Author Topic: Um.. Exo? What?  (Read 8815 times)

Offline Faulty Logic

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Re: Um.. Exo? What?
« Reply #30 on: September 26, 2014, 08:57:53 am »
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It could also be made to decloak whenver it loads or unloads ships.
That's actually what I was suggesting, not it losing cloaking when any ship without cloaking was inside.

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I think the problem is that it's too tanky and does too much damage.
It only does damage when there are units inside (unless you've loaded it up with infinite no-energy, non-transport immune hacker products), and a lot less than the units would be doing. And it's supposed to be able to withstand light fire, which it can, and not heavy fire, which it can't.

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So you prefer ships over turrets. What kind of tactics do you use to stop waves/CPAs/Exos etc. Do you transport your fleet past AI planets with Assault Transports or do you just crush everything in your way with brute force?

Waves: switch command station to militaryIII, bring in entire fleet, kill.
CPAs: depends on the CPA. If it's one big hammer, I engage and kite in AI space. A bunch of little attacks, and I'll split the fleet into two or three taskforces to wipe them out, starting with ones going for important irreplaceables. The long-range core turrets (spider, sniper, missile) are really helpful for the distributed version. Warheads if I'm about to lose an irreplaceable.
Exos: Hive swarm, preferably, though my superweapons-on unlocks look a lot more like yours.

AI homeworlds: I carve a tachyon path, then bring in the whole fleet + some number of warheads (a few high-marks for the first, everything for the second) under cloakers/in assault transports. I've never seen one of the response exos yet. Warheads handle waves in the endgame as well.

If warheads can't solve it, use more warheads.

Offline Toranth

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Re: Um.. Exo? What?
« Reply #31 on: September 26, 2014, 09:44:09 am »
AI homeworlds: I carve a tachyon path, then bring in the whole fleet + some number of warheads (a few high-marks for the first, everything for the second) under cloakers/in assault transports. I've never seen one of the response exos yet. Warheads handle waves in the endgame as well.
Ya know, isn't there a Core Warhead Interceptor that's supposed to prevent warheads from being used on each Core and Homeworlds?  Do you raid the HW to kill it first, or just ignore it?
I seem to remember it had a slow firing rate and caused the Warheads to go off when they were killed anyway - Maybe that needs to be buffed to make using warheads to clear the Reserves and such not-quite-so-easy.

Offline Kahuna

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Re: Um.. Exo? What?
« Reply #32 on: September 26, 2014, 09:55:43 am »
AI homeworlds: I carve a tachyon path, then bring in the whole fleet + some number of warheads (a few high-marks for the first, everything for the second) under cloakers/in assault transports. I've never seen one of the response exos yet. Warheads handle waves in the endgame as well.
Ya know, isn't there a Core Warhead Interceptor that's supposed to prevent warheads from being used on each Core and Homeworlds?  Do you raid the HW to kill it first, or just ignore it?
I seem to remember it had a slow firing rate and caused the Warheads to go off when they were killed anyway - Maybe that needs to be buffed to make using warheads to clear the Reserves and such not-quite-so-easy.
It's really easy to snipe the Warhead Interceptor with Bombers or Raid Starships.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Faulty Logic

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Re: Um.. Exo? What?
« Reply #33 on: September 26, 2014, 10:08:12 am »
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Do you raid the HW to kill it first, or just ignore it?
Raid and kill, if convenient, otherwise ignore.

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I seem to remember it had a slow firing rate and caused the Warheads to go off when they were killed anyway
Slow, yes, but it does successfully prevent detonation.

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I had waves of about that size at that AIP... on ultra-low caps, so there could be a scale factor missing.
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Um what the hell
It appears the AI is operating on the assumption that I have 4 homeworlds (I do not):
Code: [Select]
(FInt)Game.Instance.Options.TotalHumanPlayerPlusExtraHomeworldsCount = 4
Edit: whoops, my bad. Code misinterpretation. Thanks Toranth.
« Last Edit: September 26, 2014, 02:21:54 pm by Faulty Logic »
If warheads can't solve it, use more warheads.

Offline Toranth

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Re: Um.. Exo? What?
« Reply #34 on: September 26, 2014, 11:25:56 am »
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I seem to remember it had a slow firing rate and caused the Warheads to go off when they were killed anyway
Slow, yes, but it does successfully prevent detonation.
Hmm.  I seem to remember a game when it shot a Nuke and the Nuke went off anyway, but that was a long time ago.  I haven't cared about the Interceptor in a long time.


It's really easy to snipe the Warhead Interceptor with Bombers or Raid Starships.
Yeah, it is.  But if it got buffed to have more HP and be placed next to the AI Home Command Station (under the FF, near the Fortress, etc) it'd live longer.
Combine that with a higher firing rate and maybe faster shot travel time, and it'd be harder to snipe and more effective.

Offline Draco18s

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Re: Um.. Exo? What?
« Reply #35 on: September 26, 2014, 11:55:16 am »
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I seem to remember it had a slow firing rate and caused the Warheads to go off when they were killed anyway
Slow, yes, but it does successfully prevent detonation.
Hmm.  I seem to remember a game when it shot a Nuke and the Nuke went off anyway, but that was a long time ago.  I haven't cared about the Interceptor in a long time.

Thing is, it only matters if the warhead in question is trying to pass through the system.  If you want to nuke that system (or lightning warhead the wormhole) you can pause-and-scrap before the Interceptor can fire.  Or at the very least, before the shot reaches the warhead.

Offline Hearteater

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Re: Um.. Exo? What?
« Reply #36 on: September 26, 2014, 12:45:12 pm »
Maybe nukes should need to get to a certain place (the center?) of a system to trigger?

Offline Kahuna

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Re: Um.. Exo? What?
« Reply #37 on: September 27, 2014, 10:55:37 am »
Maybe nukes should need to get to a certain place (the center?) of a system to trigger?
Why not just remove the nukes from the game entirely. They already cost 50 AIP. So they're usefull only on 10/10 difficulty at 300-500 AIP (depending on AI types) when that 80000 ship CPA is about to arrive.

And I'm not even sure if CPAs can get that big. In this game  the last CPA had "only" 47000 ships.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline ludsoe

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Re: Um.. Exo? What?
« Reply #38 on: October 01, 2014, 03:52:49 am »
Maybe nukes should need to get to a certain place (the center?) of a system to trigger?
Why not just remove the nukes from the game entirely. They already cost 50 AIP. So they're usefull only on 10/10 difficulty at 300-500 AIP (depending on AI types) when that 80000 ship CPA is about to arrive.

And I'm not even sure if CPAs can get that big. In this game  the last CPA had "only" 47000 ships.

Once I was playing defense mode, and had a 2 billion ship attack come from the ai.(Followed by several more billion ship sized waves)