Unlucky:
(https://i.imgur.com/KCm3suE.png)
He added a huge level of randomness to individual battle result, so even with great odds you have a small chance of loosing.
Even attacking comparable tech and morale unit behid perimeter defense doesn't give defender an advantage in vanilla.
Its actually extremely useful to have several empath scout rovers on hold around continent
Players expect 3:1 to win 90+% of time.. not 75%.
And they are excellent vs -Planet factions - i really ruined Morgain with worms. In one fight he lost 5 interceptors attacking my 50% HP Locus and finally killed him with 6th attack. Its fun when RNG is on my side ^^. He had big negative planet rating and some bad RNG.
I presume there were 100s of good mods..
This mod defy your expectations and you likely will never like it. :D
Vanilla combat doesn't make sense 4-1-1 unit stomping other 4-1-1 unit 100% of the time.
but its better than vanilla in my opinion.
This one had catchier name :danc:.
Thank you for kind comments, glad you like the story. I kind of struggle a bit with language
Glad to have you back. I see that you are mostly done with the mod - if you need some feedback i can try to help. Induktio just put out newer version of Thinker AI so there's maybe one reason for update.
Ha ha ha hee ha ha! AI is stuu-pid! It's this way in stock too. Doesn't know the value of the Manifold Nexus, or how to protect it from encroachment. Some games, it was in reach of one of the AI factions, but they never even bothered to colonize it. So I orbital insert a Drop Colony Pod and voila! If I'm smart enough to remember to do it. Sometimes I'm stupid too.
Awesome story, man! I enjoyed it like a book. Actually, it is better than the book to live this game.
😆
You definitely have a talent. Don't deny it.
😉
(https://i.imgur.com/nltvVEu.png)
Sealurks used their maneuverability to intercept many reinforcements on coasts. It was one of their unique ability to annihilate units on coast, making them superior to conventional ships.
I never knew that! Of course I've been attacked by wild ones plenty of times, but it's unusual to capture one, or have it live long enough to do much good. By the time they become available in the game, particularly in my mod which puts them a bit later, lots of other things have typically already determined how the game is going to go. "Coastal denuding" is not usually the thing to do.
Jeeeezus, 300+ turns and over 700 pop? That's a massive game, I commend your patience in slogging your way through it all.
Congratulations on killing everyone important in Will to Power, too. Certainly it's no piece of cake, albeit more tedious than it is difficult.
There are still some more or less strong factions out there. Did you just let them live or they put up a fight to the level when it is economically ineffective to conquer them?
- I expected that things will go easier when i get Air units.. i was totally wrong - Drones got them several years before and could spam them so it turned out to be worse for me. So I had around 30 cities on my continent, but they were not developed at the time and I could not develop terrain because they wrecked my Formers. I also could not move around unarmored units.
I thought +3 Probe was bugged (that AI can subvert bases even though tooltip says it can't because it happened to me on the year i switched to +3).. had i knew that from beginning the game would go smoother.
- Things really start rolling smooth late midgame - once I picked up that +50% minerals everywhere project
(by that time my bases were bigger and fungus gave some minerals)
- Major turning point was once i got Brood Pits and Locusts - thats I think what you look for (so level 10 tech i think). After that i just steamrolled everyone because I could build worms/locusts in 3-4 turns from 30+ bases and I could afford to have +5 planet rating for huge attacking bonus. I overrun Drones continent so quickly that even I was surprised - this lategame everything snowball so I had like Demon Boils from get go. Also AI liked to picked Eudaimonia and ruin their morale, that helped a lot.
For example I overrun whole Usurper AI continent with like 10-15% of my army I causally produced in short period of 5-10 years because they had negative planet rating and crap morale. In the end i even spammed conventional missiles for fun because I could - and it saves travel time - and I could just conquer some faraway sea bases with one attacker and few missiles. Quite cool ^^ - one can also this way just annihilate any AI units in open terrain which is super convenient.
What really speeds up things is mobility - Locusts are not such great attackers combat-wise, but they can travel quickly and attack backward bases - so if you spot bases with 2 defenders its gg for that base and it really ruins AI. Its almost comparable to mag tubes - which are obviously awesome as well. Earlier in the game its hard to get to places. Then it just takes time to amass enough units, critical quantity to keep rolling - sporadic attacks mostly fail - took me awhile to realize that. Another major factor is SE settings - once you grow enough you can pick SE you really want - for long time I could not pick Green for example because it had that -2 industry which was really killing my production.
Same would go for non-PSI faction - basically you would need to grow enough to be able to pick +high morale to cut your loses a lot. But in this version it was way easier to get +morale than +planet. Its also easier to build strong attacking units with low armor than worms - problem with worms is that they have fixed price.. which is not cheap.. and they can die to weak units. Brood Pits are really really nice here because they lower the cost by 25% so that helps a lot.
It was v43 i think - i have quite a few saves i can maybe zip them if you want to take a look.
- Regarding airplanes - they are quite fine out in the field. AI loved to spam AAA and attacking cities even without AAA is really no go - i remember you changed something about that in some later version but i am not sure anymore. Anyway - airplanes could not attack city at all - AI also didn't even try maybe once or twice. So one thing maybe to improve there is to give some chance to airplanes to attack cities. They are way overpowered in vanilla game to the point one can only builds airplanes and its gg. So you could maybe try to improve their usage a bit.
- +3 Probe: It is NOT bugged. I had a question in your mod thread i think so we discussed that a bit - (most?) SE changes do NOT work on same turn. So if you turn on +3 Probe and click end turn AI will still subvert your bases. On following turn it can't. Its a small thing.. confused me so i avoided +3 Probe.. when it would be way easier for me to actually use immunity.
- The Singularity Inductor - that thing costed 2200 minerals and it gives Quantum Converter (+50% min in each base).. but i finished it around M.Y. 2390 so quite late. By that point i broke most of the Drones sea resistance and aliens as well. Afterwards i overran their continent when all the bonuses kicked in. Picking up The Manifold harmonics was also huge but that was in 24xx - but then i finished the game in next 10-15 turns due to snowball. If I had Manifold earlier the game would be way easier - I know it because I got it earlier in another Gaians game.
- I found Worms too expensive for long time - i really struggled to get a decent number of them - and when i could they would be countered by worms or crawlers :)). It was also hard to build Sealurks which are cheaper (60 minerals i think) because sea/coastal bases are weaker in general - or get settled a bit later. Then when Brood Pits came and all the +cycle bonuses due to other fascilties and secret projects they were OP. So native units start too weak (compared to their cost) and end up too strong - thats a generalization. Very lategame my Singularity (24 attack) and string (30) units were way worse attackers than worms - because AI had Anitmatter (16) armor. Convetional units were great to kill weakly armored units... its kind of logical and ok but its maybe a bit too much skewed in effectiveness over time