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Topics - Minotaar

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1
AI War / A Homeworld Defense Challenge
« on: December 01, 2012, 01:50:49 PM »


So in my attempt to get revenge on the Astro Trains, it looks like I've hit a brick wall. With titanite spikes.
The attached save is right before the first "shipment" hits the homeworld. I took several stabs at it and thought it would be fun to see others suffer try it as well :)
You'll have to Utilize Micromanagement (TM) but you'll die anyway to survive!

The setup is the following:
10/10 Train Master/Train Master, 10/10 Astro Trains, 10/10 Spirecraft Hard
Game time: 49 minutes
Your relevant units:
 Fighters mk1
 Bombers mk1,2
 Impulse Reaction Emitters mk1,2
 Frigate mk1 (74/96 built)
 Raid mk1 x3
 Riot mk1 x4
 Cloaker mk1 x2
 Spirecraft:
  Siege Tower mk1 x5
  Implosion Artillery mk1 x8
  Ram mk1 x16
  Martyr mk2 x3
  Jumpship mk1 x1
 60 Missile turrets
 150k/100k resources

Opposing forces:
two consecutive waves of
(
  Hugger-Kisser mk1 x1
  Golem x2 (first wave has Armored+Artillery, second has Black Widow + Artillery. Hint: you'll have exactly enough Rams for all of them if you soften the first wave up a bit)
  Core Starship x5
  Guardians mk5 x10
)

Try to go out in a blaze of glory and inflict maximum damage on the enemy forces! Good luck and have fun :)
My best result so far was the AI being left with a HK on 34% and all ten Core Starships.

2
AI War / Special Forces attacking human controlled planets?
« on: November 23, 2012, 04:47:19 PM »
So I just fired up a new game and attacked a planet with a CSG-E. The special forces start trickling in. I fight them for a while, then pop the command station, they pull back out. I build my own station and  leave the CSG alive as I need it for my evil schemes. Everything's great.
Until I order my fleet to leave for the homeworld, at which point 13 ships immediately enter, one-shot the command station under a bubble (yay Blade Spawners) and run away again.
Threat counter shows 1.
Bastards.
WTH?
1) intended?
2) emergent retribution for cheesing?
3) bug?
I'll try and produce a save if necessary.

3
After Action Reports / What Could Possibly Go Wrong 2: Failroad Tycoon
« on: November 15, 2012, 04:46:22 PM »
Welcome to the second episode of What Could Possibly Go Wrong, an irregular show which is devoted to finding out if the new features of AI War are up to the standard. Last time we covered the Hybrid-Dyson plot, and today the focus will be the new Astro Trains!

Settings:

Seed 881498682, Map type: X, 80 planets, Bonus ship: Sentinel Frigate

Normal caps, Normal combat style, Full fog

10/10 Train Master / Train Master

Core Shield Generators off

Minor Factions:
Spirecraft Hard 10/10

AI Plots:
Astro Trains 10/10 on both

Auto AIP: 5 AIP every 10 minutes

F-F-F-FIGHT!

First thing to do: rename homeworld to X Marks The Spot



00:30 One of my starting mk2 scouts actually died on Earthquake. Cause of death unknown. The other died on Hecatomb, turns out that AI (pink) has Sentinel Frigates. AND Blade Spawners. Yep.
Unlocked mk3 Harvesters. Did I mention we are not planning to take any planets?

01:38 Scouted 2 hops in every direction. We have a Inter-Munitions booster to the southwest, a Raid Eye to the northeast. That leaves Blizzard and Nightmare as places to mine some easy Pysite to get the ball rolling. Every planet so far has a Train Station, and I picked the biggest train hub possible, on purpose. What could possibly go wrong here?
Oh, the other (yellow) AI has Tackle Drone Launchers and Beam Frigates. I'm obviously the luckiest.
No Distribution nodes anywhere, which is a shame, as I would like to get all 4 of my Leech Starships up in time for the first wave.

03:25 Finished my caps of Fighters, Frigates and Sentinels. The Sentinel Frigate has pretty insane stats, and it will be a necessary ingredient for the cheese I'm going to be making in this one.

04:21 Those Sentinel Frigates are screwing my scouting up pretty good, my 10 mk1's can't get to Quagmire. Will have to clear those out, and I need to clear the way anyway.

04:59 I build a transport as a damage-sponge for hostile wormholes. At least, I try, but I'm out of money.

05:09 What the-
== HORN SOUND ==


Dude, where's my supply?

Let's at least see how much we can take off that shie-
== HORN SOUND ==

ALL ABOARD THE PAIN TRAIN!!! [captcha: don't tase me. Tinypic has the best captchas]

Well, at least I don't have to build turrets, or forcefields, or reactors, because none of that will work anyway. What did you say, there are also nuclear trains? That exist and are nuclear? This should be fun.

06:41
~~~~ 22 AI Sentinel Frigates, 3 Starships(II)
That forcefield better be up! Or my home command could get one-shot. If I defend, I get a bunch of free Sentinels, so yay to that I guess.

09:59 So I traded a Cryogenic Pod for 12 Sentinel mk2's. No trains were involved, thankfully, but I should have put up at least an extra forcefield.

10:00 +5 AI Progress from Auto Progress
Oh, that too. Well, this is going to be a quick game, one way or another.

10:02
~~~~ 99 Bombers, that should not go too badly, but those trains...

10:21 Well, tachyon trains just demolish scout pickets. I guess the Auto-Picket(TM) feature might actually get used at some point. Or at some 100 points. Actually, let me see the specs for that nuke train.. <F1> <F1> 40m hp? That's unfortunate. An EMP to remove shields and two penetrator shots should do it, assuming I actually manage to get penetrators up in time. Oh, rams exist too. Right. Calm down, calm down..

11:31
- Wave comes in
- 1 second later train comes in
Let's see what we have to deal with!
Gravity turret jammer
Armor Booster
Armor Inhibitor
Regenerator
Supply Interdictor (hello -60000 energy brownout)
.. can I wait for it to pass.. ?!

12:41 Yeah, that kinda works! It passed in time just before the bombers reached the nonexistent home FF. I need a Martyr NOW. Maybe a tractor Riot can suffice until I get one.
Got 34 mk2 Bombers out of the deal, though, so it's not all bad, right? Right?
Okay, now we really need to ATTACKATTACKATTACK while there is time. First target: Hecatomb, then Blizzard.
Random observation: Merc Fighters now have a cap of 288! I guarantee it will stay there this game, though. Let's see how we can deal with TDLs and Blade Spawners AND Sentinels.

20:00 +5 AI Progress from Auto Progress
So yeah, I cleaned up a mk1 planet. No, that shouldn't have taken this much time. TDL's WHY YOU SO ABSURD

22:41 EMP Train detonated on Castle
.. how nice of you to point that out! I wish nuke trains were this considerate.

24:40 EMP Train passed. (effects of said passage caused me to savescum, the details are too embarassing to be revealed) Unlocking spire starships.

25:18
~~~~ 267 Fighters

26:09 All of my stuff is still paralyzed from those trains. 35 seconds until the wave hits.

28:04 I seriously just died to fighters! Nerf fighters! Argh! (it was the armor inhibitor train turning the forcefields off)
Okay, let's actually build units this time (I died with 350/550k in the bank, since my constructor was paralyzed and I didn't bother to build a new one, or turrets, or something)
... activate time machine [Y/N]? Y

24:03
Welcome back!
Unlock spire starships again. The trains mostly can't screw with starships, so those should be prioritized. I already begun building enclaves just to have reliable docks.

25:17
~~~~ 42 Sentinel Frigates
That sounds somewhat harder than fighters, but we'll have to see..

27:34
Whew, no trains during that! Got a full cap of mk2 Sentinels this time. The Spire starships also pulled their weight.

28:20
~~~~ 168 Bombers

28:37 Oh no, the EMP train is coming for more! I hide the fleet in transports and head to Ambush to wait it out, hopefully can get back in time for the wave.

29:07 Why are my transports taking 35% on the first hop? Oh, it's the unsupply train again.

29:34 Damn, they even take 35% back on the homeworld. 13 seconds on the timer, seems like the trains will get out just in time.

30:30 I'm dead AGAIN!
... but I wanted to see what the cargo trains were building!
Okay, last time...
... activate time machine [Y/N]? Y

29:03
Welcome back!
Actually, this might not be enough time to do anything at all, but we'll try.
I build new engineers right after the EMP to try and get more defenses in place. Unfortunately, the whole -156,450 Energy Brownout thing does not cooperate.

29:42 00:05 on the timer and that damn train finally leaves. Build things!

30:40 Whew!
Now to this "Major AI Construction Effort at 50%" buddy. I'm so, so curious.
We're going to Blizzard now to try and seize asteroids.

32:50 Of course, in the meantime Hecatomb reinforced about a million TDLs and Blade Spawners.

35:08 There were 44 Mk3 Beam Frigates on Blizzard among other stuff. They're still there, and I can't say the same thing about my fleet.

40:56 Oh no, this EMP Train is not done!

I wonder if I should go attack Blizzard again. Pretty sure that's not going to go well, but I'll try it anyway..

42:17 I eat an EMP. My fleet on Hecatomb is also going to eat an EMP. What can I do about that? Nothin'. Oh, actually it's going for a different planet, nevermind.

45:45 Looks like I managed to secure a small beachhead on Blizzard! Bring in the miners. What's that noise?


Must've been the wind... Wait, I'm in space. And there are no rats in space, either. Yeah, this is actually serious.
[captcha: braaaains!]


46:35 Oh, why do I not have extra cash money right now.. I really need a jumpship to progress in this game, but safety first!


IM IN UR BASE STEALING UR ASTEROIDS!

47:13 Do I win now?

I accept your unconditional surrender.

48:25 Had to scrap my whole fleet again. Those tractor trains never give me a break. The jumpship will have to wait...

48:59

Wat

51:36
~~~ 481 Bombers. Why am I not worried? Oh, I have a Martyr. It's definitely that.

52:15 Damn, the EMP train is back.
With friends.

How about a little game of "Where's HK mk1?"

53:26

Q: Which routing protocol do the Astro Trains use?
A: RIP


You've been watching What Could Possibly Go Wrong, and I'm Minotaar telling you:
Don't Mess with the Trains.

See you next time!

4
After Action Reports / A Game of Drones (well, not so much) [10/10]
« on: July 31, 2012, 02:17:16 PM »
...because a game of shield bearers would be a hell of a boring game.

Setup:
80 planet Concentric
10/10 Stealth Master / The Tank
All ship types (including CSGs)
Marauders 1/10
Fighters 3/10
Rebellions 4/10
Miners 2/10
Dyson 1/10
Rocketry Corps 1/10
(I like to sprinkle in a bit of everything. Not the most evil mix, but it is pretty much my first 10/10)

AutoAIP: 10 AIP / 2 hours (I'm going to regret this)

Starting ship: Shield Bearer (did someone say "this isn't fair!"?)



16:00 - unlocked harvester 3/3s for the start as well as the usual trinkets: tachy emitter, grav turret, warp sensor, scout 2. Scouting reveals nothing good at all... or does it?!


Yeah, absolutely *nothing* to see here at all. Moving on.

It was also kind enough to put a CoProcessor right in my face on Earthquake. Well, let's just grab Genesis and Inferno then, that should keep me busy for some time. The Cheese... err Stealth Master looks like he grabbed himself some Gravity Drains and Shield Bearers and the Tank has TeleRaiders and something cloaked. Not messing around, I see. I'll unlock the Decloaker to test it out, I guess. Raids already almost finished.

40:00 Finishing up with neutering Monsoon. Stole some Engi IIIs from it with the Leech Starships. Reclaimed some Raptors from a wave too, will keep those for GravDrain assasinations I guess.

45:00 Monsoon reinforced with 2 EMP guardians on my wormhole while I was cleaning it up. Oops? Whew. 380 Bomber wave comes in for Genesis. Wave, meet Minefield.

53:00 Attacking Inferno. GRR INVISIBLE GRAV DRAINS UNDER FF WHAT IS THIS

56:00 679 Teleport Raiders to Genesis. I HATE Teleport Raiders. Stacking all the FFs on top of command station and praying they don't decide to check out the homeworld. Put a FF on HW wormhole just in case. Fleet is late by about five seconds, but the FFs hold up fine.

1:01 Getting a Lab Mk2 with my fleet onto Inferno...

Teleporting Leech // Armor Ship / Impulse Reaction Emitter

Pretty sure I'm fine with Leeches here, the Refractive bonus makes them even better here. None of these guys are even on the nerf list, but we'll manage. (You can see I still had some optimism in me at that point)

1:13 Setting up Inferno, getting a wave of 563 Fighters to it immediately. My fleet being present causes a minefield malfunction and as a result some 130 of them escape. Too bad I didn't have my Riots on hand, having just queued them up.

1:33 Still trying to find some new targets. A 1.3k Youngling Tiger wave made a bit of a dent in my fleet. Was something supposed to be done about youngling waves or what?

1:41 Unlocked HBCs, Basic 2s and Enclave 2s. Here come the drones :)

2:00 1.9k cloaked to Genesis. +10 AIP from Auto Progress (oops, gotta hurry up).

2:12 Just finished cleaning up the follow-up 1.3k Armor Ships to Genesis. They managed to break the command station despite my whole fleet standing there mostly undamaged the whole time. Damn are these guys tough. Wish I had those and not the Leeches.

2:30 Fleet is busy clearing scout paths to the left of the homeworld, 1350 cloaked for Genesis. Then 1459 SpaceTanks to Inferno. Whoops. Cloaker wave turns up Raptors and is obliterated by the minefield.

2:34 Tanks cleaned up, not too difficult, but fleet required. Would definitely rather meet them on a single chokepoint, though, but which one? Probably Inferno, it doesn't have stupid resource harvesters all over the place and is farther away from the HW.

2:52 Alright, we're moving the whipping boy to Inferno. That means I need to remove the Eye from Plateau. It took a while, as it tends to happen with AI Eyes covered by 4 Stealth Guardposts.
The decloaker buff did its job, by the way - I no longer want to rip my hair out while using them, quite the opposite, in fact. ;)

1141 Cloaked to Inferno, can probably get the fleet back in time with transports. Let's not take chances.

2:54 It's Raptors. It is always the Raptors, making my grav turrets worthless. At least they're pretty harmless themselves.
Now let's go back to gateraiding and moving the defenses. I'll need quite a bank to do this quickly, so I will clean some more Tachy guardians while money's piling up.

2:56 I'm real low on energy, have to build a third Matter Converter. Don't do parasites, kids.

2:58 932 Bombers to Genesis. Good thing my fleet's here and in full force.

3:00 Well, we got some 80 mk2 Bombers out of that, will be useful at some point.

3:02 Plateau gate down, we're moving.

3:04 Into Scarecrow to kill some tachyons.. There's 4 EMPs here, though, so we're not leaving til they're dead.

3:07 Flare here has a Gravity Drill and 3x Ion 2 + 1x Ion 1. I kind of want this as my chokepoint, but not sure how exactly to go about taking it, as it's mk4. Maybe the new Spire Starships will help me out..
And Gloom, which is behind Flare, has Bombard V and Vampire V fabs. Do want! The path between the wormholes on Flare can definitely be crossed without killing the Drill, then we could take Gloom and then beachhead Flare with Sniper turrets. It's a plan, and I don't really have one at the moment, and I really need to take a planet.

3:15 Still looking for alternatives before I go ahead with the drill plan. As I'm in Overload neutering a CPA of 631 ships announces.
Think I still have time to pop the planetary cloaker on Aggression before the CPA.

3:17 2544 Cloaked to Inferno. Waaat. That sounds like autocannons, but carriers full of them still sounds pretty bad. Evacuating the fleet immediately.

3:19, Well, that was easy, only about 150 escapees. Time to prepare for the CPA.

3:22 2250 Cloaked. Lands 45 seconds before the CPA. That's unfortunate.
... They're Space Planes this time. Radar Dampening 3000, Immune to Mines. That is doubly unfortunate. Immune to AOE and Tractors too. What the hell is this?!
They just obliterate my Basics while taking no damage. CHAAARGE! TAKE THEM HEAD ON!!!
They die like the rats they are, causing almost no damage to the fleet. Got a free cap of mk2's for myself as well.

3:28 Most of the CPA units are coming through Inferno anyway, where they realize that most of them are not, in fact, immune to mines. Everyone is having a happy light show.

3:30 Threat is down to normal levels (about 250), resuming offensive operations

3:40 Fleet returning to base after popping the Planet Cloak on Aggression and the scouted Data Center on Melee. Next I'll check around the left side, want to scout behind Fork and kill the DC on Festival.

3:49 Oh look, there's an ARS on Pandemonium. There's also a mk2 Radar Jammer and an Eye, but no Ion Cannons in sight.

3:50 Launched Raids to Festival, trying to get the defenders away from the wormhole. 1242 Fighters inbound. Going to leave this to my turrets and Space Planes.

The Raids got caught up in Gravity Drains and were smoked. That's a lot of crystal...
 *sunglasses* ..
 going down the drain.  8)

At least they woke everyone up so that we can kill them one by one.
500+ bastards from the wave escaped. I'm going to neuter Boomerang into the ground and plop a mine run there, I swear.

3:53 3124 cloaked inbound. This is getting annoying. Looks like I've got resistance fighters on Inferno though, that should help.  Fleet's way too far away to assist, and my bank account is empty.
Turns out, the Data Center is not only under a Spire FF post, there's also a Grav Guardian next to it. This will take more than Raids.
Everything rebuilds in time on Inferno. Let's see how this goes...
Carriers get popped (I have auto-target on), and a freaking SpireCRAFT Shield Bearer mkII comes out. Scary, I know. The wave is defeated without too much property damage, and the Resistance is even in position to intercept those who flee.

4:00 +10 AIP from Auto Progress. Why did I do this to myself? AIP at 80.
Also, thank god for decloakers (once again), 5 stealth posts covering an Eye would be a danger for my sanity otherwise.

4:02 Finally dealt with the Eye.
The ARS on Pandemonium is in deepstrike range, 5 hops away. I could take Leviathan, as it has a ZPG, but it also means 3 gateraids just to keep the thing safe, and I'm not willing to do that. Instead I'm going to grab some spare Raptors and kill the CS on Pandemonium straight up. Should also sidestep the Eye problem by speedbuilding a command station. That doesn't leave room for HAX, however, so I'll check it first. It would have to have Blade Spawners at this point for me to bother with hacking, though.
The Tele-Leeches are entirely disappointing, by the way, just because they're too expensive to use. I just keep them in reserve now.

4:06 Repairing the fleet on Seraph, about to go for Festival. There's a Data Center on Void as well, nice.

4:08 While I was invading Festival, a SSB killed half my raptors. And all the engineers. Pretty tame for an SSB, really.

4:16 Festival is neutered and the building crew is in place, just need to grab my Lab mk2.

4:18 Just killing the tachy guardian cost me 90 deepstrike threat. Yeah, no prolonged operations allowed.

4:19 Science Lab in...

Spire Gravity Ripper // Zenith Viral Shredder / Neinzul Youngling Commando

Wat.
The Commando is like the only remotely useful thing here!
At least now I will remember to nominate the Ripper in the next Worst Ship poll.  :)
Yeah, I don't know what to do. Hacking this thing is impossible without taking extra AIP, and I don't even want any of the planets that are within 4 hops. I'm sending scouts to Cyclone, but there's nothing else.
The Ripper is another terribly expensive ship that I will probably never use.
The only thing the Shredder is ever going to shred is my energy reserves.
This is the worst I've ever felt seeing an ARS, pretty much. I really need a planet ASAP, so I'm probably going with the Rippers, unless Cyclone makes me change my mind.
Scouts can't reach Cyclone, and it's way too far away anyway. Proceeding with plan Alpha.
100 more threat and the station is down.
Built a Military CS, no guardposts self-destructed. I've read somewhere that they would. Thought I've already learned my lesson with trusting people on the Internet, apparently not :D

4:24 Unlock Hardened FFs for my new planet. The Jammer is intact, and the CS is right next to it. Both of these things are on a wormhole, but that doesn't worry me too much. Should make a fine whippin' boy. I probably have about 15 minutes before the next batch of waves, maybe I can even move it in that time. I also have to visit Void for the DC, and pop a couple warpgates. Have 360/430k, let's do it. The only thing that worries me is the resource gatherers. There was only one on Inferno, but here they're all over the place, which could create unwanted behaviors like mine and gravity well avoidance . :) We'll have to see how bad it is.

4:26 Boomerang warpgate out of commission. Used Space Planes to kill it. This unit seems pretty damn amazing. I didn't lose too many, even though I had to wait the recloak out under a ton of fire because of the grav drains.
5 seconds later...
2952 Youngilng Tigers to Pandemonium in 01:29
CONSTRUCT EVERYTHING!!!!111
-15k m/c per second is getting spent on all the business I've ordered. Here's hoping that distribution node I saved up isn't trojan...
Thankfully, it is not. Still, not all the turrets are done. Carriers once again spew out a shield bearer, this time with about 20 mk3 fleet shieldbearers for company. In addition to 2000 angry tigers.
Well, isn't this a giant mess. The harvesters sure didn't help.


A pandemonium, one might even say.   8)

Alright... almost done here...

2,485 Missile Frigates (II) in 01:29
Good grief.
Somehow, my turrets are mostly fine, and I do have a Jammer. But 2500? Daaamn. No money, mines aren't built. Node on Plateau is trojan. Even better.
Here they come...
...and immediately 2000 run off. WTF!? GET BACK HERE!!!!!
Yep, looks like they're heading for Inferno. AFTER THEM!!! I manage to snag some with the Riots, but a full Carrier and a ton more go on to escape.
Moving Basics back to Inferno for now.
Carriers are on Boomerang already, and the turrets aren't done yet. I have Space Planes hanging there to ambush and pop them.
...
...

4:39
Not dead yet.
Inferno gets steamrolled by 1500 frigates (why did I even bother building turrets), even though the mines took their toll.
The resistance figthers intercept the enemy on Monsoon and finish them off on Genesis. About 300 of them are still floating around, but that's not a big deal.
Now we have work to do. Preferably in 15 minutes before another wave comes down.
To-Do List:
1. Clear Void out and lay mines on the escape route. The AI Eye's not going to help with that, I'm afraid. Kill the damn data center, too.
2. Rebuild Pandemonium back up.
3. Rebuild Inferno if possible.

4:53 The second the Eye pops, 1677 Fighters incoming. This we can handle. Just DON'T ESCAPE!! Some extra tractors will be needed to ensure that.
Just a couple hundred escaped, this wasn't so bad. Now to work on the minefield.
Never thought I'd say that, but it looks like we're running out of mines...


That's over 130 of them.

4:59 Oh look, the inspection arrived! 2,129 more Fighters.

5:02 Would be nice to have some more firepower, but mostly it worked out. The minefield did the job, too - nobody escaped. The firepower problem can be solved with these 6k K I have lying around...
Think I'll be getting myself mk2 Lasers and mk2 Lightnings.

5:12 We found another ARS at Nightmare! Too bad there's also a raid engine. I sure do hope that when they come, they come for my whipping boy and through the minefield and not the other way around...

5:17 Turns out my Engineers repair infinite-hp engines on my Enclaves for massive economic damage! I don't even want to know how much money went down THAT drain.
...
(Waiting for 5.051)
... Alright, that's fixed, time to get back to it.

Expect another couple of waves to hit soon, after that we're going for the ARS and Raid Engine.
Also, I think with the K I saved up and the 3k from Nightmare I'll get warp jammers. I need to cut down on the AIP I'm taking, and I intend to use them later anyway for some Spire Archive fun. Since the game was made before the seeding changed, it'll be on a coreworld.

5:24 Still waiting... Doing a little cleanup on Boomerang in the meantime, as I want to put another mine run there. (I will probably never get around to that in this whole game.)

5:27 There we go. 3,257 Cloaked incoming. Pretty sure it's autocannons, if so, nothing to worry about.
Wave arrives, two carriers popped, shield bearers as usual. The Spirecraft SB runs off to the side and tries to headbutt a harvester. I thought it would be ineffective, but turns out AI shieldbearers have guns. Now I'm jealous.
Also, I turned auto-kiting on for everyone. With a Mk2 Radar Jammer, it turns out to be very pretty.


Microing 700 units like a gosu

Wave eliminated with no losses (I think).

5:30 1700+ Bombers is up next, this will be a little more interesting. Maybe. Also, I need my mk2 bomber cap refilled. Who needs to unlock mk2s when there's so many of them to reclaim? ;)
... the Bombers did actual nothing, too. Only things I'm scared of are the stupid TeleRaiders, the Missile Frigs and maybe Younglings, since there's so frickin' many of them. Alright, time to test this defense on the Raid Engine. Oh, yea, I did get almost a cap of MK2 Bombers.

5:35 Alright, saving before setting the thing off.
1656 Enemy Ships (III) in 00:58
Engine is down with 10s on the timer. RUUUUN!!! And what is this +5 AIP for, might I ask?
It's Etherjets. They turn 'running away' into 'running away with you on the hook'. Some Autocannons in there too. I have to scrap all the fleetships, and a bunch of starships get destroyed as well. La Resistance picks a fight with the wave on Void.   

5:39 799 Ships Massing for Cross-Planet Attack in 09:59
I get my fleet into Void to clean up the rest, and the etherjets promptly run off with half of it. The whole tractoring while cloaked thing is evil, but I guess I deserve it for abusing it with Martyrs all the time.

5:43 5 min on the timer, and my stockpiles are a little dry from this whole raiding expedition. I need to either build some stuff over at the mainland or transfer from the whipping boy.
 
5:48 1 min left, just popped the DC on Eureka, AIP 90. Also shipped some 180 untis to the homeworld in the meantime. Going to build some of those damn Grav Rippers for the first time, I guess, since I have some cash.

5:50 CPA lands, first attack is into Genesis. I send half a cap of Rippers in to test them out. They manage to scratch the paint on two SSBs before being almost completely destroyed. Yeaaaaaah.

5:53 Construction of MK1 Gravity Rippers exhausted available energy reserves. Ordered to halt the constructiion and scrap the already produced units to free up energy for something that DOESN'T SUCK AS HARD.

5:57 3,333 Cloaked incoming. And I was just thinking of finally taking the ARS...

6:00 +10 AI Progress from Auto Progress. Well, back then I thought I could manage it. AIP 100.

6:04 1,517 Bombers. My fleet's a bit out there, but Rippers and fighters should be enough.

6:07 Bombers uneventfully died (my Rippers did, too. Yeah, enough of this.) Dyson spotted on Glimmervoid along with a Warbird fab. Not sure if I should bother with it, but I'll need a CSG-C at some point, I guess.

6:17 Nightmare is cleared wtih some resistance, sending in a lab. In other news, I'm at 700k/1m resources. Makes me feel better.
...
Sniper // Electric Shuttle / Zenith Electric Bomber

Well, I do want me some snipers, thank you! 

Now to grab the planet, vacuum the 3k knowledge out of it, then plop a warp jammer down before anyone notices. GO!

6:22 Operation complete. Now what?
I suppose I'll finally check the three unscouted planets at the bottom, it might be a homeworld, though I doubt it.

6:26 2,493 Cloaked Ships in 01:27. Building a bunch of tractors in case they're Raptors.
Mining Golem will destroy Nightmare in 29:57
Mining Golem will destroy Monsoon in 29:57

To hell with Monsoon, but we'll have to pay a visit to Nightmare I suppose.

6:27 Raptors it is. Easy as pie.

6:36 The Enclave-Bomber team that was dispatched to deal with the miners is successful, and the fleet cleaned up the remaining tachyons in the south. The homeworld isn't there, but maybe there's something else..

2,797 Fighters are next in line.
I'm maxed out on everything, might as well build some Leeches.
Carrier made a mk2 Siege Tower for a change.

6:41 Wave defeated, but Nightmare has been thrashed by a raiding party in the meantime. The jammer CS didn't drop remains for some reason.

6:42 I forgot about my scouts, but they found the last Co-Processor on Backdraft! Along with a NRC Silo mk3. The question is, how do I even get to it without causing over 9000 ships worth of deepstrike!? I could take Gloom for the two fabs, I guess, but that's going to take quite some time.

6:45 Warpgate Guardian spawned on Plateau. That definitely needs to die real fast.

6:52 A freshly-built strikeforce raised hell on Plateau, but no trace of the guardian was found.
An interesting incident occurred on Tolaria, where I left my fleet without command, with powered-down enclaves and in range of a fortress for a period of time. After turning the enclaves back on, the situation quickly stabilized. Conclusion: Enclaves with Shield Bearers are an entirely fair thing.

6:56 4,453 Cloaked Ships in 1:29
... that's unfortunate.
I barely manage to get the fleet home from 5 hops out.
It's the Space Planes, too. CHAAAARGE!
...
Now THIS was a mess. I lost maybe half my starships in that. Got another resistance fighter spawn, thankfully, to clear the escapees.



That's it for this post, updates will be smaller as I've been playing this one for a while. It's starting to get kinda desperate :)

5
AI War / Is there a way to stop harvester auto-rebuild?
« on: July 28, 2012, 11:12:44 AM »
I looked through all the menus and didn't find anything, and my 10/10 game is, as those DF folks say, "funned up" to the point that I actually need to do this  :D
If there's no way, I guess I will be unlocking myself some Exo-Shields...  :)

6
AI War / Thoughts on Spirecraft
« on: March 15, 2012, 01:58:24 PM »
In my last game I had a chance to try out quite a few of the spirecraft (before it ended abruptly - slight spoilers inside  :) ). Let's gather some opinions here so that a balance pass may be made in the (hopefully) near future  :)

1) Implosion Artillery: only used Mk1, as already mentioned, really unsatisfied. And even though the ship supposedly can deal some good damage, it does not FEEL good, which I think is a problem in and of itself. The damage is absolutely visually unnoticeable on any given target.
Suggestion: why does an artillery ship have a 1s reload? If the reload was like 12s, but the shot was similarly more powerful, I could actually get some visual feedback on how the unit performs. A minimum damage cap would also be nice to have. I know, MK1 isn't supposed to be insane or anything, but at least make it feel like a powerful weapon, not a pew-pew gun  :)
2) Shield Bearer: seems alright with the latest buff, but I would never use MKII or higher. Was quite happy spending Reptite on these things though. Definitely has a place.
Suggestion: it's fine, but the higher marks don't do anything special to actually make me use the rarer asteroids on a non-repairable unit. Not sure what can be done about that.
3) Siege Tower: the workhorse, great survivability and decent damage. Really expensive on the crystal side, but it's money well spent.
Suggestion: it's all good, all the marks seem useful too :)
4) Jumpship: this thing is INSANE. 3 raid starships, some engineers, 1 Xampite, 120k/120k and you can go kill every single datacenter (and whatever else you want). You get to keep all of this stuff after that, too, if you micro it at least somewhat. It's going to generate some deepstrike threat, but no big deal (I got away with about 100 ships). The possibilities for scouting are also great. And who knows what else you can do with it/
Suggestion: seems kinda broken honestly! It is slightly tricky to use, but the payoff is insane. I could see them being made 1-of from an asteroid instead of 2, and the self attrition ramped up even further to 00:15. Also, I cannot imagine the things you could do if you got your hands on a MK5, but that's supposed to be that way, so no problems there.
5) Martyr: there is no need for words ;)
Suggestion: It is still absurd, you can still build too much of it. Maybe one more iteration of the previous nerf would do it (making it Xamp+ only), but I'm not even completely sure about that. Any mark except the lowest also seems unnecessary, the lowest stiil blows everything up regardless.
6) Attritioner: well, it IS good for creating threat, but just like with the Artillery, you can't usually see the results of its work with your own eyes. Who knows, maybe it's actually insane on defence of in a large battle!
Suggestion: don't know how good it is, but feels like it should stay the way it is for now.
7) Ion Blaster: there is the known issue with it not being able to fire at instakill-immune stuff, but aside from that, not sure if lower marks (I-II) are worth it. It is an actual ion cannon on defense, so it's probably dangerous to buff it. And you would KILL for a mkIV or a mkV, which is exactly now it needs to be. Not easy to control and preserve in battle (who called the Shield Bearers?), but really powerful.
Suggestion: plz fix bug?  :)
8 ) Penetrator: seems fair, since it will most likely die after doing what must be done and can't get around tachy guardians. Didn't specifically try to abuse it, though. (full homeworld penetration anyone?)
Suggestion: seems fine ATM

Exo-waves: I was playing on 7/7, and they weren't extremely dangerous, but I was doing my share of prep work funneling them to my whipping boy and had a really safe map. You can get destroyed if you're unprepared of are caught at a bad time though, so I wouldn't propose any buffing for fear of rotten fruit in the face.  ;)

Please post your own experiences with Spirecraft here!  :)

7
A Valley Without Wind 1 & 2 / Ride the Cratening
« on: March 02, 2012, 03:27:04 PM »
So I was screwing around in thawing ice age and building towers of crates to be able to actually traverse that insane terrain. Jumping and jumping and dropping crates under myself. Until once, I jumped off a crate midair.
And then the skies of Environ were my domain.   :D
So if you put a crate right beneath you while in midair (clicking somewhere around your feet seem to work well enough), you can do a normal jump off of it, and you can repeat it indefinitely. (Until you hit the ceiling, which happened on numerous occasions. Yeah, that hurts.)
Seems that if you place it exactly right, you can jump even higher than normal.
A single crate can get you as high as this, solid 900 pixels right there!

Applications? Numerous! You can actually move around in thawing ice age without all the towerbuilding pain. You can finally catch that lightning esper bastard that thought it was safe hiding under the map ceiling! And anything else you can think of.
Downsides? If you mess up, it's a LONG way down.  ???
Special thanks to our sponsors Ilari Adventuring Supplies Ltd., Ilari Health Upgrades Inc. and Sarif Industries (somebody had to replace all the broken legs...)  for helping make this post.  :D
Have fun! Until it gets patched out. And knowing our evil overlords, that's bound to happen :) I can only humbly request the feature "you get stuck in the crate if you put it on yourself while standing still" to be patched out simultaneously  :)

8
After Action Reports / What Could Possibly Go Wrong
« on: February 22, 2012, 04:10:51 PM »
Here are the rules:
Rule 1: Dyson Sphere and Advanced Hybrids.
Rule 2: Not a single damn given about Rule 1.

Comments containing spoilers, public service announcements, or the word 'suicide' will be disregarded!
Tight and solid play will not be tolerated!
Other unimportant things to consider:
7/7, 80 planet Realistic, Random Mod/Easier (some turtly turtles disabled), Spirecraft-Hard (need to mess around with those). 1 AIP/30 min.
Zenith Bombardment Ships have been selected, because HELL YEAH BOMBARDS
Map detangling ........................................................66.6% complete

Well, this position certainly looks prettier than it did in the lobby! I'm probably going to win. Very easily. I mean, What Could Possibly Go Wrong?

9
AI War Strategy Discussion / 30 seconds in...
« on: February 08, 2012, 12:01:41 PM »
You set your first scouting route, and the first planet you scout has 4/4 resources... and a SuperTerminal.
What kind of setup would make you blow it up and take the planet?
Basically, this just happened, and I have no idea how to value the ST. Had one in my previous game and ended up not using it because I either had too little AIP to lose or could just go ahead and win. However, I see people swear by these things all the time.
So, what would you do? Will post more details on the setup if requested.

10
AI War Strategy Discussion / Please help me out with the endgame
« on: January 30, 2012, 05:11:21 AM »
Okay, so this game went as well as you could expect it to (mostly thanks to the Spire Maw being absurdly awesome), and I've got basically everything the galaxy had. (except one last ARS and a SuperTerminal, which I'm going to do next) But the minor problem is I have Avenger enabled on both AIs, and homeworlds have a Core CPA and a Core Raid Engine respectively. How would you suggest I proceed with the AI extermination? Never had to deal with these things before, and don't really feel like learning what they do by trial and/or EPIC FAILURE   :)
Main questions I have:
Does the CPA post release the ships immediately when triggered or does it give a standard 10-something minute CPA timer? Is the CPA equal to the tech level?
Just how bad is the Avenger? In that, how many times do you have to rebuild your fleet to kill the thing?  :) Maybe it's just better to kill the first station, run like hell, then kill the second before it gets to the destination.
Some other info about the game:
AIs: 7.6 Shield Ninny (pink) // 7.6 Stealth Master (yellow)
Minor Factions: Colony Rebellions (dealt with one), Marauders, Resistance Figthers, Dyson Sphere
Bonus ships: Spire Maw, Infiltrator, Tachyon MicroFighter, Sentinel Frigate, Armor Booster
Fabricators: Frigate V, Armor Rotter V, Bomber Starship IV, Warbird Starship, Anti-Star Arachnid, Paralyzer V, Translocator

11
AI War Meeting Grounds / Looking for a game again!
« on: December 29, 2011, 02:58:11 AM »
Hello everyone, looking for some people to play with! I'm from Russia (GMT+3), but can speak English well enough :) Would like a game of about 2-4 players, not too much more so that we can all reliably get together. Both experienced and new players welcome. Have all expansions.
If you're interested, add me on steam or skype : minotaar
or PM me here  :)

12
AI War / Major performance issues
« on: December 13, 2011, 03:47:59 AM »
Hello everyone. I haven't played AI War since about 5.016, and when I went ahead and tried to run the game yesterday, I was surprised at the load time, which was I'd say 10+ times longer than I was used to (and this was even before I updated to the new version). After the update the problems persisted, the time to load a save is also about 10-20 times longer, the planet view takes about 3s to load everything, the galaxy view appears over about 20s. I really can't play the game like this, it's so annoying.
So I wonder, what could possibly make it so broken? No hardware changes since I last played, and my machine runs recent things like BF3 and Skyrim okay. If anyone knows what could be the cause of this, please help, I really wanna play  :'(

13
AI War Meeting Grounds / New player looking for coop (GMT+3)
« on: August 07, 2011, 10:10:14 AM »
Hello everyone! I'm rather new (reading quite a lot and learning fast though), 12 hours in my first game right now, looking for someone to play with because these forums are apparently full of awesome nice people :)
I'm from Russia (GMT+3), but can speak English just fine. Have a lot of free time right now, so finding time for a game shouldn't be hard.
Difficulty - 7 I think, my first game is on 6, not too easy for me, but I think I'm up for 7. If you're experienced and can help out, we can set it a little higher :)
You can PM me here on message me on
Skype : minotaar
Looking forward to playing with you guys :)

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