Posts: 6,664
Threads: 246
Joined: Aug 2004
Back on the topic of the original post, a number of you are familiar with the writeup I did for my Holding On game a number of years back. I've just posted today another game under similar circumstances against a runaway AI on a Small map, this one named Darloks In A Box. It's also not the worst runaway AI that I've ever seen, but it's certainly relevant to the topic at hand.
Posts: 718
Threads: 32
Joined: Sep 2015
Wow, that was one of the most thrilling games I've read, Sullla! Runaway Meklar is the worst. Tons of factories + preference for huge ships = lots of terrifying designs. Those huge omega-v bombers with cloaking were just nasty. It's rare that I see a game where the player has a slew of fully-upgraded, advanced soil enriched planets, and yet the outcome is still in doubt. Congrats on turning the tide!
I love playing as the Darloks and being able to skip lightyears ahead in the tech tree thanks to spying. It leads to some really creative and redonkulous designs sometimes, like when you are struggling to get through tier-2 techs and suddenly you lift anti-matter torpedoes from the frontrunner. "Well...I guess we are building torpedo boats now."
Also, your Darlok game reminded me of how there's sometimes a point in the very late game where suddenly the game mechanics favor offense again over defense. Like, if your enemy has a cloud of omega-v bombers with subspace teleporters that get the first move and teleport right next to your planet. You could build 100 missile bases, nay, 200 missile bases, and it wouldn't make a bit of difference. As you discovered, it simply becomes imperative to be able to fight ship-to-ship in the late game, and to be the one with the best initiative who gets the first strike.
Posts: 5,610
Threads: 47
Joined: Mar 2007
An impressive win, and a very fun report to read. Thanks for posting it, Sullla!
Those Meklar designs were quite nasty. When the Ai does come up with a strong design and produces it in large numbers....
July 5th, 2017, 03:53
(This post was last modified: July 5th, 2017, 07:10 by shallow_thought.)
Posts: 2,109
Threads: 12
Joined: Oct 2015
That was a great read! I have no idea how you find the time for this - it took me two or three hours to write up my IMP-42 report, not to mention the time during the game to take notes and screenshots, and it's far less thorough (and I have no intention of trying to compare it for quality either!).
EDIT: @Sullla - I've just finished reading the Uphill Struggle report as well: that's two games where you commented that you haven't usually had to drive that far into the late game to win. Coincidence, rustiness or a genuine uptick in AI capability with Kyrub's patch? What do you think?
It may have looked easy, but that is because it was done correctly - Brian Moore
Posts: 6,664
Threads: 246
Joined: Aug 2004
From what I've observed empirically, the AI techs noticeably faster under kyrub's patch. I've only played three games so far, and it could be a coincidence, but I don't think so. They are reaching higher tech levels at earlier dates than I'm used to seeing, and that combined with the better ship designs makes them a lot more dangerous. In my Darlok game, the Meklars essentially completed the whole tech tree - on a Small map with roughly 9 planets - in about 250 turns. Meklar factories or not, that's pretty crazy. In my Holding On game from back in the day, the runaway Alkari were only just finishing the tech tree after 400 turns. The need to acquire AI techs via espionage or invasions is only greater in kyrub's patch.
I don't know what's actually changed in the patch so all of this could be wrong. Only reporting my impressions after three games to date.
Posts: 718
Threads: 32
Joined: Sep 2015
Yep, with Kyrub's patch I routinely see AIs get to the end of the tech tree in 200 turns in a medium galaxy.
That game report with the Runaway Alkari from back in the day is just surreal to read. When you see that the year is in the 2600s, you think, "huh? is that a glitch?" Nope. Just one hell of an epic slugfest.
July 6th, 2017, 02:58
(This post was last modified: July 6th, 2017, 02:58 by shallow_thought.)
Posts: 2,109
Threads: 12
Joined: Oct 2015
(July 5th, 2017, 18:18)Sullla Wrote: From what I've observed empirically, the AI techs noticeably faster under kyrub's patch. I've only played three games so far, and it could be a coincidence, but I don't think so. They are reaching higher tech levels at earlier dates than I'm used to seeing, and that combined with the better ship designs makes them a lot more dangerous. In my Darlok game, the Meklars essentially completed the whole tech tree - on a Small map with roughly 9 planets - in about 250 turns. Meklar factories or not, that's pretty crazy. In my Holding On game from back in the day, the runaway Alkari were only just finishing the tech tree after 400 turns. The need to acquire AI techs via espionage or invasions is only greater in kyrub's patch.
I don't know what's actually changed in the patch so all of this could be wrong. Only reporting my impressions after three games to date.
Thanks. I feel even happier about my handful of solo wins on impossible now! I have to say, I'm probably stuck with the patch - I've just got so used to those little trickle LEDs.
It may have looked easy, but that is because it was done correctly - Brian Moore
|