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Topics - Kittens

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AI War / Some remarks after Fallen Spire campaign
« on: October 02, 2011, 03:00:14 AM »
A friend and I finished a 32 hour Fallen Spire game yesterday. 80 planet map, two 7.3 AI's, ZR and LotS expansions enabled. During the final defense, we were hovering around 1126 AIP, which was the mark IV tech level. The exo waves after the capitol contained a bunch of hunter-killers, some up to mark IV. Spire Implosion Artillery inside Spire City shields is definitely the way to deal with those. Everything else just got vaporized by spire fleet beam weapons. =)

Some things that I'm not sure should (or should not) have happened:
  • There was no Super Terminal anywhere, which rather made the whole game unexpectedly more difficult (we had Spire Civilians on as well). Was that because the AI's were 7.3 instead of 7?
  • The first five Spire Cities and Capitol were built by my ally. By the time we got to colony ships, he had 12 reactors and 12 shipyards in total. When I built my first city, I didn't need to build any reactors; the reactors of my ally were able to support my shipyards and hab centers as well. He still needed to build more reactors to expand himself, though. This means that a reactor supports one shipyard and one habitation center for each player. I'm not sure whether that's intentional.
  • The very last shard was on an AI homeworld, though there were still other valid spawn planets available (though not that many). Kinda defeated the purpose of the alternate win condition.

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