So, this wound up being an interesting campaign, though unfortunately not very representative due to a ton of bugs. But hey, at least I finally finished a campaign!
I'm on an Octopus map, both because uh, I created it so obviously I'm going to play it, and also because I gave the AI some Intensity 5 Scourge. Gotta have choke points against scourge.
First bug: I started with the Parasite fleet... which has only 2 ship lines, instead of 4. It's been buffed up to 3 ship lines (added parasitic hydras). It worked pretty well against the first few planets; zombifying all the enemy ships works really well. Killing guard posts was less fun. Killing Dire Guardians was awful, and it seems as though every MkV+ planet gets one. MkV planets were a real bear for a long time.
First fleet I went for was Agravics, Pikes, and Parasitic Pikes. That was an absolutely crazy fleet to find, because all three of those are Disruptive/Medium tech. Even better, I eventually figured out that Agravics are good against stuff with high engine power, and it turns out all Dire Guardians seem to have massive engine power to make them tractor immune. That seems like somewhat of a balance issue, honestly, but I'm not sure how to fix it. I wound up hacking for Agravic Pods whenever possible, with Pikes as secondary, and extending the Agravic lines twice. With the Agravics killing Dire Guardians and the Parasites zombifying everything else, I had a pretty kickass fleet, especially once I upgraded Disruptive a bunch.
Unfortunately, my first attempt failed to cut the map in half fast enough. Well, I made the cut before hardly any scourge got past, but they put a spawner adjacent to my cut point, and a spawner sitting around for a while plus a mark V planet proved way too hard to clear.
Wound up starting over and rushing down there; this time they put an armory there instead. I was a bit quicker to get there also. That wound up pretty much neutering the Scourge; they wound up trapped in just one arm of the map, pretty much.
I captured a data center and a GCA in the middle. Very helpful for AIP, but ultimately holy hell did this make my life pain. See, initially it was triggering exos.. then i opted into a beta branch and it started spawnign threat, huge piles of guardians, enough to force me to defend with my fleet repeatedly. I even updated the command station to mark II, but it was still pretty brutal. THen I updated again and the attacks.. stopped. There was a patch note that the spawns had been tuned down, so I figured maybe they were intimidated by my defenses.
I gradually realized that something was rather deeply wrong. The threat indicator showed increasingly large amounts of threat strength, but none of it ever showed up to attack me, even though it was quite a bit higher than my defenses. CPA triggered and, again, nothing attacked me. Turns out there was a bug that caused the Hunter and Warden fleets to sit on the AI HW, which I finally realized when I scouted it and saw the gravity well liberally coated with guardians. 100+ of each type, roughly 1500S total. See the absolutely wild screenshot here:
https://bugtracker.arcengames.com/view.php?id=23287#c57289I'd also hacked for scourge allies, and ran into a bug where they were not properly respecting my instructions to not kill command stations. Got that fixed (and was forced to capture a GCA, but it has Acid Turrets so I can't complain). They proceeded to liberally coat the map with spawners and armories; I'd attack and clear a planet, they'd follow up with a building, and then as long as I kept threat away they'd eventually reinforce it enough for it to stay alive without my help. However, I think this resulted in even more threat spawns targeted at them, also not moving from the AI HW.
Well. Not ideal. I figured I'd need a lot of firepower to crack that, so I went and got the other major data center for AIP reduction, hacked for as many Agravics and Pikes as I could get, plus the Grand Salvage ark which came with Tackle Drone Launchers. Then another ark for even more tackle drone launchers, another fleet with Rangers and Stalkers (yet more disruptive or technologist ships! and stalkers are good against all guardians because they all use lots of energy!), and finally a Hive Golem, which I then upgraded to Mark V.
That was nowhere near enough. While I'd been looting the map, the AI had reinforced all the way up to 3000S. I tried anyway; there were so many tractor guardians that my entire fleet would be immediately pinned in range of a giant pile of Subverter turrets. Because the wormhole was directly on top of the AI Home Command. Ugh.
Waited over the weekend for a fix to the hunter and warden fleets. I fortified the heck out of the first planet next to the AI HW; milspec command, every turret I could build from two GCAs, a battlestation, and a citadel. Giant piles of MkV pikes and MLRS turrets. 1300S total defense. Expected to get steamrolled and have to fall back, possibly multiple times, with the goal of hard stopping them at the MDC if all else failed.
Applied patch, loaded up game, waited. No bites; the AI refused to come at me.
I had to abandon the system and fall back to my previous system before the AI would come out. By this point there are 5-10 exogalactic units running around. After a couple of reloads, I manage to lure a reasonable amount of threat and warden fleet out. A couple of rounds of luring, attacking, and refleeting later, I got the HW down to just 2000S.
Also, my friendly Scourge got a Nemesis right around this time. Once they had that, they started actually attacking the AI... sort of. I had to start attacks a few times. Eventually they followed me into the AI HW proper, and I promptly ran all my ships away from the dang subverter turrets; scourge can't be zombified so I figured I'd let them deal with the turrets. And with the multiple exo units that came out of the adjacent planet.
Well, while I was hiding out trying to take down a Gravity guard post to clear up some room to maneuver, the Scourge chewed through basically everything else on the planet. I rushed the AI command station, but I think the friendly nemesis did most of the work of killing it; it went down really fast. Phase 2 lasted maybe 5s.
My biggest complaint about the ending, above even all the bugs I ran into, is that the fireteams logic doesn't seem to be very good at pressing the attack. I had 1300S on a planet adjacent to their HW, and they supposedly had 3700S worth of threat. If they'd rushed me with everything, I'm pretty sure I would have been steamrolled; I'd fortified heavily before applying the patch expecting exactly that. I'd have done a heck of a lot of damage, but they could have taken out all my stuff and headed down the map to the Major Data Center, and I think they would have wiped everything in the way and take out the MDC, at which point the AIP would go from 200+ to 300+ and I'm not sure I would have recovered. And there was a friendly Scourge Spawner in the same system as the MDC, so in theory all of the threat should have been able to agree on that system as an ultimate target and steamroll their way down together. Instead they categorically refused to leave the AI HW unless I fell back a huge distance, and even then it took multiple reloads of the same save, removing different amounts of defenses, before I could get a useful amount of threat to head out. At no point would they attack one of my planets. I attached a save.
The friendly scourge did seem to follow me in when I attacked, at least if I tried it enough times, or at least once they got a Nemesis. It was very nervewracking sitting there knowing that if we both attacking the Hunter Fleet we could take it, but if either of us attacked alone we'd lose, and the only reason the fleet was that strong in the first place was because of my scourge allies causing exo warfare units to spawn. A better way to coordinate with them would be nice, either a 'hey follow me in' or 'hey please attack X'. Possibly I would trust them more if I didn't see them constantly send tiny forces into heavily fortified planets. And uh, it would be amazing if they were smart enough to send fireteams to friendly planets with incoming waves. Possibly OP, though.
Other thoughts:
I had a huuuuge hump in difficulty for Mark V planets. Possibly this was due to not investing in enough tech upgrades, or possibly due to starting with only parasites and mugger frigates, or possibly dire guardians are just a huge pain when all you've really got is mostly parasites, but it took me ages to get enough firepower to be able to crack these. Eventually I went back and took some of the planets in my starting arm that I'd skipped to try to keep AIP super low, so maybe I just need to expand more aggressively early.
Scourge builders should *always* be escorted around the map by some warriors.
The combination of Disruptive (for killing guardians/dire guardians/hunterkillers via agravs/stalkers) and Technologist (for everything else via parasites / tackle drones / sentinel gunboats) is crazy strong.
I wound up with 2 or 3 lines of Fusion bombers and got them to Mark V or so. Still don't like them.
Pretty much the only techs I unlocked were disruptive, technologist, fusion, medium hulls, and I think one level of econ and two levels of engineers. I really don't like how the tech system forces you into a small set of ships; my fleet was basically agravs, pikes, parasites, stalkers, sentinels, and tackle drone frigates, because those are the techs I'd unlocked. And the only turrets I cared about were Pikes, Acid, MLRS, and Fuseball, plus a tiny set of Gemini turrets from a Citadel.
Possibly the Spire Archive should always spawn so that it is accessible from the human start without going through the AI HW. It spawned on the far side and was totally inaccessible.
The Grand Salvage ark is hilarious. Magnetic pull followed by point blank magnetic crush attack is just hilarious.
Tackle Drone Frigates are just crazy good. Punting most of the enemies forces across the system makes life so much easier. I'm not sure if selecting the fleet should also select the tackle drones, though. I had to do a lot of manually selecting the drones to move them where I wanted them. And the frigates themselves have a shocking amount of gun for how much damage the drones put out, but categorically refuse to close with anything to use them. I'd often have to select the frigates, turn off attack-move or pursuit mode, then tell them where to go. I guess the idea is that you don't want them moving around due to chasing enemies or autokiting, as that might cause your drones to come from a bad angle and push things in a way you don't want. I think giving them longer range (8k probably) but less direct damage would make sense if the current behavior is kept.
I need a hotkey for 'stop everything and go into pursuit mode'. Sometimes I'd accidentally tell my fleet to move somewhere, and they'd all dutifully hike across the system and only then go back to pursuing things.
Also, all units in pursuit mode should have a queued order to return to their initial position once everything is dead. Especially Citadels and Battlestations, and probably neither of those should autokite. Possibly neither of those should shoot or repair unless it's been stationary 30s, like AIWC. I used my battlestation entirely offensively on my second run at this map, and it went much faster. Citadels are a bit too slow for this to work, but if you can afford to wait for one to arrive, they certainly do provide a heck of a lot of additional DPS, especially if upgraded even slightly.