I put forth the suggestion of alpha testers each doing an AAR as a way to unveil testing "blind spots" including options nobody seems to be taking, etc.
If there is a more appropriate subforum for these to go into, please move this for me.
This initial report started on the 0.767 patch with a custom modification to fix the command station placement bug (my fix can be found on mantis report until X4000 can get it in game.)
marauders 7 attack all, golems 5, dark spire 7, Dyson 7, all AI levels at 7
I forgot to select an Ark, as usual.
I started with space tanks, wanting to garner my revenge on the AI armor fleet now that it has an armor piercing special, on a world with 4 wormholes but two of them could be sealed behind a bottleneck in a third system just past them.
I began building my triangle + special fleet after getting eyes in all 4 adjacent systems. at 2:50 I paused the game because the voice warning for attack on a "border world"... well crap, that's here!
Sure enough, there were a trio of raider guardians shooting at a cryopod. I moved the fleet over to where the shots came from, started building a forcefield to cover the cryopods from future attacks, and moved the other forcefield down to parallel with my starting science lab.
Shortly after this the raiders decloaked and died horribly, no other hunter fleet ships came to play.
I then reviewed my scout intel. a world full of Mk III stuff was next to me (str. 5), rest were weak systems (Str. 1). I decided to save the Mk III world for last and start with the ARS system. The ARS ship was pike! because Multi needler wasn't borderline OP without specials? (in fairness they did cut down the base damage to compensate and it reinforces the pike concept's theme...)
moving the fleet in on FRD I realized it's basically an "infinite range" mode. so.. great against spider turrets, check.
Upgraded all non scout fleet ships to Mk. II while there after building a pair of colony ships.
Built Military station and unlocked level 2 beam cannons to serve as a false threat against AI.
First problem! I can't build them because I don't have the energy yet! waited for energy and got one up, then moved fleet to attack another system while second one built.
Second system fell fast as well, this time I had a delay waiting for energy just to build the forcefield. Paused ship construction and fleet waited patiently. mil command, 2 beam cannons to scare away the enemy, on to third world.
Third world fell quickly, mil station and 2 beam cannons for deterrance, fleet back on homeworld to intercept first real wave of the game. Also restarted spacedock because I wanted a fleetball for the imposing strength of 5.
ARS finished gathering science, moved to second system I had taken, upgraded the pikes.
While attacking the fourth world, which I had mentally typecasted as a "bleeder" world (more on that later) Marauders are attacking Kapo... well good for them.. ohwaitthat'smyhomeworld!!PAUSE!
Told the pikes I had gathered there to FRD, watched infinite range death destroy the marauders before they even got close. I know it's a bug, but I'm not a gentleman.
Fourth world now taken. the warden fleet only sent raiders this time, probably because it was a really long flight from third target I took and they just did not have time. I had taken away most their guardians in the brief battle for the third world.
Built 10 ambush turrets just barely in range of both wormholes, and 10 each of pike, MLRS, and laser turrets further in. world has Str of 4 without my fleet, my 2 beam cannon setup on other worlds reads as a strength of 8. If hunter fleet gets frisky, they'll do so here. That's what a bleeder world is, it eats preemption plot units to reduce threat by being far more powerful than it looks.
Fleet countered more marauders on home system. I really should do something about that.....
Wave announcement for system 1 of raiders and space planes. lucky them for their new special lol, since FRD = cheat on range right now...
Remember kids: the AI does it too.
I unlocked decloakers and built 10 of each non missile turret. I built 2 decloakers, one in front of the wormhole by a distance and one behind opposite it by a distance. Back to what I was doing....
fifth system is the bottleneck beyond second and third system. scout goes in and ... survives? When did these get 2K cloak at rank 1? how does it have 450 cloak left? can I get a bagel?
It also has.. a Cursed golem? now I really miss my Ark! Guess I'll be repairing that.
sent fleet in, same old, same old. built 10 missile turrets inside the homeworld shields to deter more pirates there. The range circles for these are no longer showing, I hope they still work.
Fifth system taken. sent a single scout to each of my 5 neighboring AI systems, built beam cannons of intimidation on fifth system. I'll have to hardpoint this later.
hurried fleet to system 1 to help against the wave in progress there.
as systems 2 and 3 are no longer border worlds, used science to upgrade my economic command stations and replaced stations there with them.
metal cap at 2.5M from mouseover. current metal at 2.8M. well crap, guess he missed that one after all.
watched it continue to climb for a bit, now at 2.12M... not certain it knows how to count at this juncture. 2.9 --> 3.0, not 2.10
I'll have to post save in that bug and ask the report be classified back to "outstanding" instead of resolved.
Science: 6262 with 1987 left to gather
Tech unlocks: beam cannon 1 and 2, decloaker 1, pike 2, vwing 2, bomber 2, concussion 2, space tank 2, econ station 2
Time: 29 minutes 30 seconds
time spent writing this: probably more.
save can be found on mantis if anyone wants to play along. I gotta go write 2 more reports there now.