Author Topic: The AI 9 through 10 run  (Read 69536 times)

Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #165 on: March 26, 2012, 10:15:48 pm »
Which means I eventually have to beat 10/10 with no handicap. I try to get all my achievements by playing 'normal' games (80-120 planets, random AI types, extra fog of war, hide unexplored wormholes, a various amount of minor factions and always at least 1 AI plot for each AI(I want a randomize option for those)), and so far I got exactly 88. But I have no hope of beating 10/10 in a 'regular' game so i probably have no choice but to play cheesy as well :P I might pick up a few new tactics from this AAR

Do it NOW, before Harvesters get capped.  8xHW, Fallen Spire, Zenith Traders, Favorable Human Rebellions (colonies are a +/-).  Use Shield Ninnies so you don't have to handle waves.  Build out your FS fleet for the first hub and wreck some stuff.  Use a Tree map or something else where you can camp out in a corner.  Might as well get the 8xHW one done too. 
... and then we'll have cake.

Offline keith.lamothe

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Re: The AI 9 through 10 run
« Reply #166 on: March 26, 2012, 10:23:48 pm »
Do it NOW, before Harvesters get capped.  8xHW, Fallen Spire, Zenith Traders, Favorable Human Rebellions (colonies are a +/-).  Use Shield Ninnies so you don't have to handle waves.  Build out your FS fleet for the first hub and wreck some stuff.  Use a Tree map or something else where you can camp out in a corner.  Might as well get the 8xHW one done too.
This is how the profession of Cheesemaster is handed down from generation to generation ;)
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #167 on: March 26, 2012, 10:25:04 pm »
Yea, that's basically it.  9.3 should still be possible to someone who's gotten good at 9, but that "AI Tech Level Starts At 2" rule is supposed to be translated "We're just messing with you now".
Of course, I'm currently returning the favor... ;)

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There was also:
- The thing where a single shard reactor could support a ton of hab centers and shipyards on 8HW games.
- Riding the Superterminal to the AI floor.
- Knowledge raiding like 10 planets in a game.
And you've also pointed out how broken a Dyson Ball can be, and I've considered some ideas for moderating that, but haven't gotten around to picking one and implementing it yet.  Were there other exploits you had in mind?
Nope, those were it, though I didn't advocate the nerfing of continuous K-Raids.  While it wasn't in flavor of the reason for the mechanic, I kinda liked having 50000 K and 80 AIP. ;)  I was thinking of the SuperTerminal.  The Hub was just a bug and that needed to simply be fixed.  Dyson Ball was one of the other advocacies and... errr... hm.  Okay, 3 things. :)

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Yea, the AI wasn't very happy about that.
Well, I inflated its waves to make up for it while that happened, so we're even.

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Yea, I figure Hybrids would have added enough friction at various points to frustrate your plans or possibly let the AI get the kill, and a well-timed Beachhead on your whipping boy would have been all kinds of fun.
Hybrids definately would be complicating matters, particularly since I've only got 3 homeworlds worth of econ at the moment.  I'm not really a fan of the beach-heading option, because my playstyle is dependent on the whipping boy being able to stand on its own without fleet intervention once it's up.  One beach-head would wreck me utterly, unless I didn't whipping boy a choke planet, which seems counter-optimal to me.

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Avenger probably wouldn't make a big difference, but it would be amusing to see how badly you cheesed it (probably just double-kill the AI).
Yeah, I'd just double-pop.  I basically do that anyway after I nerf the first AI HW at this point so I'm not arguing with +100 AIP.

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Neinzul Roaming Enclaves and/or Preservation Wardens would be a significant pain, and anything exo certainly makes for a different game.
Roaming Enclaves would definately drive me batty, but I don't have the econ (I don't think) to actually trigger the preservation wardens yet, and I never use nukes.  Exos would be a different story all-together, but FS/Golems would allow me easy access to a raid engine homeworld, which would defeat half the point of this exercise to me.

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Who'da thought one could beat a computer in a staring match?
I can't.  The Dyson can. :)

One of the primary things that is easing this game on me is the Dyson chewing up the actual reinforcements that are occurring, and that's going to get heavier and heavier.  As the Dyson builds, it'll continuously get more ships, which according to our recent discussions should cause permanent over-whelming #s bonuses during the reinforcement phase on its two neighbors.  That's 4 reinforcements I'll basically never have to deal with as the Dyson scours its own borders.  I don't think I'll exhaust the alert list though because of the satellite nature of my planet conquering.
... and then we'll have cake.

Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #168 on: March 26, 2012, 10:26:52 pm »
This is how the profession of Cheesemaster is handed down from generation to generation ;)

Well, someone has to make up for the WhineMaster... ;)  I'm really hoping to get a chance to play with those really juicy Harvesters before they get themselves nerfed back to reasonability by K cost or reductions.  If you do have to make that choice, please make it reductions.  K-Cost was too high period before, unless it was god-mode resources.
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #169 on: March 27, 2012, 12:59:00 am »
Man, talk about some wild time differences in raids.  At the same AIP I go from 892 ship raids to 105 ship raids.  It's just wild.

I've managed to clear most of Kirk.  There's a Stealth I need to go annoy and I've given up on the spire shield post while the Raid Engine still lives.  I finally got scouts on Earth and there were 160 units on there.  After the last assault where I took down a MK III FF, its guardpost, and a few other outliers, I got the armor units into Earth.

Well, I let them harass briefly and then self-destructed them because they're deep-striking.  D'oh.  Well, Earth is down to 128, but I'm not done here yet.

Went home and refilled the fleet.  It's about 9:20 when we struck out for Confederation again. 

I've got the Raids currently trying to work down spire shields for an AI Eye that's off Llama on Batman.  I need to get through there eventually but Raid Is vs. Spire Shield = death by sandpaper.  However, I'm only going to let them get one.  Because of Janeway's positioning I need to move a few things around.

First, I need to get the rest of the Data Centers, causing deepstrike, from the SW.  Next, I need to take Llama, and make sure Batman is the only warp entry (Remember the Raid Engine in Tau).  After that, we're moving the whipping boy.  This could be dangerous but it's really my only significant chance.  Once I have control of Tau and the fleet's there, I'll drop the Warp Gate on Shawshank, take Janeway with the Raids, and build that off.  Once I'm confident everything's going to Llama, I'll start moving the turretball/whipping boy over to Llama.  Between the Dyson support and the turrets, they should do just fine.  It'll also block off anything coming out of the Riker arm once I move in that direction, and give me a build point for new ships that isn't in the Ozarks.

I'll have to bring the Rebels out manually but I can live with that.  Following all that, we move on Earth to empty it.  I can't harm the blessed thing yet but I want as little left as possible before I build signficant AIP taking down the CSGs and have to deal with a full-force Raid Engine on Earth.  This game's going to come down to a race for the finals.  I can already see the ending in my head.  Bomber SS + cloakers hiding on Riker waiting to final blow the Riker AI Cmd while the fleet races past the Raid spawn on Kirk and heads right into Earth for a 4 minute countdown to oblivion.  One shot, winner take all.  I want Earth EMPTY. :)
... and then we'll have cake.

Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #170 on: March 27, 2012, 01:40:30 am »
At 9:25 or so I had started to work my way into the SW to get the Datacenters when I was getting stuffed in Solar Moon and needed to cloak the raid ships in.   Problem was the Raid SSs couldn't take down anything in there, including the tachyon guardian.  Sending my entire fleet in cleared that up plenty enough but royally woke the local AI Eye up and started massing threat in volume.  I also sent it down to PaiGow to clear the way to Argyle for the cloakers, and massive more threat occurred.  Great.  I send the fleet back and leave the bomber starships local to pop the remaining tach posts in Pai Gow.  once they're done they're trapped on the wrong side of a grav guardian so I blow them.

About a minute later I realize *1* missile frigate missed the command to head for home and has been continuing the deepstrike.  Joy.  A minute of deepstrike threat, for those who haven't fought it much, is a LARGE volume of ships.

Well, at 9:30 my fleet heads back into the Cyborg-Macross run and starts chewing on ships enmasse, but they were too late getting themselves into the choke run.  Ships had already slipped into Sox and were heavy enough to overwhelm the light turreting that's there.

Remember a while ago I mentioned EVERY one of my planets is currently running double reactors to power my fleet?  Yeah, brownouts galore.  Luckily, my fleet made it to Macross and was able to hold the line there while my short-guard turrets were able to just barely stop the rest of the line-slippers who got to Sushi (about 50, including ~15 Blade Spawners).  Go go grav turrets.

My Raids were barely able to slip into Green Lantern with 2 left due to a Fortress/tach post on the GL wormhole in Solar moon.  They pop the DC there and pound a few Ion Cannons out of spite.  Then they die.  I'm still at -88k in power or so.

Once the fleet's been positioned for semi-macro usage, I build off a quickie colony in Sushi and ship it to Sox to rebuild after Sushi finishes off the remaining attackers.  I send 5 engi Is over to help with the process, knowing my planet settings will rebuild Sushi back to 20 Engi Is for ship construction.  I head to Macross and finish helping to clean up inbounds with concentrated fire on starships and maw micro.

Once the Econ III is back up on Sox, I build off five rebuilders to help get my power problems back online.   About this time the threat drift is done except for a decent volume of Eye Zombies still patrolling the general Solar Moon sector.  They'll drift in eventually and die in small volume, so no biggie.  The fleet pulls back to Sushi for refills.

At 9:40 the fleet's semi-operational and I've got my 3 Raid SSs again.  Power them down and attach them to a cloaking starship and ship them out to Argyle for the last of the Data Centers.  They're enroute in deepstrike now.  The fleet's moving back to Macross to deal with inbounds.

Busy dang 20 minutes, lemme tell ya. :)
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #171 on: March 27, 2012, 04:04:19 am »
Around 10:00 I have to deal with a mini-CPA of around 400 ships.  No big deal, it was easily dealt with.  It did drain some MK Vs from somewhere but I'm not sure where yet, I think it was the Riker area.

By 10:15 (and one savescum later because I popped the Shawshank Warp Gate waaaay too early) I control Llama, 4 Ions, and have taken Janeway and its Rebel Colony.  I setup a bit different on Llama, making a mining run from the Batman to Blackstone run and a pile of mines on the wormhole, and a token amount of tractors.  Just off of that I drop a FF with the AoE turrets and a Grav/Tach Turret.  I setup a small web of gravs heading out to the SW towards all of my Ions, and I built my Econ III on top of the Ion II/IV.  All Ions get one FF each.

I proceed to clear out all but 20 of the single-shot turrets and all my AoE turrets from Sushi and drop them on Llama.  While the Dyson Ball is fun I won't abuse it again for the moment.

A couple of things have started to occur.  Earth got itself a reinforcement, as did Kirk, during all this.  Dyson no longer scours Davion, the rearward system that it was keeping clean along with Llama.  I'll have to manually head up and set that off now and then.  I've left it with all guard posts for a higher pop cap, but it's got an AI Eye and a few ions on it.  Not entirely sure how I plan to do that yet.  With 9 posts + cmd center, maybe I'll just let it sit and get fat.  I dare it to annoy Dyson.

It took a bit to dig through the AI Eye /Spire Shield on Batman.  I eventually just suicided my entire Fleet Bomber I/II and Bomber Starships into it, with the maws dropping in briefly to collect up some threat, leaving once the bombers arrived at the spire shield.  That got it to 20% and I fled with three bomber SS left.  After repairs I simply sent in the bombers + Raid SS guys and they finished cleaning up.  That meant I still needed to clean up HotStar, the next system down, which has two forts, about 10 posts, and another AI Eye.  Greaaaat.

Well, my Raids were just going nowhere fast in there.  I send in the Blade Spawners.  I realize they're going to antagonize an Emp III Guardian I was ignoring, so I plop the rest of the fleet against the Batman wormhole in Llama.

The Blade Spawners do their thing, annoying a FLOCK of guardians.  Perfect, run away with 8 left.  They're obliterating the guardposts nicely so this will work fine.  EMP hits Batman, my fleet pours in immediately following the announcement, and the fleet heads down to deal with the inbounds while the Blade Spawners head for home for repairs.

Pick up replacement spawners and send the 10 spawners back into HotStar, with Raid support to go play hunt the Ion Cannon for later.  The Blade Spawners chew up all the guard posts easily now and we're out of there, AI Eye dead.  Took a bit to get here though, it's 10:53 now.

I blew up the nearly complete (86%) Radar Jammer II on Sushi for the resources along the way here, I needed it for the turret ball build.  I have gotten a hair done on the ZPG but my econ's a lot stronger now with the additional generators and Econ IIIs.  I'm 1350/s roughly gained, maintenance costs me ~320/s of that.  When the ZPG comes online that'll drop further.  The Rebel Fleet is nearly done building in the back and I'll bring them forward shortly.  Once I do, I'm going hunting Earth again.  Then to the west.



That wasn't one of my better plans.  I got the stealth guardpost and a bunch of mines, but I got hammered to pieces by the Raid Wave I tried to ignore.  Frustratingly my nearly empty maws wouldn't EAT anything!  That pretty much fried me.  I did use my shiny new 6000 K in research for Bomber IIIs though, and those had come with me.

Highly amusingly my riot I mgs (Tractor/shield as center modules) engine killed a bunch of ships before they went down, so there's a fleet of ~80 ships floating at me at speed 1.  If they ever get off Kirk I'll be surprised.  Just firepower sitting there waiting for me to come back.  One of the reasons I just don't like generic ED.  It messes me up more than it helps.  If I remember I'll put in a mantis request for a Riot SS gun that doesn't ED.
« Last Edit: March 27, 2012, 04:30:25 am by GUDare »
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #172 on: March 27, 2012, 05:19:38 am »
So by 12:00 in I've managed to pop the Raid Engine on Tau and clear out a chunk of the inbound run.  I've also whacked Earth one with the Rebel Fleet.  Next time I think I'll send them in with the armor fleet as cover.  The rest of the fleet is parked in Confederation (AI Planet, doesn't check to wormhole threat) to eat the inbound raid engine, which is ~270 ships at AIP 53.

The Rebel Ships are able to dent, but not wreck, Earth.  I'm timing things so that right after Confederation gets its 2x reinforcements, I head in for Earth.  That gives me ~3 minutes to work on Earth before it'll get another reinforcement.  Rebel Ships take time to rebuild but dang they're powerful.  They performed the run against the Tau Raid Engine solo, taking out a few other choice items on the way, like the tachyon guardian so I could get scouts in.

I'm also using the Rebels as my response force when Shawshank gets reinforcements.  Since they're so fast I just send whatever's left of the Rebels back to Janeway to pick up reinforcements, so they scour my neighbors for me on their way through.  At one point they were running like mad BACK to Sox because as they passed through they woke up a few Blade Spawners and the minor turrets on Sox couldn't handle it.  Was rather funny.

With some armor ships to help cover and the Rebels able to pound some damage into Earth, I should be able to 'wake it up' here shortly, getting it to dump most of its troops.  I already got it to free ~100 ships, so it's down to 259.  My ZPG is also nearly done, woot woot.  Traders came through on Llama so the 4-pack is sitting there waiting for building.  Probably overkill with the Dyson Support Brigade so maybe I'll start building up a Merc Force instead on homeworld.

Anyway, with the game in theory at ~8 hours, I'm about on schedule.

... and then we'll have cake.

Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #173 on: March 27, 2012, 05:48:40 am »
By 12:30 I've rebuilt and done another run against Earth, emptying it of anything not under glass.  My Blade Spawners will help with that.  There's 4 heavy beam posts on the planet that just tore through my Rebel Ships.  They did, however, take down the two Ion Cannons, the Orbital Mass driver, and most of the warhead stopper.

The armor ships in front as fodder worked quite well, as did 'buzzing the tower' with the rebel ships to free up all sorts of ugly MK V nastiness.  The fleet 3 systems out at the choke catching the 'swarm' worked quite nicely with them spread out.

While the Rebels were rebuilding, however, the fleet's been busy.  First it went down and we cleaned up Krupp of its dual Ion Cannons and Orbital Mass Driver, which was pounding my little Raid I SSs to pieces.  That took out a good half the fleet as we pounded our way through, partially because I was lazy and FRD'd them after the Ions and then let them finish the work.

Dual waves are averaging about 600 ships right now.  I should be prepped for the CSG hunt and to go get my ARSs shortly.
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Offline Wanderer

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Re: The AI 9 through 10 run
« Reply #174 on: March 27, 2012, 06:12:28 am »
By 12:40 I'd made it back down to Tau with the fleet and we cleaned that up, and I pushed through to Three Kings briefly to pop the Tach post and whittle down some buildup while I was there.  Threat got a little hairy so the fleet headed home while the Rebel Fleet flew for the Macross Cutoff.  Realizing the threat from Earth was building on the Llama Wormhole I FRD'd my minor rebuilt fleet into the Confederation system and set the space dock to continue doing that.  The entire point was simply to buy time with harassers.

The main fleet got to Confederation about 30 seconds ahead of the Rebels, mostly because the Rebels stopped off to deal with some Blade Spawners and other assorted nasties near Sox that they'd awoken.

At 12:45 I setup a 3 Transport runner to head for Earth, loaded up with 167 Armor Ships and 10 Blade Spawners.  Because the system is exactly four out, I don't have to worry about unloads.  When the Transports Self destruct everyone will be good to go.

This doesn't go exactly as planned.  Oh, everyone arrives on time, and I setup the Armor ships as a screening force.  The problems are:
1) A Bomber IV I can't get to leave the system utterly wrecks the Blade Spawners.
2) The Blade Spawners are happy go lucky on FFs again.
3) When they're NOT happy for FFs, they're targetting powered down units, so the blades don't actually HIT anything, they just sit there, idling and dying.

The armor ships meet the raid that spawns in system and promptly die.

My fleets out in Confederation waiting for the Raid to hit.  I think I've done literally all I can for the moment against Earth.  It's time to take out the CSGs and get my hands on the galaxy.  Off to Pai Gow!!!... after I rebuild a bit... :)
... and then we'll have cake.

Offline keith.lamothe

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Re: The AI 9 through 10 run
« Reply #175 on: March 27, 2012, 12:28:23 pm »
I kinda liked having 50000 K and 80 AIP. ;)
I'm sure you did ;)

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I'm not really a fan of the beach-heading option, because my playstyle is dependent on the whipping boy being able to stand on its own without fleet intervention once it's up.  One beach-head would wreck me utterly, unless I didn't whipping boy a choke planet, which seems counter-optimal to me.
Yea, I've noticed that tendency of yours ;)  And ultimately the single-defensive-path thing is fun as long as it doesn't encapsulate all challenges.  But I've been giving serious thought to an idea inspired by one of Hearteater's suggestions in the energy discussion.  Not actually involving energy at all, but:

1) Assign each command station type a "Provides Defense Control" value.
2) Assign each "defensive" unit (so all turrets, forcefields, fortresses, etc) a "Consumes Defense Control" value.
3) If the total defense control consumption on a planet exceeds the provided defense control on that planet, all units that consume defense control act as if out-of-supply.

And that's it for the basic idea; there's other things that would need addressing like:
- how to handle balance in multiplayer (probably a planet with X control can support X control worth of units per player, rather than X total, since the incoming attacks are generally scaled up to match the number of players)
- the interface has to show these values on tooltips and probably the totals on the planet in the alert window
- the construction interface needs to not let you place stuff that would go beyond local defense control
- this would put more pressure on to balance the turrets amongst themselves, relative to their control-cost, as otherwise the "less desirable" turrets quickly get a backseat rather than being obvious "sure, throw that one in too" (which has its own issues, but I think is better than totally ignoring a unit)
- need to give mobile builders and/or new variant(s) of mobile builder provides-defense-control values (but probably there would be no stacking, the planet just has the highest value provided)
-- and with this, we could actually remove the restriction on human turrets, fortresses, forcefields, etc that they can only be used while in supply; you wouldn't be able to drop a lot of them "in the field" as presumably a mobile builder doesn't have much control.

Also thinking:
- A human home command station would provide effectively infinite control, so that if you absolutely positively must have a single planet with all the firepower, you can.  It's just gotta be the one planet in the galaxy the AI wants to be on ;)  Not that whipping-boy'ing the HW is non-viable (you've done it here to great effect), I just think it's probably a more interesting/tense situation than something safely separated.
- Logistics stations would have more control than Economic stations (econ stations may need a buff to energy production or something like that).
- Military stations would have more control than Logistics stations.
- With this, turrets could be buffed a bit (higher power, lower cost, etc).  The result likely being a total increase in how effective a human defense can be across multiple planets, but without being able to always stop nearly any AI attack in the same 25 square foot area ;)
- As this would make planet-loss more common, it would be polite for me to provide some kind of ability to simply rebuild command stations without going through the manual process of building a colony ship, selecting the colony ship, ordering it to the target planet, waiting, selecting the colony ship, picking the station type, and placing the station.

Anyway, not dead-set on the idea, but it does seem like it would help keep things more dynamic and reduce complacency-in-defense (unless, of course, you have a Dyson Ball), as "complacent" is not typically a feeling associated by our players with "fun" :)

... er, sorry, derailed there :)  If folks want to talk about that at length probably a new thread is desirable, lest it compete with the tale of the 4th Vogon Conquest of Earth.

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Who'da thought one could beat a computer in a staring match?
I can't.  The Dyson can. :)
Touche ;)

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As the Dyson builds, it'll continuously get more ships, which according to our recent discussions should cause permanent over-whelming #s bonuses during the reinforcement phase on its two neighbors.
Hmm, I don't know off-hand if the (minor faction) dysons count for that.  But they probably do.  Anyway, you'll be able to tell in 5.032 by turning on the reinforcement logging for a few minutes :) 

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That's 4 reinforcements I'll basically never have to deal with as the Dyson scours its own borders.  I don't think I'll exhaust the alert list though because of the satellite nature of my planet conquering.
And if you wanted to exploit things a bit more you could plant a fortress on one of the neutered backworld AI planets next to yours.

Well, someone has to make up for the WhineMaster... ;)
Ho ho.  I'm pretty sure the Hybrids took care of him for complaining about their Rose vintage.

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I'm really hoping to get a chance to play with those really juicy Harvesters before they get themselves nerfed back to reasonability by K cost or reductions.  If you do have to make that choice, please make it reductions.  K-Cost was too high period before, unless it was god-mode resources.
Yea, basically I just want the total m+c gain of spending 9000 K on harvesters to equal the m+c gain of spending 9000 K on econ stations at the number of resource spots one normally has at 13 planets.  Then you know that if you want a really-early game boost harvesters are best because of the homeworld, and if you want an early-mid game boost econ stations are the better bet (but take up the station slot) and if you plan to have more than 13 planets (or cherry-pick for resource-spots) harvesters are the better mid-late game choice.  I think the current numbers reflect a math error on my part when I switched down to the lower K-costs, and/or an error in computing average resource spot density.

Man, talk about some wild time differences in raids.  At the same AIP I go from 892 ship raids to 105 ship raids.  It's just wild.
The AI loves that roulette wheel.  I could tighten up the time range a bit, but it seems this gives a bit more variety.  The lower end of the timescale seems a little pointless on standard waves, though; it would make sense with cross-planet-waves because they'd probably just join a threatball instead of attacking, but that's just a lobby option off in a corner.

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After that, we're moving the whipping boy.  This could be dangerous but it's really my only significant chance.
Ooh, danger, an actual chance for the AI to win! ;) 

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and give me a build point for new ships that isn't in the Ozarks.
But the new ships need a shakedown cruise on the way to the front.  A scenic tour.  A last glimpse of clear vacuum before death in an atmospheric density of firepower.  Ah well, nevermind that.

About a minute later I realize *1* missile frigate missed the command to head for home and has been continuing the deepstrike.  Joy.  A minute of deepstrike threat, for those who haven't fought it much, is a LARGE volume of ships.
You wouldn't believe how much bribe that stupid frigate demanded before it agreed to do that...

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Remember a while ago I mentioned EVERY one of my planets is currently running double reactors to power my fleet?  Yeah, brownouts galore.
That's basically the entire point of the energy system: to pull the rug out from under you just as things start to go bad ;)

An exciting defense :)  Nothing gets the blood moving quite like the realization that it might not be moving much longer.

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They pop the DC there and pound a few Ion Cannons out of spite.
Yea, Ions get that a lot.

the next system down, which has two forts, about 10 posts, and another AI Eye.  Greaaaat.
They aim to please!

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Frustratingly my nearly empty maws wouldn't EAT anything!
Odd, if you have a save where that's reproducible, I can take a look.

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Highly amusingly my riot I mgs (Tractor/shield as center modules) engine killed a bunch of ships before they went down, so there's a fleet of ~80 ships floating at me at speed 1.  If they ever get off Kirk I'll be surprised.  Just firepower sitting there waiting for me to come back.  One of the reasons I just don't like generic ED.  It messes me up more than it helps.  If I remember I'll put in a mantis request for a Riot SS gun that doesn't ED.
Well, could you move around them and/or pick them off from maximum range?  Anyway, yea, I don't mind coming up with some other utility option for the light hardpoints.  Possibly single-target paralyze (for fun may just use the zenith paralyzer graphic or part thereof: just nailing them to the hull!)

I'm timing things so that right after Confederation gets its 2x reinforcements, I head in for Earth.  That gives me ~3 minutes to work on Earth before it'll get another reinforcement.
I feel like an enabler ;)

2) The Blade Spawners are happy go lucky on FFs again.
3) When they're NOT happy for FFs, they're targetting powered down units, so the blades don't actually HIT anything, they just sit there, idling and dying.
Ack.  Save?

But not sure, if I fix the maw bug and the blade spawner bugs, how will the AI stand a chance? ;)
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Offline Eternaly_Lost

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Re: The AI 9 through 10 run
« Reply #176 on: March 27, 2012, 12:50:33 pm »

Quote
Frustratingly my nearly empty maws wouldn't EAT anything!
Odd, if you have a save where that's reproducible, I can take a look.

I already have a save up for the Maws issues on the bug tracker here: http://www.arcengames.com/mantisbt/view.php?id=6779

Also, on the Dyson, I have noticed that in my own 10/10 game, it can't clean up it own system after a full 20 hours of trying to do so. Granted it only 3 hops away from the AI homeworld I have not gone near yet and I am now on the last city shard so the Exo waves might have something to do with that, but I think if you go and cap the limit of how far the Dyson can go, you likely fix it issues the most. Say, Limit neutral to only the home Dyson System and Player friendly can only travel to Human Player supplied planets and the Dyson System itself. Then if you want the Dyson to clear the galaxy for you, you need to take the Galaxy first.


Offline Nodor

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Re: The AI 9 through 10 run
« Reply #177 on: March 27, 2012, 12:57:30 pm »
Quote
I'm not really a fan of the beach-heading option, because my playstyle is dependent on the whipping boy being able to stand on its own without fleet intervention once it's up.  One beach-head would wreck me utterly, unless I didn't whipping boy a choke planet, which seems counter-optimal to me.
Yea, I've noticed that tendency of yours ;)  And ultimately the single-defensive-path thing is fun as long as it doesn't encapsulate all challenges.  But I've been giving serious thought to an idea inspired by one of Hearteater's suggestions in the energy discussion.  Not actually involving energy at all, but:

1) Assign each command station type a "Provides Defense Control" value.
2) Assign each "defensive" unit (so all turrets, forcefields, fortresses, etc) a "Consumes Defense Control" value.
3) If the total defense control consumption on a planet exceeds the provided defense control on that planet, all units that consume defense control act as if out-of-supply.

And that's it for the basic idea; there's other things that would need addressing like:
- how to handle balance in multiplayer (probably a planet with X control can support X control worth of units per player, rather than X total, since the incoming attacks are generally scaled up to match the number of players)
- the interface has to show these values on tooltips and probably the totals on the planet in the alert window
- the construction interface needs to not let you place stuff that would go beyond local defense control
- this would put more pressure on to balance the turrets amongst themselves, relative to their control-cost, as otherwise the "less desirable" turrets quickly get a backseat rather than being obvious "sure, throw that one in too" (which has its own issues, but I think is better than totally ignoring a unit)
- need to give mobile builders and/or new variant(s) of mobile builder provides-defense-control values (but probably there would be no stacking, the planet just has the highest value provided)
-- and with this, we could actually remove the restriction on human turrets, fortresses, forcefields, etc that they can only be used while in supply; you wouldn't be able to drop a lot of them "in the field" as presumably a mobile builder doesn't have much control.

Also thinking:
- A human home command station would provide effectively infinite control, so that if you absolutely positively must have a single planet with all the firepower, you can.  It's just gotta be the one planet in the galaxy the AI wants to be on ;)  Not that whipping-boy'ing the HW is non-viable (you've done it here to great effect), I just think it's probably a more interesting/tense situation than something safely separated.
- Logistics stations would have more control than Economic stations (econ stations may need a buff to energy production or something like that).
- Military stations would have more control than Logistics stations.
- With this, turrets could be buffed a bit (higher power, lower cost, etc).  The result likely being a total increase in how effective a human defense can be across multiple planets, but without being able to always stop nearly any AI attack in the same 25 square foot area ;)
- As this would make planet-loss more common, it would be polite for me to provide some kind of ability to simply rebuild command stations without going through the manual process of building a colony ship, selecting the colony ship, ordering it to the target planet, waiting, selecting the colony ship, picking the station type, and placing the station.

Anyway, not dead-set on the idea, but it does seem like it would help keep things more dynamic and reduce complacency-in-defense (unless, of course, you have a Dyson Ball), as "complacent" is not typically a feeling associated by our players with "fun" :)

... er, sorry, derailed there :)  If folks want to talk about that at length probably a new thread is desirable, lest it compete with the tale of the 4th Vogon Conquest of Earth.


This would likely make the game easier - at least for me.  Stealthed ships flying around in my backfield are the bane of my existance.   Being able to put "a little" defense on all planets and using the fleetball to deal with waves/exo-galactics would dramatically reduce the distraction level.
« Last Edit: March 27, 2012, 10:17:48 pm by Nodor »

Offline Hearteater

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Re: The AI 9 through 10 run
« Reply #178 on: March 27, 2012, 01:06:22 pm »
You had me at "ability to simply rebuild command stations without going through the manual process."  Just make it include rebuilding Force Fields and I'm sold!

@GUDare: Sorry!

Offline Volatar

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Re: The AI 9 through 10 run
« Reply #179 on: March 27, 2012, 01:22:11 pm »
Honestly I would love to see one of the command station types get a built in force field.