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AI War II / Re: Hack scouting questions
« Last post by carldong on Today at 09:02:45 AM »
I see. I didn't realize I have to select it.
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AI War II / Re: Hack scouting questions
« Last post by Strategic Sage on Today at 12:03:42 AM »
The planet you have highlighted there is already explored.  You can't explore a planet twice - that would have no purpose.  Try selecting one of the two planets roughly above it (any white one with no name, which is what the unexplored ones look like on the galactic map, that is adjacent to an explored planet).  Those should give you the hack option to Explore Planet. 
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AI War II / Re: Hack scouting questions
« Last post by carldong on Yesterday at 10:27:50 PM »
For unexplored planets, you use the Explore Planet hack. 

No such option, unfortunately.
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AI War II / Re: Hack scouting questions
« Last post by Strategic Sage on Yesterday at 07:22:10 PM »
For unexplored planets, you use the Explore Planet hack.  The planet has to be adjacent to one you've already Explored.  This is what Step 7 of the scouting tutorial instructs, and it also prevents any danger (unless you are out of hacking points of course) of getting bottled up to the point of being unable to expand for scouting reasons. 
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AI War II / Re: Map Generation - Linked Rings doesn't work correctly
« Last post by Draco18s on Yesterday at 03:26:38 PM »
Ended up scrapping everything and rewriting this generator from scratch. There were just a lot of things about it that were not working right and the code was a mess, so I just nuked it.
Did you do it from orbit? It's the only way to be sure. ;)

No, I wasn't close enough to be gravitationally bound to it. ;)
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AI War II / Re: Map Generation - Linked Rings doesn't work correctly
« Last post by Sounds on Yesterday at 10:12:04 AM »
Ended up scrapping everything and rewriting this generator from scratch. There were just a lot of things about it that were not working right and the code was a mess, so I just nuked it.
Did you do it from orbit? It's the only way to be sure. ;)
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AI War II / Hack scouting questions
« Last post by carldong on Yesterday at 09:45:46 AM »
For a new game I opened, I am running way too high on AIP due to capturing a lot of good stuff and having nearly no AIP reducer in my half of galaxy. I read multiple times that I should be able to hack scout, both in tutorials (which I couldn't finish exactly because I couldn't figure this out), and in description.

Problem is, I cannot send ships to unexplored planets, and I only get the Watch Planet hacks on explored ones. The map has low connectivity, so each planet I take only reveals 4 more at best: that is 20 AIP for destroying a station! And since my part of galaxy does not have any good turrets either, I cannot put up good defense against more powerful waves.

That brings another problem: if another faction destroys a command station, we don't get scout info. Then does that mean we can get bottled up because we lack just that one planet of scout info that happens to be an AI home world? Think about the snake map.

Unless I capture every battle station, that is.
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AI War II / Re: Zombification question(s)
« Last post by ArnaudB on Yesterday at 04:47:00 AM »
Fleets gain exp for when anything on the planet die (and gives exp, of course). So flagships only gain exp for kills on the same planet, but they gain it so long as an allied units (faction or player) deliver the killing blow.

So yes, Zombies gives exp. But no they won't give any if the move to another planet with no player flagship.
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AI War II / Re: Returning to AWII. Thoughts
« Last post by ArnaudB on Yesterday at 04:44:45 AM »
Congratulations. The first victory is a big step in this game.

For the Overlord phase 2, it also matter quite a bit what you bring. I love to hack Ablative Gatling ships in my fleet because they are so useful, and have a x5 damage bonus against phase 2. Bringing five hundreds Mark six or seven really makes a difference. It used to be worse when they had x11 multiplier.

On a less obvious note: the battlestation. I always pair the starting one with my support fleet nowadays. Upgrade it on the fleet screen once (boosting its turrets and increasing its DPS) then once on the tech screen, you'll get something able to clear most early-game threats even before bringing turrets in.

Then at the Endgame you can bring turrets backup against the Overlord. The Electic Battlestation with Nucleonic is a favorite of mine, because a full Mark 7 cap of Nucleonic is bad new for the Overlord. Very useful if phase 2 ends up running away too. I quick-conquer worlds Phase 2 run to (in the rare cases it manages to flee), build a station to remove the 'Building times for mark >3 on hostile worlds' and drop Nucleonic in range of the Overlord. Very efficient.

Another relevant trick is to beachhead (ie, build turrets with battlestations) on an AI world(s) a couple hops away from the AI Homeworlds. Being AI-held, the Warden fleet can show up, so when the AI Homeworlds has lot of units it's a good way to whittle it down or give you an opening. I have had particularly great success with this trick when the AI homeworld has a single wormhole.
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AI War II / Re: Map Generation - Linked Rings doesn't work correctly
« Last post by Draco18s on January 17, 2020, 10:19:36 PM »
Ended up scrapping everything and rewriting this generator from scratch. There were just a lot of things about it that were not working right and the code was a mess, so I just nuked it.
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