Author Topic: Some newbie questions  (Read 798 times)

Offline Rammite

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Some newbie questions
« on: March 01, 2013, 09:46:52 pm »
Hey all! I recently picked up AI War, as well as the first 3 DLC's. I'm loving the strategic side to it, as well as the fact that micromanagement doesn't play a major role. The music score is stupendous, as well.

I've a few questions that I haven't managed to scrounge up any answers for:

1. How exactly do you neuter a planet? A bit related to that, what exactly do Warp Gates do?

2. I've learned that placing forcefields on your half of the wormhole is a very effective barricade - Is there anything else I should know about this? How trustworthy is it?

3. How do you delete Control Groups that you no longer want?

4. Say the enemy wants to attack my homeworld - If the single only way to it is through a strongly defended choke point planet, is it worth defending the planets further on, or simply make the choke point planet that much stronger?

Thanks for the help!

Offline Hearteater

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Re: Some newbie questions
« Reply #1 on: March 01, 2013, 10:45:10 pm »
1. Neutering typically means to kill all the Guard Posts without killing the AI Command Station.  Normally, the Wormhole Guard Posts are also left alive (because they have a ton of health, do basically no damage, and really exist just as a spawn point for AI ships).  Note that Neutering does NOT mean killing the Warp Gate.  That is a separate thing (called Warp Gate raiding, or just Gate Raiding).  So a system can be Neutered, Gate Raided, or Both.

The reason for Neutering dictates exactly how far you go, but the basic goal is to not cost yourself any AI Progress but still make the system easier to deal with.  The most common to reasons I Neuter a system are: A) it is adjacent to one of my systems and I want to make it easy to periodically sweep for ships every 2-3 hours.  In this case, I'll kill the Wormhole Guard Posts on the one wormhole I enter through, that way I have nothing to fight through when I pop in to clear out the system.  B) I want to travel through the system.  In this case, I will kill the Wormhole Guard Posts that I will enter and exit through, so I can move my ships through without getting close enough to wake up any AI ships. C) I'll be back later, but I've got my fleet here now.  I don't touch he wormhole Guard Posts and I'll come back later when I'm ready to do a more serious job.

2. Any ship Immune to Force Fields can both shoot through the Force Field and travel through it.  I strongly recommend using a Tachyon Emitter (unlockable turret) or parking a Tachyon Drone/Scout Starship on the wormhole to catch Cloaked+Force Field Immune ships if you see the AI has some (like Eye Bots).  Also, a single Gravity Turret+Lightning Turret is a very good defense against melee ships, all of which ignore Force Fields.  Lastly, 5+ Sniper Turrets are always I good thought because they wreck Raid Starships which can really ruin your day.  Also, do NOT hesitate to put down large numbers of Force Fields.  One is NOT enough in a serious fight.

3. I thought you could Control+1 when you have nothing selected to remove it, although I really don't bother most of the time.  Because you can never have ships selected from multiple systems at once, I find myself constantly remaking them when I change system, when I even use them at all.  At least for mobile units.

4. Choke points are very useful and a lot of people focus all the defenses on very few planets (one if they can help it).  You'll notice map type really dicates how much you can do this.  Snake makes it really easy if you start to do at most 2, and a lot of people play X and take one whole branch.  Often planets behind a choke point aren't defended much at all.  Planets in front of a choke point are generally only defended to weaken really strong attacks, often by getting them to string out so they come into the next system in a stream instead of a blob.  So really less damage and more things like Tractor and Spider Turrets, although a pile of AOE Turrets are good here as opposed to the main choke because that is the point things will be most clumped up.  But expect your forward system to lose its Command Station every time.  It's basically a sacrificial system.
« Last Edit: March 02, 2013, 02:15:28 pm by Hearteater »

Offline Rammite

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Re: Some newbie questions
« Reply #2 on: March 02, 2013, 12:43:30 pm »
Thanks! After a few raid starships slipped past, I quickly learned to overload on Tractor/Grav/Tachyon turrets. I've been trying to keep the turret count low, because I've been trying to protect the planets behind my choke point, good to know I can free most of that up. I play X, and have my chokepoint on the central planet, protecting the one quadrant that is mine.

Offline LordSloth

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Re: Some newbie questions
« Reply #3 on: March 05, 2013, 12:53:42 am »
This advice applies to the current version, 6.010, and may or may not apply to previous versions and upcoming versions. Most specifically, Guard Posts are getting buffed and changed in 6.011 as soon as tomorrow.

1). I personally don't bother killing the wormhole guard posts on difficulties 7/7 unless I have plenty of frigates from the Fallen Spire Campaign or Implosion Artillery Spirecraft from the asteroids (rather useful against eye-happy opponents), or perhaps an Artillery Golem but even then I would forget. My singleplayer games tend to go on too long and progress too slowly, so I have Spire Civilian Leaders on in order to encourage me to play faster, up to a point at least.

I have two basic neutering strategies: 1). I'm there already, clearing out everything guardpost wise except special forces, leaving warp gate up. I often wipe Ion Cannons before proceeding to neuter. 2). I'm busy building stuff back at home (like starships, high mark fighters)  and rather than have my fleet sit idle, it's better to give them something inexpensive to do before the recently alerted planet has had an opportunity to build up.

For the second strategy, I first send in my fighters to hit medium hulled guardians, pull back, reinforce to full, then send them in again with bombers and frigates to hit a few of the softer targets, avoiding gravity guardians and the like. When I do this the occupying forces are usually under 100, up to 200 or so, and it's a mark 3/4 planet. The fighters are expendable, but the bombers and frigates aren't, and by taking out targets of opportunity now, there will be fewer guardians to harass me later when I come in full force. There's variations to this depending on the AI's bonus ships, prompting certain starship focuses on the medium and above AI personalities. Unlike the first strategy, I'm just interested in getting in and out as quickly and costlessly as possible. This hit and run does have the unfortunate tendency of setting loose some fairly nasty threat, which is why I only hit mk4 systems with low level fleetships when they have less than one hundred ships in system. Later on when I have my starships and various stuff I do tend to be more completionist and aggressive. Generally speaking, though, this is what I do in the first hour or so of the game, when I can't afford the power or resources to build the forces to do a full assault on a nasty system. Oh, and half the reason I'm doing these raids is to take out the tachyon guardians, making it easier for my scouts or cloaked bonus ship type to wreak havoc.

4). Speaking of choke points, there are quite a few strong reasons to go with a sole target for incoming waves, especially in a co-op game. However, if you leave multiple wave gate points of ingress into your space, the waves will be both smaller and more frequent, and this is before you take into account the 5 AIP cost of knocking off warp gates. If you leave some systems in front of your heavily fortified choke, you'll generally have the same total ships come in, but in more manageable chunks. If your AIP is low, you can often get away with an edge of system logistics center, sniper, spiders, and riot starships flown in at the last minute. You'll micro the riots a bit to keep them out of range of hostiles, but generally your goal is to engine damage as long as possible and buy time because your fleet is busy elsewhere and you've invested in a blob strategy (munitions boosters, snipers, plasma siege starships) instead of high mark raid starships, stealth battleships, eyebots, etc...
« Last Edit: March 05, 2013, 12:55:35 am by LordSloth »