Author Topic: Disabling Neinzul Expansion Doesn't Stop the AI from using It  (Read 1414 times)

Offline Draco18s

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Disabling Neinzul Expansion Doesn't Stop the AI from using It
« on: September 03, 2010, 11:46:58 pm »
I decided to try for a double-godlike using the new guard posts (much more interesting, but also much easier*) and noticed that the AIs managed to have Neinzul Guard posts.  Only 1 each, but still, more than they should have had.  All they spawned were core cockroaches, which while annoying, didn't stand up well to near-permanent paralysis (24 Riot Mk2s are awesome: 6 each to guard the wormholes, 12 to go a-plundering).

So it's just a minor issue, as there were no hybrid hives, no enclaves, no weasels, or any other CoN unit, just the Neinzul Post and the cockroaches.

*By being forced to take out the dozen or so posts before attacking the core, I was as a side effect blowing huge holes in the AI's fleet.  All I needed to actually take an entire homeworld was a full compliment of Mk2 and Mk3 Tanks and 40 Seige Starships (full compliment) all in transports.  Send 1-2 transports at each guard post, pop, target, and retreat.  The riot tazers sitting out on my side of the worm holes (combined with the riot shields blocking enemy ship movement) contained any retaliation.  RCT I had 29.99% of all kills.  Rio Mk2 had 11% (although somehow I had a 30% better survival rate of the RCT than I did of the Riots themselves...)

Offline keith.lamothe

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Re: Disabling Neinzul Expansion Doesn't Stop the AI from using It
« Reply #1 on: September 04, 2010, 12:27:36 am »
Chris actually added the Neinzul and Zenith AI homeworld guard posts to the base games, they don't require the expansion :)
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Offline Lancefighter

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Re: Disabling Neinzul Expansion Doesn't Stop the AI from using It
« Reply #2 on: September 04, 2010, 12:40:18 am »
those spawner post things still have an insane attack, and you gotta be careful about leaving your sieges too close >.>

Also
be happy that the AI never invented ff bearers. They wouldve annoyed the hell out of your siege starships  ;D
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Offline Draco18s

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Re: Disabling Neinzul Expansion Doesn't Stop the AI from using It
« Reply #3 on: September 04, 2010, 10:31:37 am »
those spawner post things still have an insane attack, and you gotta be careful about leaving your sieges too close >.>

I had a huge enough income from 8 planets that I could build 20 of them (while running 4 space docks with 4 Mk2 engineers each) before running out of crystal.

Quote
Also
be happy that the AI never invented ff bearers. They wouldve annoyed the hell out of your siege starships  ;D

Yes, that'd have been annoying.  But I still had Tanks to eat those, and Riot Tazers.

Offline Fox Soul

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Re: Disabling Neinzul Expansion Doesn't Stop the AI from using It
« Reply #4 on: September 04, 2010, 08:23:55 pm »
In my game I had a random wave sent to a random planet deep in my territory.
Since I delete all old defenses and move them up, it was completely defenseless.

The wave only took 30 seconds to reach its target right after it started.
It started up after destroying a MKIV or III planet.

I thought it was a feature from the Neinzul expansion since there is a AI type that jumps without needing a direct warp gate. Although, I also disabled the trail version and am unable to select those AI types.
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Offline keith.lamothe

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Re: Disabling Neinzul Expansion Doesn't Stop the AI from using It
« Reply #5 on: September 04, 2010, 08:41:32 pm »
That was probably a counter-attack guard post (one of the guard post replacements), which is for the base game.
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