Author Topic: Godlike and Double Godlike.  (Read 8100 times)

Offline Trandrin

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Godlike and Double Godlike.
« on: September 11, 2011, 02:49:39 pm »
Compared to earlier in the games life how much harder has it actually gotten to beat a rank 10/10 combo other then the defensive no wave kind. Tried a few rounds and I could live past first wave if the ai didn't have certain bonus ships under its wing but after that I really couldn't stop them before they got me. I know the doom AI level is pretty much a guaranteed death, but other then doing cheap measures, like changing ai type to defense only. Is there a legitimate way of earning the godlike/double godlike achievements by fighting against enemies that hit back?

Offline x4000

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Re: Godlike and Double Godlike.
« Reply #1 on: September 11, 2011, 02:54:41 pm »
I have never known of a legitimate way to get these, honestly. ;)
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Offline chemical_art

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Re: Godlike and Double Godlike.
« Reply #2 on: September 11, 2011, 03:24:59 pm »
You'd have to cheese it up the best you can.

I'm thinking a 40 planet snake map with a devourer golem...ai types are mad bombers...no waves...the golem prevents too much buildup defensively...easy golems and spirecraft...fallen spire may be impossible but at least you'd pursue it till you get a few frigates (which doesn't bring exo waves...)...
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Offline Orelius

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Re: Godlike and Double Godlike.
« Reply #3 on: September 11, 2011, 05:54:00 pm »
Oh great, now you've gotten me to want to do that so very badly right now.

Offline Orelius

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Re: Godlike and Double Godlike.
« Reply #4 on: September 11, 2011, 06:25:50 pm »
Double post, but editing just won't cut it.

Things that will get you killed instantly: 
Spire civilian leaders - They double AI progress in the first minute, making the first ai wave nigh impossible; you get hit with four waves of mark II ships.  You won't stand a chance. (Unless playing against turtle or no waves)
Mad bombers:  Same thing; the intial wave will kill you. 500+ markII ships 6 minutes in can't really be easily stopped.
Core Shield Gens:  Obvious on any snake map.
Any AI modifier that doesn't make the game easier.  Though I'm not going to use any because that would just be cheap.
Any AI progress increase rate:  Just don't do it.
Any neinzul minor faction;  They're out to get you.
Zenith miners force you to direct your forces, so that's a no-no.
Human colony rebels are bad because they can force you to push; that's not a good thing.
Any spirecraft/golem that is harder than medium;  Easy is recommended.
Any AI plots.

I may consider playing against two turtle AI's seeing as they don't send waves, making it so much easier in the early game as I won't get hammered instantly.
I might also turtle up very hard and hide behind a mark IV planet to do the spire mission (abusing the shard location system)
I'm also playing on epic speed so AI ships will rush through my systems slower.
Also completely disabling the neinzul expansion because all it does is shove hundreds of powerful ships down your gullet.


So, current settings:
2 Doom Turtles
No handicaps
40 planets (may consider reducing to 25 or so)
Snake Map
Zenith Remant on
Children of Neinzul Off
Light of the Spire On

All ships available except core shield gens and swallowers
Epic combat style
Normal unit cap
Fog of war: Complete visibility (Need every advantage I can get.  Besides, scouting in a snake map is just boring and stupid)

Minor factions:
Marauders
Resistance Fighters
Easy Broken Golems
Devourer
Dyson Sphere
Fallen Spire
Civilian Leaders
Easy Spirecraft

No AI Modifiers
No AI progress increases

No AI plots.

Anyone think I have a chance?


Offline chemical_art

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Re: Godlike and Double Godlike.
« Reply #5 on: September 11, 2011, 06:33:46 pm »
I'd lose the marauders simply because you want as few distractions as you can...and they'd harm you much more then they'd harm the ai
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Offline Orelius

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Re: Godlike and Double Godlike.
« Reply #6 on: September 11, 2011, 06:47:13 pm »
Nah, marauders generally stay on the planet they spawn upon.  I'm primarily working with abuse of teleport raiders (epic mode makes everything else as slow as a snail).  Marauders will only wreak havoc on the planet upon which they spawn, really.

Furthermore, I'm dumping the turtle idea because almost every single planet has an AI eye.  Ugh.

Offline Coppermantis

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Re: Godlike and Double Godlike.
« Reply #7 on: September 11, 2011, 07:16:19 pm »
You could play against 2 Support Corps type AIs, since they don't launch waves either.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline chemical_art

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Re: Godlike and Double Godlike.
« Reply #8 on: September 11, 2011, 07:26:08 pm »
You could play against 2 Support Corps type AIs, since they don't launch waves either.

I would actually put my money on this being best, really. Even better then vanilla.

Both turtle and shield nanny don't launch waves but explictly say they get extra reinforcements and defenses. Support corp is meant to support waves, but without any waves to send this is negated. I would imagine they still get extra reinforcements and defenses due to no waves but it can't be any worst then the two above.
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Offline Coppermantis

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Re: Godlike and Double Godlike.
« Reply #9 on: September 11, 2011, 07:28:42 pm »
Actually, I'm going to add this to my list of challenges, next to the Doomsday device challenge. It sounds like fun.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Orelius

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Re: Godlike and Double Godlike.
« Reply #10 on: September 11, 2011, 07:33:56 pm »
I've looked about a bit more and it looks like that it's going to be very hard to beat this AI no matter what stuff you pull (unless maybe mad bombers with no waves).

Support corps seems like a good route to take, though that means I'm going to have to enable the neinzul expansion; not sure if that's a good option.

I've also dabbled with the nuclear command ai modifier.  It doesn't seem too bad of a choice, though it is incompatible with the civilian leaders minor faction; they aren't immune to nuclear explosions.  It'll allow me to take planets very easily by sniping them with teleport raiders.

Speaking of which, using a gratuitous amount of EMP warheads also seems like a great idea to use.
« Last Edit: September 11, 2011, 07:38:40 pm by Orelius »

Offline Coppermantis

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Re: Godlike and Double Godlike.
« Reply #11 on: September 11, 2011, 08:05:41 pm »
I've started a 10/10 game as well, two Support Corps AIs, 25 planet snake map. Easy Golems and human resistance are on, all other Plots/minor factions are off. My bonus ship is the Autobomb, something I've been wanting to try. This will be interesting.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Orelius

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Re: Godlike and Double Godlike.
« Reply #12 on: September 11, 2011, 08:09:32 pm »
I've started something much simpler:

Teleport raiders
10-planet snake map
Nuclear command

That should be simple enough, I think.  Though I'm not sure how tough it will be to bust down an AI home command with only 4 planets to work with.

Offline keith.lamothe

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Re: Godlike and Double Godlike.
« Reply #13 on: September 11, 2011, 08:24:56 pm »
Summary of thread:

"Is 10/10 possible?"

I have never known of a legitimate way to get these, honestly. ;)

(Various attempts that are quasi-legitimate at best immediately ensue)




It's like clockwork  :D
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Offline chemical_art

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Re: Godlike and Double Godlike.
« Reply #14 on: September 11, 2011, 08:41:13 pm »
Summary of thread:

"Is 10/10 possible?"

I have never known of a legitimate way to get these, honestly. ;)

(Various attempts that are quasi-legitimate at best immediately ensue)




It's like clockwork  :D


Hey! hey hey hey hey! In my book, it is only illegitimate if you cheat. Setting options that have been provided is just gaming the system...considering a 10/10 ai is about as much gaming as the ai can get, it only seems natural.
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