Author Topic: First impressions of Nomads  (Read 7237 times)

Offline Draco18s

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Re: First impressions of Nomads
« Reply #30 on: June 23, 2014, 05:52:43 pm »
Ok, play with Shark-A on 4+ and tell me "And?" ;)

Haha.

I haven't played much with the sharks.  I have...one of them enabled in my current game, but I've forgotten if it was A or B.

Offline MaxAstro

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Re: First impressions of Nomads
« Reply #31 on: June 23, 2014, 08:25:47 pm »
Haha.

I haven't played much with the sharks.  I have...one of them enabled in my current game, but I've forgotten if it was A or B.
That's scary.

There's... kind a big difference in terms of how you need to prepare your defenses.  xD

Offline Draco18s

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Re: First impressions of Nomads
« Reply #32 on: June 23, 2014, 08:31:53 pm »
So I've heard!  I'm just saying I don't remember which one I turned on.

Offline Coppermantis

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Re: First impressions of Nomads
« Reply #33 on: June 23, 2014, 08:33:33 pm »
You can check AI Plots in Stats>Galaxy Stats.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Draco18s

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Re: First impressions of Nomads
« Reply #34 on: June 23, 2014, 09:09:40 pm »
If I was at home,  yes!

Offline Tridus

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Re: First impressions of Nomads
« Reply #35 on: June 23, 2014, 09:15:01 pm »
Nomads are crazy. They really mix up things like Fallen Spire shard chases. I've got roaming balls of threat floating around, one of which has a Nuclear Eye and a Core Warhead Interceptor... oh and like three fortresses. And I have no idea where the chase ships are going to come from. Then the other one spawning Dire guardians...

The Spire Archive that floated by was nice though!

I've also had them declare waves from unprotected worlds, and I'm running around a lot more dealing with what they're doing. They're a pretty great addition if you want extra chaos.
« Last Edit: June 23, 2014, 09:20:01 pm by Tridus »

Offline orzelek

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Re: First impressions of Nomads
« Reply #36 on: June 24, 2014, 03:10:58 am »
Add one preemptive to the mix connected with warp relays and you have lots of work. Sometimes literally.
And I'm playing only on 7 - threat is regularly hunting me.

Offline ArnaudB

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Re: First impressions of Nomads
« Reply #37 on: June 24, 2014, 04:22:39 am »
New to the Beta and tried Nomad 3 in maze A yesterday, it was an... interesting game. 8/9.  :)

Well, I had bad luck, that was all. 2 system accessible in a row had CP. But then good luck! Nomad 3 is there to link with the lower branch, so I could jump there and seize some interesting place.

Except I screwed up the timing due to Co-Processor doing nasty things to my transports, with the nomad a Mark IV planet. The AI further insulted me by showing the fourth CP accessible on the lowst branch, the nomad linking a path to access both Co-Processor away from home...

except there was a raid engine on the second branch, and the nomad AI had intelligently linked itself to the mark III world with that raid engine. In the end I did manage to sneak colony ship and engineer into the second branch, raid starship to kill the CP in the lowest...

but the Raid from engine threw me 200-300 mark III ships with far too many starships for my defenses to hold.  :(

Offline Vacuity

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Re: First impressions of Nomads
« Reply #38 on: June 24, 2014, 08:33:48 am »
Not so dissimilar to how my first game ended. When the nomads realigned the first time, my enclaves/NCCs set off a raid engine I hadn't seen. While I was trying to kill off the wave itself (a nasty fight, but I was winning), some teleport raiders, sneaked in the back of my homeworld cluster via another of the new nomad connections and took out a home command station.

Offline ArnaudB

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Re: First impressions of Nomads
« Reply #39 on: June 24, 2014, 10:12:04 am »
It's worth noting that Military Station II, and III on higher difficulties, are pretty much mandatory for multiple homeworlds game with nomads. Otherwise it's way too easy for the AI to sneak a raid starship into the backdoor at some unexpected point.

Nomads, however, are extremely fun on snake map. See below, I had civilian leaders and chivalric, forcing me to go on the offensive. It was quiet pleasant to see the progress accomplished in three hours of gametime.

(Though now I am at eight with only one AI homeworld killed, not easy)

Offline Vacuity

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Re: First impressions of Nomads
« Reply #40 on: June 25, 2014, 09:03:39 am »
Well, having just lost another game, I think I'd say that nomads do a very good job of balancing out multi-HW starts, which up 'til now have generally been considered somewhat easier than regular one-HW games.

I'm unlocking the Military stations right at the beginning, as opposed to "when I need them", but it still gets messy sooner or later, particularly when exos hit.  Particularly when exos start travelling less than sixty seconds after the nomads realign their wormholes.  Seriously, was the AI timing that?  No, I don't really think so, but my gods, that feeling of complete and utter doom as I realised what had just happened and started scrabbling to have more than tissue paper between my home CS and the incoming golems, spirecraft, and ...a mothership!?!  No, really!  When did motherships start showing up in exos?  Did I miss a memo (memoship?) somewhere?

Which leads me to an off-topic question: if two exos are spawned at exactly the same moment, do they essentially pool strengths?  Because this appears to be what happened.  Somehow, my games before now only had the first exos aligning closely and then they drifted apart, but in this game two of the four exos kept in absolute sync, down to the second over three cycles (third cycle killed me).  And that's the first time I've seen a mothership in an exo.

Offline keith.lamothe

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Re: First impressions of Nomads
« Reply #41 on: June 25, 2014, 10:50:11 am »
Which leads me to an off-topic question: if two exos are spawned at exactly the same moment, do they essentially pool strengths?
Their battlegroups are populated separately, it doesn't get to literally share points.

Not sure what exactly led to the mothership, but they are eligible for purchase if the exo has enough points (that's the biggest thing they can buy).  Some exo sources have a random chance of "buy the biggest thing you can afford, then get other stuff" rather than "put 1/3rd of the points into a lead ship, 1/3rd into escorts, 1/3rd into pickets".  I think there are some other gradations between, too.
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Offline Histidine

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Re: First impressions of Nomads
« Reply #42 on: August 28, 2014, 05:02:11 am »
When I first got the Nomad Beacon, I thought I could use it to move the Nomads wherever I wanted for DEEP STRIKES into AI territory. Having my hopes dashed was so disappointing that not even the thought of ramming Nomad 1 into the AI homeworld could cheer me up.  :'(

Maybe a shiny new Exodian Blade will make me feel better~

Offline Kahuna

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Re: First impressions of Nomads
« Reply #43 on: August 28, 2014, 09:32:56 am »
Funny. I've played AI War for almost 2000 Hours and probably 1700 of that is on 10/10 difficulty level yet I've never seen a Mothership. Though if they only come as part of Exos then never mind. I haven't played with Exos since the first Exos was made an "I win button" for the AI.. though that was long time ago and if I remember correctly that has been fixed.. once again.. long time ago.
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Offline Vacuity

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Re: First impressions of Nomads
« Reply #44 on: August 29, 2014, 08:37:23 am »
... I've never seen a Mothership. Though if they only come as part of Exos then never mind...
You also don't play Multi-HW games if I remember: they're not all roses and puppies.  I only had it happen in that one game though.