So, at around 430 AIP, with my fleet at full readiness, the last CPA completed, threat weeded out, no waves incoming, warheads in reserve, and with an entire cluster of 20 stars united behind me, I build the first Spire Hub, fairly confident that I'll be able to handle whatever monster wave the AI throws at me. (Yes, you know where this is going, and you are right...)
My prepared defenses include all level 1 and 2 forts set up to cover a shooting range together with a host of turrets (including all beam turrets), a carpet of mines (all three types), a multitude of forcefields, a stockpile of Lightning Warheads, and a fleet that mostly consists of mk. I-IV bombers, missile frigates, and infiltrators. As well as Neinzul Railpod V's and AutoBomb Is and Zenith Siege Tower Is, and, of course, the basic starships. I've used 4 or 5 of the lowpowered Lightning Warheads prior to this to weed out merry bands of hybrids and solve other minor problems and I am a believer.
I don't have any superweapons apart from the 4 Spire Frigates that the Refugee outpost provides as this was to be a "spire only superweapon game", but the AI didn't get the memo.
I begin building, and the AI promptly sends in two Armoured Golems, an Artillery Golem and a bunch of smaller things that aren't really worth mentioning in the same breath, though of course they do plenty of damage on their own. (I think I also saw a Regenerator Golem there somewhere, but I won't swear to it. Things got a bit hectic.)
Let's just say that the AI appreciated the recent Golem buffs. I nearly made it but... not quite. Without superweapons, those Armoured Golems sure are tough to take down.
Well, difficulty 9
is supposed to be very hard, that particular exo wave is probably exceptionally hard to get the players attention and tell him that now the AI means business (like the text says), and the AI defeating the player is working as designed. So nothing to it but to start again with a new plan.
Thus my questions:
- Does the Fallen Spire campaign exos scale in a major way with AIP? In other words, did I shoot myself in the foot by building up so much before I built the first hub?
- Would attempting to stop Golems with Armoured Warheads rather than Lightning Warheads do the trick? Lightning Warheads are capped in the amount of damage they can deal per target, as I found out to my disgust, but Armoured Warheads do not seem to be.
- Has the exo budget cost for Golems been adjusted for their increased power or is it considered a fair trade - more power in the hands of the player (when enabling Broken Golems) and more power in the hands of the AI (when the Zenith expansion is enabled and exos are populated, regardless of whether the player uses Broken Golems or not)?
- Other hints on how to defeat a bunch of Golems without superweapons?
I like the many interesting shiptypes the Zenith expansion added, especially those bombardment ships and electric bombers the Mad Bomber is throwing at me and the Auto Bomb, but I must admit I'm about ready to chicken out and disable the expansion for the next game or enable either the Zenith Trader, Broken Golems, or a Champion to help balance the scales. Well, either that or start building arsenals of
both Lightning and Armoured Warheads, if it turns out - as I expect - that the answer to defeating Golems without superweapons is to throw Armoured Warheads at them with reckless abandon rather than Lightning Warheads.
..For a moment there during my desperate defense, it was just like playing Nuclear War, the 1989 sleeper hit by New World Computing. Warheads flying in all directions. Not a bad thing!
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Oh, and a minor typo bugreport: both Lightning and Armoured Warheads have tooltips that misspell devastation in the line "wave of d
evestation".