Author Topic: Exos have become insane  (Read 12773 times)

Offline keith.lamothe

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Re: Exos have become insane
« Reply #30 on: August 07, 2012, 09:34:56 am »
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Offline Hearteater

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Re: Exos have become insane
« Reply #31 on: August 07, 2012, 09:45:24 am »
Is that two H/Ks?!  I have found the first Exo is the most dangerous, just because I'm often in a very tenuous position.  One option is if you have a save before the Exo spawns, you can reload and when it spawns again it'll be completely different.  I find getting an Artillery or even an Armored Golem in the first Exo can be unstoppable.  Was this a single HW game?

Offline Kahuna

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Re: Exos have become insane
« Reply #32 on: August 07, 2012, 11:09:46 am »
You're welcome :)
LOL

Is that two H/Ks?!  I have found the first Exo is the most dangerous, just because I'm often in a very tenuous position.  One option is if you have a save before the Exo spawns, you can reload and when it spawns again it'll be completely different.  I find getting an Artillery or even an Armored Golem in the first Exo can be unstoppable.  Was this a single HW game?
Yep.. 2 H/Ks. And look at those Starships -___________- 14 Spires, 10 Zeniths, 14 Bombers, 7 Plasma Sieges. 5 Siege Towers. 2 or 3 MarkV Siege Towers.
And yes. I always play with 1 home planet.
« Last Edit: August 07, 2012, 11:14:37 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Kahuna

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Re: Exos have become insane
« Reply #33 on: August 07, 2012, 11:23:09 am »
If my next attempt to survive the first Exo fails I'm going to find a map seed that has a Hive Golem close to my home planet.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline keith.lamothe

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Re: Exos have become insane
« Reply #34 on: August 07, 2012, 11:52:12 am »
I'm pretty sure we have cheesemasters around here who could wheedle their way through the exo that got you if you've got a save, but yea, on 10/10 finding a good map may be necessary for long-term survival ;)
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Offline Kahuna

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Re: Exos have become insane
« Reply #35 on: August 08, 2012, 03:55:58 pm »
Would exos still attack my Advanced Factory if I had a Warp Jammer Command Station there?
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline TechSY730

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Re: Exos have become insane
« Reply #36 on: August 08, 2012, 03:59:03 pm »
Would exos still attack my Advanced Factory if I had a Warp Jammer Command Station there?

I wouldn't think so. It is after all, jamming warps. That doesn't do a dang thing against ships flying in through normal means. ;)

Offline Kahuna

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Re: Exos have become insane
« Reply #37 on: August 08, 2012, 04:06:48 pm »
kk. so enabling exos really does disable advanced factories. Was just wondering if the Warp Jammer kinda hides the planet from the AI.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Diazo

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Re: Exos have become insane
« Reply #38 on: August 08, 2012, 04:13:43 pm »
A warp jammer does two things.

1) Prevents normal AI waves from considering that planet a valid target, as if all the warp gates adjacent to that planet had been destroyed.

2) Prevents adjacent planets from going on alert due to the system the warp jammer is in not being AI controlled or player ships in the system.
Note that this does not prevent adjacent planets from going on alert for other reasons, it just makes the AI consider the system the warp jammer is in as AI controlled with no player presence on it.

A warp jammer does not:

1) Stop AI ships from entering the system for other reasons, notably Exo waves or Threat on its way elsewhere.

2) Hide the presence of player ships. A system with a warp jammer in it will still trigger a Raid Engine as the raid engine looks for human non-scout ships and does not care about alert status.

D.

Offline keith.lamothe

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Re: Exos have become insane
« Reply #39 on: August 08, 2012, 04:14:05 pm »
kk. so enabling exos really does disable advanced factories.
Enabling exos on 10/10 may well disable winning ;)  The advanced factories just happened to be in the way.
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Offline Martyn van Buren

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Re: Exos have become insane
« Reply #40 on: August 08, 2012, 04:24:16 pm »
Do exos pick factories as targets? If so, might it be worth allowing the Warp Jammer to stop that? It wouldn't help if the exo happened to pass through but it seems like it might be fair.

Offline _K_

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Re: Exos have become insane
« Reply #41 on: August 08, 2012, 10:35:26 pm »
The warp jammers are situational, but insanely useful already.

Wand that adv fac? Be ready to defend it like your second home.
I mean, thats the price you are paying for a permanent access to MKIV ships. You dont think the 20 AIP is enough price for that, do you?

Offline Kahuna

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Re: Exos have become insane
« Reply #42 on: August 09, 2012, 03:32:45 am »
The warp jammers are situational, but insanely useful already.

Wand that adv fac? Be ready to defend it like your second home.
I mean, thats the price you are paying for a permanent access to MKIV ships. You dont think the 20 AIP is enough price for that, do you?
It's not just 20 AIP.
It's 20 AIP+amount of AIP increased by other things than warp gate and cs+finding it+getting there+neutering and gate raiding the surrounding planets or using 5k K to unlock Warp Jammer+replacing/building defenses. This can take a lot of time.

Since you can effectively defend 2 planets vs waves (on 10 diff) it means you would have to take all waves on your home planet or on your advacned factory planet and home planet.. and the distance between those planets is usually many hops.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Kahuna

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Re: Exos have become insane
« Reply #43 on: August 11, 2012, 05:26:07 am »
Yay I just survived the first Exos! 3 of them! As I suspected the only way to stop them is to use a Hive Golem. 1 is on the edge.. it may or may not work. With 2 of them it would be much easier. Even H/K might blow up quite fast. If you get 3 H/Ks on 1 planet 1 Hive Golem can't do anything even with full load and MarkII Military Station. Yes Military Station boosts the "already insanely powerful wasps'" attack power. A Mod Fort with 8 Laser Turrets and 4 Shields helps too. Military Station also boosts Mod Forts' modules!

A+B=All my defenses.
I take all waves on planet A




All of this was needed and most of it was destroyed. The Spirecraft ships survived.
Does anyone have any ideas on how I (or anyone) could make the defenses better? Maybe I should have unlocked MarkI Forts. They're good vs H/Ks and other big guys.

Btw why all Exo ships are immune to Gravitational Turrets? :o Is this intentional? When I mouse over Exo wave Bombers for example it doesn't have immunity to gravition effects.. yet it IS immune to gravition effects ???

EDIT:^^ 3 exos + normal wave. The AI has a bad habit of sending a normal wave exactly at the same time with the exos :'(
« Last Edit: August 11, 2012, 05:32:05 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline barryvm

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Re: Exos have become insane
« Reply #44 on: August 11, 2012, 08:12:14 am »
Quote
Btw why all Exo ships are immune to Gravitational Turrets?  Is this intentional?
I remember reading something in the patch notes about all exo strike ships getting the same speed as their lead ship to stop them from spreading out too much during travel, which could explain the immunity if their lead ship is immune to gravity effects.