Author Topic: Particularly Harsh AI Type and Option Combinations  (Read 3867 times)

Offline Lancefighter

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Re: Particularly Harsh AI Type and Option Combinations
« Reply #15 on: September 02, 2010, 12:40:07 am »
not true.

you CAN build energy, it just needs to be on planets adjacent to your home system.
edit
which also means you can not destroy the planets next to your home..
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Offline keith.lamothe

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Re: Particularly Harsh AI Type and Option Combinations
« Reply #16 on: September 02, 2010, 12:45:48 am »
There's also the m+c cost of energy production to consider.
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Offline Diazo

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Re: Particularly Harsh AI Type and Option Combinations
« Reply #17 on: September 02, 2010, 12:49:56 am »
Ya, one of my self-imposed limitations is that I only play single homeworld starts. It's just how I play the game.

Good point about knowledge raiding, energy reactors, before destroying the command station.

Actually, the energy reactors are tagged "Require Supply" so you could never destroy the command stations adjacent to your home system. That would be annoying having to constantly neuter those systems throughout the entire game.

This isn't on my immediate to do list at any rate.  8)

D.

Offline Lancefighter

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Re: Particularly Harsh AI Type and Option Combinations
« Reply #18 on: September 02, 2010, 01:01:32 am »
Ya, one of my self-imposed limitations is that I only play single homeworld starts. It's just how I play the game.

Good point about knowledge raiding, energy reactors, before destroying the command station.

Actually, the energy reactors are tagged "Require Supply" so you could never destroy the command stations adjacent to your home system. That would be annoying having to constantly neuter those systems throughout the entire game.

This isn't on my immediate to do list at any rate.  8)

D.
hardly constantly neuter - spider turrets + ff gen + countersniper, place them in a corner of the system someplace... pretty much nothing can touch it. Of course ,spider turrets are also a ton of k, so that might not be worth it - instead, the usual array of defense..
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Offline keith.lamothe

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Re: Particularly Harsh AI Type and Option Combinations
« Reply #19 on: September 02, 2010, 01:03:21 am »
hardly constantly neuter - spider turrets + ff gen + countersniper, place them in a corner of the system someplace... pretty much nothing can touch it. Of course ,spider turrets are also a ton of k, so that might not be worth it - instead, the usual array of defense..
There's also a not-inconsiderable number of unit types that are immune to snipers, engine damage, or both.  But yea, a generally effective strategy for low cost pest control.
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Offline Diazo

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Re: Particularly Harsh AI Type and Option Combinations
« Reply #20 on: September 02, 2010, 01:13:20 am »
Well, once you get past the initial AIP hump, would only take an EMP or two to destroy the guard posts on the warp points, counter sniper on each warp point and you're good.

At that point the only reinforcements will be on the command station itself and with only a little luck that will be out of range of all the warp points.

Actually, done right, this would be an incredibly low AIP progress game. Not being able to build in a system would mean everything is a deep strike and no need to destroy any (many?) command stations.

Including the 100 AIP from the death of each command station, I could see a final AIP of around 200.

Hmmm, now you have me wondering.

D.

Offline Lancefighter

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Re: Particularly Harsh AI Type and Option Combinations
« Reply #21 on: September 02, 2010, 01:18:07 am »
fairly low, yeah - as theres no reason to kill a command center except to get a captureable (and i think mk4 facts even work without supply for this very reason, but i cant be sure)
 

i still want to know if capturing and selling high mk level ion cannons is a useful idea >.>

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id even probably be willing to try a game like that multiplayer and see how it goes  :D
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Offline superking

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Re: Particularly Harsh AI Type and Option Combinations
« Reply #22 on: September 02, 2010, 07:05:47 am »
two warp jumpers- most players in these parts rely on building extensive defences at a chokepoint and gate raiding. no more high AIP high difficulty games with those waves going all over the show

Offline Ozymandiaz

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Re: Particularly Harsh AI Type and Option Combinations
« Reply #23 on: September 02, 2010, 07:49:35 am »
two warp jumpers- most players in these parts rely on building extensive defences at a chokepoint and gate raiding. no more high AIP high difficulty games with those waves going all over the show

Two warp jumpers is a bit tricky yeah :). Instead of making choke defences one can make a fortress out of the CMD center with tractors and turrets. Though the resources will suffer now and tehn :P
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