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Messages - Diazo

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736
AI War / Re: AI War Beta 5.070 "The Once And Fortress King" Released!
« on: August 26, 2012, 10:53:00 PM »
As far as I know it's time based.

So the quicker all the prisons die the better the reward.

No clue on numbers though, Keith would have to confirm those.

D.

737
AI War / Re: AI War Beta 5.070 "The Once And Fortress King" Released!
« on: August 26, 2012, 08:52:47 PM »
Oh.

This was my 3rd scenario, it was 2 hops deep in AI territory, I could not 'charge and die', had to fall back when my Champions shield got low to allow it to recharge.

At diff 10/10 I was accumulating too much threat just rushing my champion through the AI systems.

D.

738
AI War / Re: AI War Beta 5.070 "The Once And Fortress King" Released!
« on: August 26, 2012, 08:25:34 PM »
More details?

I'm running single HW + Champ and got that scenario as my 3rd and it seemed about right.

Yes, it a longer scenario in terms of time but the trick I've found to that one is never attack yourself.

Hang around the friendly starbase that is in the middle and intercept enemy units crossing rather then trying to attack a starbase yourself. This keeps your allies from being distracted and the enemy starbases are surprisingly fragile to your allies assault once they get in range.

Having said that, as the 7th scenario for you, whatever scaling is present is going to be a lot more pronounced when you ran into it, as compared for 3rd for me.

D.

739
After Action Reports / Re: Champions of Doom
« on: August 26, 2012, 03:37:46 PM »
I have yet to assault the homeworlds in my current game and it's been a while, so expect feedback once I hit that.

Having said that, be careful about this. An AI homeworld is balanced for an attack that does not have Golem or Spirecraft support.

Would you say the AI homeworld was seriously under-defended if you did not have your golems, spirecraft or champion along?

It may be worth adding a structure as an extra spawn to the AI homeworld if features like golems or spirecraft are enabled, designed specifically to counter those units.

However, the base AI homeworld has to be balanced for an attack without golems, spirecraft, champions or other non-base game features.

D.

edit: Ohh, ninja'd by Keith. Sounds like something is already in the works.

740
If you mouse-over the AIP at the top it will break down the AIP for your current game.

Mine currently stands at:

AIP Progress 52
AIP Reduction 60
AIP Floor 17
Effective AIP 17

52-60 is -8 which is well below the floor, but that reduction is still there.

When I capture my next system and AIP Progress goes to 72, I'll still be at the floor as 72 - 60 is 12, well below the floor.

Well, 72 - 90 as I still have 3 more data centers to kill.

(Note that the floor is a % of AIP Progress, my floor will go up a little when I capture the systems. I'm not sure on this calculation though.)

D.

741
Yes and no.

Blowing up a Data Center always gives you -10 AIP (Diff 10).

By blowing up the three data centers I'm effectively saving it up because I'm already at the floor and my effective AIP can't go any lower.

My AIP will stay at 17 by blowing those data centers because of the floor, but my AIP reduction is still increased, so when I go off and capture those two blue circle planets I will not see any (or very little) effective AIP increase and the AIP cost for those two systems will come out of the AIP reduction I have banked.

This works because current AIP is:

[AIP Increases] - [AIP Reduction] or [AIP Floor], whichever is greater. So as long as I have enough AIP reduction that [AIP Increases] - [AIP Reduction] is lower then my AIP floor, my effective AIP will be my AIP floor. AIP Reduction is never lost, it is saved up and used to counter AIP increases, in my case keeping AIP at the floor for another two planet captures.

D.

742
Alright, the end is in sight. Well, kind of. At the 10 hour game time mark, depending on how many more nebula missions I do I'm expecting end game at about the 15 hour mark.

Scouting complete! (Wait, only almost.)

I'm left with a single Core world in the bottom right that I am not able to scout. It's only 3 hops away which in theory I could just transport-scout out.

Except that every time I poke my transports down there threat goes up by 100. 300 of my current 600 threat has been from me trying to scout that world in the last 20 game minutes.

I'll get it eventually, I don't plan to attack it and I'll just have to pray it has no raid engine.

Having said that, the RNG absolutely hates me.

Every A network CSG (5 of them) and every C network shield (8 of them) is on a system controlled by the Scorched Earth AI.

Fortunately that is not true of the B and D networks and I will be able to capture a system from the Special Forces Captain to take those networks out.

E-network was previously destroyed when I captured my system in the lower left.

However, since a picture is worth a thousand words, here's my current galaxy.

Click to enlarge.


I've left the filter showing the CSGs, although I'm not sure you can really tell as I had to shrink the image to fit.

Anyways:
In game colors: Yellow is Scorched Earth, Red is Special Forces Captain systems.
Green Circles (3): My worlds, homeworld in top center.
Red Circles (2): AI Home worlds. Bottom Right has a CPA, Bottom left has a raid engine. Neither has been on alert yet at all.
Yellow Circles (5): The systems I am going to destroy to kill the CSGs. As they are Scorched Earth systems I can not build in them.
Yellow Square (1): The 5th A network that will self destruct, destroying all the CSGs in the galaxy.
Blue Circles (2): The worlds I am going to capture from the Special Forces AI to destroy the B and D networks. I can actually build in these systems.
Green Lines: My existing highways between worlds.
Blue Lines: Future highways between worlds showing where I'm going to be moving my fleet throughout the rest of the game.

However, I do have a Champion on my side. I have 3 nebula missions complete with all 3 frigates and the human destroyer hull unlocked. I want the destroyer hull so I can't use any of the fancy tech yet as that is all neinzul or zenith hull only. I did get the Attack Boost ability for my human destroyer but I favor the shield too much to actually use it.

I'm already at the 10 hour mark however. Every nebula I do is essentially adding a hour to my game time for this setup when I reach the end game, not sure how many I am going to do. I only have 3 more available to me without having to carve a highway to them. We'll see how many of those 3 I decide to do.

As for what's been happening in game, it's been pretty boring. I've been scouting the rest of the galaxy, I had about 20 unscouted worlds at the end of my last update. There was another CPA, this one of 2200 ships which is more reasonable.

There is not a single non-homeworld raid engine or superterminal, I may K-raid in that case. I was saving my hacking budget for the super-terminal but if there is not one in the galaxy no point in saving it.

The only surprise is that transports release threat. I'm actually getting concerned about my bottom right world with the 300 to 400 threat sitting next to it. My fleet is split between my homeworld (fleet ships) and bottom left system (star ships) so I only have turrets defending that system.

I may take an hour of game time and swing my starships back over to clear that out. I really don't want that system to fall, it would put a Core world on alert for the 30-45 minutes it would take me to get a colony ship back down to it.

Having said that, with scouting complete my strategy for the rest of the game is roughed out.

I have 3 warp jammer command stations left and enough AIP reduction in the bag already to take one more system without going above the AIP floor.

There are 3 Data Centers left alive. 2 down near my bottom left system and 1 up in the top left next to the system I am going to capture.

I am going to blow these two data centers, head up, blow the 3rd and last data center, capture the top left blue system and then head back down and capture the bottom left blue system. At this point AIP will be coming off the floor and I'll probably be at 30-35 AIP with no ways left to reduce it. I do have Co-Processors but one of those is on the bottom right AI homeworld so I'm not going to bother.

Depending on how it goes, I'll K-raid at this point.

I then have 5 systems left to destroy, 4 of those with ARS. I don't care what ships I get, they are all going into my homeworld for defence, unless I get something really special. (The yellow circles).

AIP will be in the 130-150 range at this point and I'll start on reducing the bottom left AI homeworld. It's got a raid engine so the lower I can keep the AIP the better.

Then it's off to the bottom right AI homeworld. It has a CPA post so I'll have to deal with that, but with 4 additional unlocks from the ARS beyond what I already have defending, I expect to be able to handle it.

Destroy the bottom right AI homeworld, hop back and destroy the bottom left AI and that's the game.

In theory, things never go that smooth, especially on 10/10

D.

743
After Action Reports / Re: 9/9 Spire Hammer/Attritioner
« on: August 25, 2012, 11:22:11 AM »
Interesting to see another high diff AAR.

Shows off another strategy from another player that is different from everyone else.

I'll be following.

D.

744
Off Topic / Re: I really love indie devs.
« on: August 24, 2012, 06:02:20 PM »
Topic? We had a topic?

But yes, it takes a certain mentality to throw yourself at the 10/10 wall.

For all the games I do put up in the AAR section, there's probably 7 to 10 that I don't put up either because I die pretty quick or the game was not interesting.

Having said that, the early game is much easier now that you only get a single wave and the fact that it has been normalized so you can't get a max-time double wave right off the bat anymore.

Perhaps that is why my second favorite game is Touhou, I'm throwing myself at the Extra stage in Touhou #6 (ESoD) at the moment.

Youtube of it here.

Not my video, but that's the stage I am (fruitlessly) trying to clear.

I want a challenge in my games.

Well, challenge maybe is not the right word, but I think you know what I mean.

D.

745
AI War / Re: AI War Beta 5.070 "The Once And Fortress King" Released!
« on: August 24, 2012, 04:45:24 PM »
Heh.

I'm remembering one of the old dreadnaught revamps back before the Plasma Siege was settled on, the description went something like:

"Not so much a ship as a gun with engines strapped to it...."

D.

746
After Action Reports / Re: To Derail a Train with a Tank
« on: August 24, 2012, 12:59:17 PM »
True.

I've only had 2 waves hit since the AIP went to 17 in my game so not a big sample size.

We'll see what hits on the weekend in my next play session.

D.

747
AI War / Re: AI War Beta 5.070 "The Once And Fortress King" Released!
« on: August 24, 2012, 12:58:27 PM »
Lol.

Now I want to get in on this but I won't be able to look at the game until tomorrow.

Having said, based on chem-art's last comment, I'm guessing the description is screwed up somehow?

D.

748
After Action Reports / Re: To Derail a Train with a Tank
« on: August 24, 2012, 12:56:51 PM »
1.4K ships at AIP 71?

Interesting, how many ingress points?

I'm at AIP 17 with 1 ingress point and seeing waves in the 900-950 range.

I was under the impression that wave size would rise a lot faster then that.

D.

749
After Action Reports / Re: To Derail a Train with a Tank
« on: August 24, 2012, 12:37:46 PM »
Interesting to see others 10/10 games.

Looks like I may have been overly worried about AIP, my current game has it on the floor at 17 with two systems captured.

Are you able to take the waves on static defences or do you support with your fleet?

D.

750
Off Topic / Re: I really love indie devs.
« on: August 24, 2012, 11:05:13 AM »
I certainly love the fact that I can go back and forth with Keith directly on issues that arise, or just chat with him really.

The rest of the staff is also easy to get in touch with and have a conversation, but now that Chris is moving (moved?) to Shattered Haven I pretty much talk exclusively with Keith.

And knowing that the devs are reading and finding things like your AARs interesting is always a nice ego boost.  8)

^ Among the advantages, the community members grow to know each other quite well. For instance, Diazo is insane and pushes AI War to its limit. Always enjoy reading his posts about his 16 homeworld, 8 champion, all minor factions at 10, whatever other insane thing he can think of.

Why thank you.  :D

Although I can't claim a lot of those, I do think I am the one (or one of the ones) who's been making serious attempts at 10/10 for the longest.

I'm pretty sure I started the 'everyone trying 10/10' a few months ago with one of my AARs, although Wanderer's 9 through 10 run probably also deserves credit.

I just don't AAR my games unless I think there's something different or weird about them, such as my last 3 being Starships only so I've posted them as that's something different then the norm.

I will lay claim to playing 'old-style', one of the 10/10 AARs that went up had the comment of "to beat 10/10 you need schizo waves on", I always play with schizo off so I get mono-waves.

I also tend to play with all the minor factions off, no Dyson Sphere or Resistance Fighters helping me out.

A legacy of how long I've been playing 10/10 I think, I started 10/10 back before most of those toys were available.

And before the change to normalize the first wave of the game, getting a max time double wave to open the game hurt. I think that single change did more then anything to make 10/10 more approachable.

One of my early attempts at 10/10 got me so frustrated I resorted to warheading the first wave, I technically survived but I was driving AIP through the roof as I just kept warheading the waves.

Wow, offtopic. I really just wanted to clarify that while I'm part of the 10/10 crowd I'm not actually the one who's tried a lot of the crazy stuff listed.

D.

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