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IDProjectCategoryLast Update
0003240AI War 1 / ClassicNote To TestApr 19, 2011 9:41 pm
ReporterRed Spot Assigned To 
Status newResolutionopen 
Product Version5.009 
Summary0003240: Dyson behaviour/balance
DescriptionI found a nice new way to deal with the Dyson Sphere.
Just capture it with only 1 planet adjacent and make sure no other planet recieves any waves (by gate-raiding and/or use of warp-jammer CC).

You may need to nurture it a bit at start, but eventually you end up with a planet so reinforced by sheer gatling-firepower no wave will ever get through it. Last game I never really had to face a wave after a couple of hours.

I somewhere actually like this, see if you can find the Dyson, capture it and remain in a position where waves hit nowhere else, which can be quite difficult when the game goes in some warp-guardian spawning-frenzy.

Just bringing it to attention so a decision can be made on what is known instead of what isnt known :)

See the screenshot for an example of how you can get 1500 gatlings, in effect on a single planet, by the end of a game .. and how I kept my 'inlets' to a minimum (untill I knew I had the AI cornered).
Attached a savegame so you can see for yourself if there would be a need for it.
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Red Spot

Apr 11, 2011 1:00 pm

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Red Spot

Apr 11, 2011 1:01 pm

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Red Spot

Apr 11, 2011 1:02 pm

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Victory 10-04-2011.sav (561,651 bytes)

TechSY730

Apr 11, 2011 5:57 pm

reporter   ~0011852

Yep, even with the new "attack planets with moderate threat" mechanic, this shows that the spawns still need a maximum number. I don't see any other way around it.


On a related note, I don't think I've ever seen patrolling allied minor factions aid an attack just because you are attacking. It will be tough for me to setup a save to show this, but basically, if you send a good sized military force, but not big enough to free all the AI ships on the planet, thus keeping threat count below 100 on that planet, the minor factions will not chip in and help that attack, despite the release notes stating that they should.

Red Spot

Apr 12, 2011 12:11 pm

reporter   ~0011855

They absolutelly do, it is the whole basis of my "all zombie defence" in the game shown above. Wonder what that small 5k stuff in low power mode is? Its my normal fleet :) The reason border agression is so low is cause zombies just keep attacking untill they all get killed ... rinse and repeat and have a care-free game for yet an other hour :D

You can blatantly control zombies, and can (though a lot more difficult) trigger gatlings to 'hop over' AI-terf by carfully causing threat to rise planet by planet. (How I got the gatlings on the northern planets.)

(Gatling tend to stick on your planets, but with high enough threat they do hop over. Zombies have more of a tendency to cross over to AI-terf, even without threat, often as soon as there are a certain number of them on your own planets. Cant tell what their cap is but as soon as the number gets high enough (or it is a single planet, works by definition) they seem to cross over, threat or not. However I find that zombies work best if you micro them a wee bit.)

Red Spot

Apr 19, 2011 5:23 am

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Red Spot

Apr 19, 2011 5:24 am

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Red Spot

Apr 19, 2011 5:25 am

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Red Spot III.sav (540,023 bytes)

Red Spot

Apr 19, 2011 5:27 am

reporter   ~0011965

Last edited: Apr 19, 2011 4:25 pm

Uploaded an other set of screenies and savegame, to illustrate how easilly this can be set up. (Just power up the Golems under controlgroup 2, and fleet under controlgroup 1 to deal with the exo-wave, incase you would load the savegame.)

edit:
TechSY730,
Attached a screenshot showing how natural build-up of threat made some zombies cross over, which in effect made the gatlings take over from there :)

Red Spot

Apr 19, 2011 4:26 pm

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TechSY730

Apr 19, 2011 9:41 pm

reporter   ~0011979

@Red Spot: Natural build up of threat is not what I am talking about. I know that works fine. I'm talking about them not helping out significant military efforts even if the number of freed ships on that planet stays below 100. But thanks anyways.

Issue History

Date Modified Username Field Change
Apr 11, 2011 1:00 pm Red Spot New Issue
Apr 11, 2011 1:00 pm Red Spot File Added: Screenshot_2011_04_11_19_00_45.png
Apr 11, 2011 1:01 pm Red Spot File Added: Screenshot_2011_04_11_19_09_32.png
Apr 11, 2011 1:02 pm Red Spot File Added: Victory 10-04-2011.sav
Apr 11, 2011 5:57 pm TechSY730 Note Added: 0011852
Apr 12, 2011 12:11 pm Red Spot Note Added: 0011855
Apr 19, 2011 5:23 am Red Spot File Added: Screenshot_2011_04_19_11_29_11.png
Apr 19, 2011 5:24 am Red Spot File Added: Screenshot_2011_04_19_11_29_50.png
Apr 19, 2011 5:25 am Red Spot File Added: Red Spot III.sav
Apr 19, 2011 5:27 am Red Spot Note Added: 0011965
Apr 19, 2011 4:25 pm Red Spot Note Edited: 0011965
Apr 19, 2011 4:26 pm Red Spot File Added: Screenshot_2011_04_19_18_20_03.png
Apr 19, 2011 9:41 pm TechSY730 Note Added: 0011979