building off Rebels, whom I notice ignore Black Hole Generators.  Ah, this will work nicely.  There's fortresses and Tachyon Guardians and a bunch of stuff I'd like to clear out on the east.  I'll use the Rebels to do it.  So, while the rest of this story is going on, I'm microing around 80 or so rebels to pop fortresses, tachyons, etc on the east, retreating when I'm down to 50 or so, and then heading out again after a rebuild.

Time to start pounding Earth to dust.  Roger Dodger!  Take the fleet down and park them on the inbound gate to Earth.  Raids head in and primary targets are the Ion Cannons and Mass Driver.  Those go down with about 4 raids left and the fleet's handled the backwash, so I send the Raids home to get replacements.  I can't send the fleet in because of the eye.  I micro a bit on the east and then get the Raids back down to Earth, and clean house.  Right up until they run headfirst into a Heavy Beam Cannon.  *facepalm*

I finally figure out I need to micro my raids in all different directions so the cone attack can't erase them all at once, and kill it with 5/9 raids left.  They pop the last guardpost after that, an electric core, and poof, down goes the eye.  Send in the troops.  Bombers are now at III, so my flock of Bombers and Bomber SSs start working over the FFs on the fortress/command center.  We get about halfway there and I'm barely able to pop the Starship Eater Guardian before my Bomber IV SSs die.  I'm basically out of polycrystal units so the fleet heads home for more troops.

On the East, I've broken into Tau which was nothing spectacular but it had an Eye and a Spire Shield.  *rolls eyes*  Greeaaaat.   Can't kill those things easily without mass fleet and the eye wouldn't let me do that.  Allllrrighty.  Send the Raid SSs down and they slowly but surely chew on the spire shield until it finally pops.  I can get scouts into Three Kings now.  It's about 10:45 or so.  There's nothing special in Three Kings for once, just a fortress and the usual core guardians.  I setup the Rebels to do a bit of microing in there via shift-click and they got chewed to pieces by a ton of starships.  Ah well.  The Raids retreat to Batman and regroup with the local rebuilding rebels.  That backwash should be arriving shortly.

The main fleet's rebuilt and I ship them down towards Earth again. It's 11:00 and another CPA announces.  Didn't we just do this?  Alright, fine fine.  I basically ignore it for now and continue to pound down Earth.  Finally, we're able to pop the fortress and all his buddies.  Yawhoot.  I leave the Command Station intact for an easy pop later and not have to build out the AIP.

Take the fleet back towards home and park 'em in Blackjack.  While they're waiting another 5 minutes for the CPA, I start neutering Blackjack for the fun of it.

CPA goes as expected.  Majority of troops were 400 or so back on Shawshank and Roulette.  They blew Huge to pieces and then died horribly to the Dyson Swarm.  I sent a colony ship back to Huge to rebuild the econ station.  The troops in Blackjack pretty much blocked everything coming at us except for Green Lantern troops.  I snuck my blade spawners in and they cleaned up the little bit of annoyance attacking that.  Good to go, time to head east.

In the meanwhile, the rebels and raids cleaned up the coreworld backwash and went back for seconds.  Clearing the Tachyon Guardians meant I got my first look at Riker.  2x Neinzul and nothing else of note.  Main fleet gets to Batman around 11:30 and starts pushing through to Tau, which I'm going to use as my 'takeoff' point.  The raids head into Riker and chase down the Mass Driver and a pair of Ion cannons, triggering a cockroach spawn at the same time.  Unconcerned, I continue on my merry way.  A transport with some Engi Is and a colony ship gets to Tau as I finish popping Krupp's Warp Gate and the cmd Center on Tau, and head for Three Kings.  The place is pretty nerfed at this point.  Polycrystal units and blade spawners enter, and they grind down the double FF and fortress.  That dealt with, I pop both warp gates there to force waves to continue to hit Macross and we proceed to assault Riker.

Everyone heads into Riker to clear the wandering defenders.  My Raids head off to pop the cockroach spawns and we clean up the locals.  Two of the spire shield guardposts will take a bit of time to kill.  Most of the standard guardposts die pretty easily and what's left of my fleet (about half) starts working on the first shield post.  My blade spawners are basically ignoring a heavy beam post that I'd like them to kill, they're hung up trying to get blades onto the home command center which is grav guardianed and fortressed.  *rolls eyes*

Well, I clean up the two shield posts and decide I'm going to need more firepower.  I send reinforcements from Cyborg as a group down to Batman, and my main fleet retreats back up to Batman.  My Raids stay behind on Tau to defend it from drifters.  Rearm, pick up fresh Rebels, and we head in again.  This time my blades didn't utterly ignore the heavy beam, but maddeningly stopped hitting it at ~35%.  Raids head in trying to time them between shots.  Thawck, that's done.  Polycrystal assault on the 2xff+fortress+gravity guardian.  This is taking *forever*, and I'm losing ships because the blades can't hit the actives under the ffs.  Send in the entire armada.  It's gonna hurt but to heck with it.  Pile on the Fortress and the grav guardian.  Once they're both down, the rest go down like butter.  Pop the Cmd Station while my Raids are high-tailing it back to Cyborg to pick up a few buddies.  They get to Cyborg, I've got 8.  Wait for the 9th while I start bringing the fleet home.

I take a look at Earth.  Because it's unalerted there is no defenders who reinforced while I was gone.   8)

Raids head in, pop pop pop, bye bye command center.  Woot woot, 9.6/9.6 Win.
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Offline keith.lamothe

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Re: The AI 9 through 10 run
« Reply #130 on: March 03, 2012, 09:57:40 pm »
Another victory for the Vogons.  What can stop this steamroller? :)

Is it still fun?  I'm figuring that playing the same map on the same options against the same AIs with the same bonus types, etc is... shall we say, not showing off the variety of the game ;)
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #131 on: March 03, 2012, 10:12:47 pm »
Another victory for the Vogons.  What can stop this steamroller? :)

Is it still fun?  I'm figuring that playing the same map on the same options against the same AIs with the same bonus types, etc is... shall we say, not showing off the variety of the game ;)

Fun, not exactly.  You're right, it's not quite the preference.  It is the only way to truly test the slope of difficulty though.
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Offline keith.lamothe

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Re: The AI 9 through 10 run
« Reply #132 on: March 03, 2012, 10:37:44 pm »
I appreciate the testing, it is bringing a lot of things into sharp relief as well as showing the diff slope (9.6 didn't seem a lot worse than 9.3; 9.3 had tech II which made it worse than 9).  But don't burn yourself out on the game :)

Still looking like monday on 5.028, but I'm happy with how the tests came out, hacking looks like it's working right, etc.
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #133 on: March 03, 2012, 11:06:28 pm »
I appreciate the testing, it is bringing a lot of things into sharp relief as well as showing the diff slope (9.6 didn't seem a lot worse than 9.3; 9.3 had tech II which made it worse than 9).  But don't burn yourself out on the game :)

Still looking like monday on 5.028, but I'm happy with how the tests came out, hacking looks like it's working right, etc.

No worries, I was more curious than anything, really, as to how the 'slope' was.  9.6 vs. 9.3 is minimal in difficulty difference.  Then again, I was dyson balling the 9.6 so I can't really tell you HOW hard that was, but since they never broke the Tech III level it's a moot point.

I thought the counter-spy was a mass-killer of cloaks.  It almost acts more like a sniper, kills 1 every 2 secs or so.  That's not what I'd expect from the description.

Don't worry too much about burnout.  I'd had a few weeks of watching overnight processes run so I got in a lot of 'sit and stare' time. :)  I'll probably wait for the update and check out hacking on an easier game and the like for some fun then come back to this.
... and then we'll have cake.

Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #134 on: March 05, 2012, 12:26:00 am »
For fun, I cranked up the 9.8 game, figuring I'd get early game out of the way to be able to play with the changes.

No dyson in range, CoPs on Twycross and Craps, ARSs on Huge and Sox (used to be Dyson).  Can't find the Dyson yet.  45 mins in I'm still on my homeworld because I don't see a need to take my neighbors and everytime I travel to do some damage to Roulette, I'm pulled back for a little 35 ship wave.  I've got Bomber IIs and Maw IIs building/built and Flagships.  Raid Is as well.  The bombers are primarily because I have enemy fortresses on Twycross and Roulette.  I've also unlocked Econ II (unused so far) and am sitting on 3000 K.

Some early observations.  A Heavy Laser Guardian III under a FF III is nearly indominatable to early fleets that don't upgrade Raid Starships.  My raid Is got it to 50% before I lost one and I had to run.  It had already eaten half my fleet and I barely dinged the FF.

A bunch of micro-waves are annoying.  I've blocked over 10 waves in the first 45 minutes, most of them 30-40 ships a piece.  I've started turret balling the homeworld so I can go get some work done, particularly since Huge has a Counterstrike on it.

The icon I made is very obvious and is actually kind of nice.  I'll probably keep it with a little more work on it even if it fails inspection.  I like the larger icon.  The smaller one would get buried under a handful of tractors.

Nothing else of particular note to report.  This game won't get overly interesting until I've taken Huge and Sox for their ARSs and I start seeing real waves.
... and then we'll have cake.