.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V > SEIV > SEIV After Action Reports

Reply
 
Thread Tools Display Modes
  #1  
Old September 7th, 2005, 04:48 PM
Xrati's Avatar

Xrati Xrati is offline
First Lieutenant
 
Join Date: May 2005
Location: Outter Glazbox
Posts: 760
Thanks: 12
Thanked 4 Times in 4 Posts
Xrati is on a distinguished road
Default Re: Mineless in Silicon Valley

The reason that the AI does not build good minesweepers is because the AI Research only covers the techs that the specific race uses. The AI may, at a later time, move into other areas of research but only after they get the tech that is specified in the txt file. I have seen them build level 5 minesweepers, but they don't build enough of them to deal with a 100 mine minefield. BUT they will keep sending them one after another at the minefield and will eventually sweep all the mines (not very efficient).

You are right about "SEIV's mines feature "gimmicky" anyway, I didn't think I'd miss them (and I don't)." if the AI does not use them correctly, then it wastes time and resources on building them.
I feel the same about the intel part of the game. I guess I've just seen to many games where the AI steals your tech and then all their "Friends" have it a few turns later. Then again I can see where there would be races that exisit to steal technology! Personel choice I guess.
Reply With Quote
  #2  
Old September 7th, 2005, 06:57 PM
Hunpecked's Avatar

Hunpecked Hunpecked is offline
Sergeant
 
Join Date: Nov 2004
Location: Silicon Valley
Posts: 280
Thanks: 0
Thanked 0 Times in 0 Posts
Hunpecked is on a distinguished road
Default Re: Mineless in Silicon Valley

Speaking of intel, I started counter-intel at a low level maybe a dozen turns ago (racial intel set at 45%). When the Narn (intel at 100%) began running intel projects on me, I immediately ramped up counter-intel, but it was almost too late: the 3rd & 4th Narn projects got through (Fuel Leak and Order Snafu). Counter-intel has foiled the last two tries, so I may be out of the woods, unless the other AIs gang up on me.

From my earlier games I got the impression that intel is another feature that works in the human player's favor. Toward the end of one game I was capturing enemy ships left and right; I was particularly proud of my little armada of Talisman-equipped former Narn ships. For this game I set my empire's cunning to minimum and decided to play counter-intel almost exclusively.
Reply With Quote
  #3  
Old September 8th, 2005, 03:01 PM
Hunpecked's Avatar

Hunpecked Hunpecked is offline
Sergeant
 
Join Date: Nov 2004
Location: Silicon Valley
Posts: 280
Thanks: 0
Thanked 0 Times in 0 Posts
Hunpecked is on a distinguished road
Default Re: Mineless in Silicon Valley

Bad news on turn 69. The Aquilaeian fleet went for my outpost colony this time. The defending LCs were old, untrained, and only partly upgraded (in particular, none had Stealth/Scattering armor). Worse, they deployed around the planet and its moon; skirting the moon to get at the enemy they joined the action one or two at a time and were predictably crushed by the concentrated AI fleet. In retrospect I would have been smarter to retreat and hope the weapons platforms could take out a couple of enemy ships.

It cost them over half their fleet, but the Aquilaeians now own the moon (the planet was glassed--again). BTW, this was the first time (in my limited play against the AI) that I've seen an AI empire TAKE a world instead of glassing it.

Meanwhile the Narn got two more projects past my counter-intel; I REALLY have to build more intel facilities! On the bright side the Narn continue to hurl their ships against my captured Talisman satellites...Narnburger, anyone?
Reply With Quote
  #4  
Old September 10th, 2005, 11:45 AM
Xrati's Avatar

Xrati Xrati is offline
First Lieutenant
 
Join Date: May 2005
Location: Outter Glazbox
Posts: 760
Thanks: 12
Thanked 4 Times in 4 Posts
Xrati is on a distinguished road
Default Re: Mineless in Silicon Valley

Time to re-group and counter attack! You can bet that the Aquilaeian has another fleet sitting behind that one.

To me Intel just adds time to my turn and the returns of it just are not worth it. AND when all the rest of the races join in, they will defeat your counter measures. The AI never goes after other AI so you become the prime target for intel attacks.
Reply With Quote
  #5  
Old September 12th, 2005, 02:49 PM
Hunpecked's Avatar

Hunpecked Hunpecked is offline
Sergeant
 
Join Date: Nov 2004
Location: Silicon Valley
Posts: 280
Thanks: 0
Thanked 0 Times in 0 Posts
Hunpecked is on a distinguished road
Default Re: Mineless in Silicon Valley

With regard to the Aquilaeians, I'm hoping to use my victorious cruiser fleet to re-re-capture the disputed system; the cruisers can defeat any Aquilaeian fleet I've seen so far.

As for Intel, I have no immediate plans for offensive projects; it's all I can do to hold off enemy operations. Fortunately the Narn with their research aptitude seem to be the only ones who've developed Intel so far. If I can capture some of their Intel facilities it'll be a big swing in my favor, and may be enough to defeat any Intel attacks from the other AIs.
Reply With Quote
  #6  
Old October 5th, 2005, 10:55 PM
Hunpecked's Avatar

Hunpecked Hunpecked is offline
Sergeant
 
Join Date: Nov 2004
Location: Silicon Valley
Posts: 280
Thanks: 0
Thanked 0 Times in 0 Posts
Hunpecked is on a distinguished road
Default Re: Mineless in Silicon Valley

Update: It's Turn 82 and the balance seems to be tipping my way (for now) against the five-AI TDM team.

Pyrochette: To the west of my south-center home system, the Pyrochette have relentlessly tried to sterilize and recolonize the system I took from them 20-odd turns ago. After being down to one planet in the system, I've taken three more they had recolonized; two- and three-cruiser fleets keep dashing themselves to death against my WP, Sat, and fleet defenses. In my experience the Pyros are the weakest of my five opponents, so this is my lowest priority front for resources.

Aquilaeian: They've been very aggressive all along my northern border. They captured a spaceyard planet in one frontier system, and it took several turns to throw them out (I inadvertently glassed the planet when my fleet "sought after" enemy ships that moved over it). In the long-disputed Ikrod system they've colonized several worlds to my one. Nevertheless, I just wiped out 15 CR/LC in Ikrod and captured a nearby Aquilaeian system with three mining worlds (finally alleviating my perennial minerals crunch). I've started ferrying captured civilians to my methane worlds.

Tessellate: They were a minor presence to the northeast until a few turns ago, when they showed up in force. In three turns, three CR/LC fleets popped through two warp points into my frontier system. Fortunately most of the CRs were armed only with anti-planet weapons (napalm); though outnumbered, I easily greased 60+ ships for the loss of 11 Sats and 1 LC (rammed).

United Flora: They started out hemmed in by the Narn to the east and my territory to the west, so when I took their home system and two others it put them on the ropes. They're not gone, but I expect only token resistance.

Narn: I pushed east past the UF and took the Narn home system. They counterattacked, glassing one of their former worlds, before I could drive them out. Capturing their second system has gotten me several ships crippled, but considering they have PPB V, the Talisman, and at least one BC, resistance has been light. The most recent Narn prisoners have been Angry, so I suspect Narn morale, production, and construction are in the toilet. If so, this is the time to strike; I've given this front first priority.

It's too soon to gloat, since hordes of Talisman-wielding Tessellate may show up at any time. That I've survived this long is due to the AIs' poor offensive coordination, "creative" shipbuilding programs (fleets of planet killers helpless against ships/sats), and inability to deal with my PPBs (most AI ships still mount 1-2 ordinary shield generators instead of extra armor). Win or lose, though, this is definitely the most fun I've had against the AI so far.
Reply With Quote
  #7  
Old October 24th, 2005, 03:44 PM
Hunpecked's Avatar

Hunpecked Hunpecked is offline
Sergeant
 
Join Date: Nov 2004
Location: Silicon Valley
Posts: 280
Thanks: 0
Thanked 0 Times in 0 Posts
Hunpecked is on a distinguished road
Default Re: Mineless in Silicon Valley

I learned a nice little lesson from the AI this weekend. Wouldn't you know, it happened when I thought *I* was being the clever one.

I had a fleet of LC/CR, a supply ship, repair ship, and troop transport (13 ships total) ready to jump into an Aquilaeian system. The previous turn I had executed a successful random "crew insurrection" Intel project, and by good luck (hah!) captured a cloaked (!) CR on the far side of the very warp point my fleet was about to transit. (I knew the Acks had Stealth armor and I had previously detected the occasional cloaked ship infiltrating my systems).

My new allies reported that the far side of the warp point was guarded only by 2 LC and 6 Sats. Haha! I had caught the poor dumb Acks napping! Gloating, I ordered my Ack CR to uncloak and engage its former comrades, and sent my fleet through the warp point. Victory would soon be mine! Muahahahaha!

In retrospect, of course I should have asked myself two questions:

(1) Why was my Ack CR cloaked when I captured it?
(2) Wasn't it an incredible coincidence that, out of the entire Aquilaeian Empire, my random Intel project captured a ship in exactly the right place?

Well, I'm sure the Space Empires veterans reading this will know what happened next. The warp point was actually guarded by an additional BC and 22 CR, all cloaked. This fleet must have been a substantial part of the Ack navy, making a random crew insurrection more likely to strike it. Watching the turn's combat replays, I saw my liberated CR vaporized and figured my incoming fleet was doomed.

Fortunately my crews paid only a small price for their commander's stupidity. Both fleet and individual ships were generally trained to the max, all combat ships had ECM, Stealth/Scattering armor, and shields, and they were armed with deadly PPBs. After the initial close range volley, ships on both sides scattered and continued the battle at medium and long range. In the end the Aquilaeian fleet was annihilated, at the cost of two ships crippled and two lightly damaged, mostly in the first combat turn.

Taking the lesson to heart, I designed and crash-built a fast scout class with Hyper Optics and Stealth Armor. These ships will infiltrate enemy systems (only the Pyrochette have shown up with cloak detectors so far), or accompany my fleets into enemy territory. I've been slow to appreciate the potential of stealth technology in a game without mines, but I plan to make up for lost time.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:58 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.