Author Topic: What happens if you don't get the (AIP) memo?  (Read 36269 times)

Offline RCIX

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Re: What happens if you don't get the (AIP) memo?
« Reply #105 on: April 16, 2013, 12:43:20 pm »
I did it on 7 but... 9 planets. Welp. I'll take another more coherent run at it in a bit.
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Offline keith.lamothe

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Re: What happens if you don't get the (AIP) memo?
« Reply #106 on: April 16, 2013, 12:56:35 pm »
I did it on 7 but... 9 planets. Welp. I'll take another more coherent run at it in a bit.
I imagine a cloaked mkI strikefleet could clean out more than that before the waves punched through all the mkI turrets :)  Though you might need to take a planet or two to get the energy first.
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Offline RCIX

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Re: What happens if you don't get the (AIP) memo?
« Reply #107 on: April 16, 2013, 01:01:15 pm »
Yeah, i wasn't in the best of situations and the AI ran waves at my energy worlds then electric bombers at my home command station while i was in brownout  ::)
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Offline keith.lamothe

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Re: What happens if you don't get the (AIP) memo?
« Reply #108 on: April 16, 2013, 01:05:08 pm »
Yeah, i wasn't in the best of situations and the AI ran waves at my energy worlds then electric bombers at my home command station while i was in brownout  ::)
Ah, that explains the zelec's endzone dance.
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Offline LaughingThesaurus

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Re: What happens if you don't get the (AIP) memo?
« Reply #109 on: April 16, 2013, 03:39:59 pm »
You know how a game with the Hamlet AI is going to end: with everybody dead.
The Macbeth AI kills a lot of its friends (including actually wiping out AI 2 about 2/5ths of the way into the game) and nothing can stop its wrath, until you come in at the last minute, almost lose, and then cut off its head.

Offline chemical_art

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Re: What happens if you don't get the (AIP) memo?
« Reply #110 on: April 16, 2013, 03:41:35 pm »

The Macbeth AI kills a lot of its friends (including actually wiping out AI 2 about 2/5ths of the way into the game) and nothing can stop its wrath, until you come in at the last minute, almost lose, and then cut off its head.

*AI gets mad, kills 2/5 of its current units and future reinforcements, and channels that energy in to extra attacks.

*Super Hack mechanic*  *hint hint?*
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Offline Zeyurn

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Re: What happens if you don't get the (AIP) memo?
« Reply #111 on: April 17, 2013, 03:31:12 am »
Okay we managed to sneak in a few hours of playtime (and it's past my bedtime as I type this, but hey...)

Still not having any trouble for the most part.  Honestly after coming off of our 10/10 game the general consensus between the three of us is: "Wow, this is incredibly and relaxingly easy."  The waves at 980 AIP are less than the waves at 200 were at 10/10, and the only CPA has been a paltry 10k ships instead of a 25k minimum.

I'm going to keep it text-light for now and just upload some screenshots of what our current game looks like.

Offline Laelia

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Re: What happens if you don't get the (AIP) memo?
« Reply #112 on: April 17, 2013, 04:20:55 am »
Expanding on Zeyurn's post (I'm player purple in that game)...

Third person (me) usually focuses on scouting and ninja-sniping important targets with raid starships, which is why the entire map is now revealed, both homeworlds are scouted, and most of the data centers are dead.

Raid starships seem to go through this weird equilibrium where they're useless one game and amazing the next depending on game patches.  Right now they're in a 'fragile but good once you have mark IV' state.  We also found a mark V raid starship fabricator which is very nice, though expensive.

The stealth computer got infiltrators, which can shoot through shields.  It's kind of annoying and occasionally allows them to gank something important here and there.  We lost the mark V engineer fabricator probably to this, which sucks and is sad.  A counterattack with infiltrators got a cryogenic pod on a planet I was guarding, and I got teased for letting millions of innocent people die.  The computer also has gravity drainers (boo) and recently got teleport ships (double boo).

We have so much SCIENCE.  So.  Much.  I will be amazed if we don't unlock every single thing by the end of the game.

I miss martyrs.  And attritioners.  And jumpships.  And everything asteroids make.  Scouting is a lot harder now because of the lack of jumpships and involves either tachyon guardpost sniping, moving the slow mark IV scouts, slow and fragile transport ships, or suicide running scouts en masse and hoping a couple make it.  In this game we're blowing up planets faster than I can keep up the scouting.

The special forces we killed started at 1035(15603) but we think we killed at least 30,000 ships because we kept killing them and the number in carriers kept fluctuating up.

Current plan is to finish off the rest of the eastern branch except the planet with the super terminal, which we'll leave for later in the game.  We'll just neuter that planet.  Then we'll start pushing south.  Our numbers currently stand at 49 planets colonized, 10 more planets destroyed with 9 about to be colonized.  One is remaining uncolonized for now as a strategic buffer against warping.
« Last Edit: April 17, 2013, 04:23:56 am by Laelia »

Offline keith.lamothe

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Re: What happens if you don't get the (AIP) memo?
« Reply #113 on: April 17, 2013, 10:09:19 am »
@Zeyurn and Laelia, wow, that's definitely an "AIP?" game :)  I don't know how high it would actually need to get to punch through all that, but I suspect there aren't enough planets to get that high.

Glad the Special Forces at least warrant notice.  The electric-death-guardian-swarm upon popping the carriers is because the on-planet AI population and those guardians let it compress the strength of the deployed units into far fewer individual ships.  Otherwise popping a carrier quickly becomes popping the CPU (and I don't mean the AI).

On the Raid Starship usefulness fluctuating, that's interesting, I'm guessing it's related to the guard post buffs.  I don't think I've touched the Raid's stats themselves since before the last official version (other than to add mkIV/mkV).
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Offline Laelia

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Re: What happens if you don't get the (AIP) memo?
« Reply #114 on: April 17, 2013, 01:38:33 pm »
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On the Raid Starship usefulness fluctuating, that's interesting, I'm guessing it's related to the guard post buffs.  I don't think I've touched the Raid's stats themselves since before the last official version (other than to add mkIV/mkV).

I probably do not use raid starships in the intended way, lol.  They are almost always doing lots of things all by themselves while the fleet is elsewhere.  Here's the sequence as far as I remember it....

1) They were initially very amazing for killing entire planets no matter what mark it was.   They'd fly in and avoid the masses due to speediness, blow up the guard posts, blow up the command station, and the entire population of the planet would then drain out into the waiting hoard of defenses and turrets.

2) Back in ye very olden days when planets would spawn more turrets as the progress increased, they became somewhat less useful as AI progress increased.

3) When guard posts initially got their HP upgraded into the hundreds of thousands, they became pretty much useless.

4) When they got their attack bumped up so that the six mk-1 and mk-2 of them can kill a level 1 guard post in 2 volleys they became super awesome again.

5) Gravity guardians and gravity drain units make them sad, so their usefulness depends a lot on whether the computer has lots of those.

6) The armor changes seem to have made them pretty fragile, since their hull is 'ultra-light'.  They die incredibly quickly to MLRS, missile, and anti-starship guardposts, so I have to be kind of careful these days.  Mk1-Mk3 raid starships cannot take out a shield guard post by themselves but add mk4 in the mix and it goes down pretty fast.

7) They can no longer take out an entire Mk-4 planet by themselves.  This is probably intended. ;)

8- One of my favorite strategies is to make a SC jumpship, stick my raid starships in it, and warp it to a data center or coprocessor deep in AI territory and blow it up for a nice progress reduction.  This is usually a noble sacrifice because the jumpship tends to attrition, blows up, and leaves them stranded.  They usually get deleted fast because their presence angers the computer.  I can't do that this game though, cause no asteroids.

EDIT: 9) Forgot to mention, they take a lot longer to build now so glorious suicide runs take a lot longer to recover from.

On a separate note, my homeworld in the uber AIP game was initially boxed in by two mk4s, one of which had a raid eye on it.  That was fun to deal with.
« Last Edit: April 17, 2013, 01:55:58 pm by Laelia »

Offline Kjara

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Re: What happens if you don't get the (AIP) memo?
« Reply #115 on: April 17, 2013, 02:43:06 pm »
Not so bad so far, besides having to deal with almost 2k mk V spire blade spawners from the superterminal and the pain that spire stealth battleships + tackle drone launchers + spire blade spawners is on any planet with an ai eye (200 fleet ships cope poorly with 100 stealth battle ships)   100 tackle drone launches have alooooot of hp.

Have a solid choke point and then a weaker front one to eat up threat/waves.  30 or so safe planets are more than enough for econ purposes, just going to grab knowledge from the rest I think (though I've basically run out of useful things to research).  Haven't hit any of the huge special forces issues that other have yet though.


Offline keith.lamothe

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Re: What happens if you don't get the (AIP) memo?
« Reply #116 on: April 17, 2013, 02:47:43 pm »
Not so bad so far
Yea, looks like you might be on track for total galactic domination :)

Quote
besides having to deal with almost 2k mk V spire blade spawners
Oh my.  The sky, it's like a tornado went through a razor blade factory!
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Offline Zeyurn

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Re: What happens if you don't get the (AIP) memo?
« Reply #117 on: April 17, 2013, 08:13:11 pm »
@Zeyurn and Laelia, wow, that's definitely an "AIP?" game :)  I don't know how high it would actually need to get to punch through all that, but I suspect there aren't enough planets to get that high.

Glad the Special Forces at least warrant notice.  The electric-death-guardian-swarm upon popping the carriers is because the on-planet AI population and those guardians let it compress the strength of the deployed units into far fewer individual ships.  Otherwise popping a carrier quickly becomes popping the CPU (and I don't mean the AI).

The only time we loaded in this game was when I accidentally blew up a planet and my friend goes "Weren't you going to check to see if we should hack that?" and so I loaded 2 minutes back to the autosave so we could all get Spire Maws.  The AI blew up 4-5 planets in the early stages while we were separated due to mark IVs being placed right next to Laelia and me.  Nothing that caused real panic.

It blew up one planet in the current stages due to me being 10 seconds too slow responding to a counterattack, but it's never cracked a place that had real defenses at it.

I completely understand why the carriers do as they do, it is just extremely ironic to me since way back in the day I argued very passionately for that Auto Target Carriers checkbox, now I think it is literally the one thing that can obliterate our defensive line (so I force everyone to keep it off) since the 200 mk V guardians that are spit out are easily 10 times more dangerous than the 1000 fleet ships that could come out, and the carriers auto-pop themselves regularly instead of just floating by all your defenses.

Special Forces blobs is one of my favorite additions to the game.  I wish I had screenshots from the 8/8 game where Laelia and I were Champion-only and the blob of 60k decided to go onto the only planet (owned by us, not them, one of the few times I've seen them do it) in the galaxy with a Factory IV that was in a relatively decent place.  That was an epic 25 minute battle where we learned that (I might regret saying this) the AI goes completely pants-on-head retarded trying to chase a golem around even when it has no hope of ever catching it.

Offline Hearteater

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Re: What happens if you don't get the (AIP) memo?
« Reply #118 on: April 17, 2013, 08:20:01 pm »
I love playing golem on a stick.  That's saved me a few times when I did something pretty stupid.  Golems are actually my favorite target for Exos as that's always a bad choice for them if I'm paying any attention at all.

Offline Zeyurn

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Re: What happens if you don't get the (AIP) memo?
« Reply #119 on: April 17, 2013, 08:23:15 pm »
Golem on a stick + full cap of Attritioners under hardened/regular shields + 60k enemy ships (yes it happened twice in that game, thankfully to a less useful planet) = amusing.

Just don't forget the anti-sniper turrets for when 40 carriers pop at once...