defenders before mindworm attack
no Perimeter Defense bonus
It turns out this is going to be a complete cakewalk. I'm noticing that the defender doesn't get a Perimeter Defense bonus against the mindworm. That is seriously overpowered. I'll need to have a word with the binary hackers about that. Won't help my mod, but it should be made to help somebody. I'm saving a game just in case there's any kind of forensic question about this.
Having now established a secure perimeter, we have made ourselves
relatively safe from enemy incursions. But against the seemingly
random attacks by Planet’s native life only our array of warning
sensors can help us, for the Mind Worms infiltrate through every crevice
and chew through anything softer than plasmasteel.
If Perimeter Defenses (and Tachyon Fields) worked against psi combat, bases would be uncrackable to psi units.
The point of psi combat is to be a "hole" in the combat system
Mind worms are still expensive
and stacking lifecycle bonuses requires a lot of additional expense
Firstly, since its in the game's Canon mind worms infiltrate bases with ease, I assume it is meant to be by the designers back then.
Worms have more issues, they are slow
Its often much better to have strong rover attacking and kill 2 units instead of worm being so clumsy.
One minus is they need special facilities..
which are not really great to make them strong.
Firstly, since its in the game's Canon mind worms infiltrate bases with ease, I assume it is meant to be by the designers back then.
Yes, its clear were you stand on this, bvanevery. You don't have to repeat it a zillion times.
No, my +4 PLANET isn't the issue. That's only a +40% offense bonus. A Sensor Array alone in my mod is a +50% defense bonus. That kind of bonus to defense hurts, enough to go to great lengths in my mod to get rid of Sensor Arrays before making assaults. A Perimeter Defense is ordinarily a +100% defense bonus, greatly exceeding my Psi offense bonus. It would not be a cakewalk, if it were actually in effect.
You would have to use softening and attrition tactics, i.e. actually work for your meal.
It's a really bad idea. It renders all the other combat progressions meaningless. Make mindworms and take over, because they're a free victory.
Not compared to the weapon and armor progressions I built in my mod, to make players actually work for advantages. Mindworms have no cost progression, and work just as well regardless of defender's armor or reactor size. Isn't it obvious when I put it that way, that it's the One True Weapons Platform? How could it possibly be otherwise? Nobody else gets to ignore base defenses, ignore unit defenses, ignore unit hit points...
In my game I've built like 3 Spore Launchers. Every single other unit, I've captured. They're so good, that they've survived all this time. I've got Mature Boils, Great Boils, and Demon Boils. Granted I'm playing a Passive Aggressive style and not a Full Conquest style. That means I'm not engaging in any attrition warfare. I kill something weak to get someone's attention. I mostly turtle and then find a point of weakness whereby I extend my reach.
Yes, its clear were you stand on this, bvanevery. You don't have to repeat it a zillion times.
and the AI doesn't build trance defenders
and the AI builds magtubes for you.
I don't see any sensors, but maybe you actually had to pillage/bombard those rather than the AI not building them smartly since it doesn't.
Except the morale system, which is the point of psi combat.
quite destructive
The Cyborgs have put 2 oddly Elite units next to my city, so I send an oddly Demonic mindworm to kill one of them. As usual, the odds calculator lies and it's actually a total cakewalk. The armored Speeder unit, I send an old Particle Impactor after it, because if I do well with a mindworm it's just going to disengage anyways. That will put it on a stack of units that will all get wiped out with successive splash damage. The Particle Impactor dies because it was a Fission vs. Fusion matchup, but the Speeder takes 40% wounds. The Spartans just donated some armored Particle Impactors so I use one of those next. As expected, it takes 70% wounds and disengages to a square with another unit on it. When the mindworms come, it'll die in the stack, or be awfully close to it.
You captured them in the early game and had the foresight to train them up to high levels, which AIs don't do.
Make a mind worm and you have an expensive and weak unit that you must carefully maneuver around scary threats
Mind worm cost is moddable so that's on you to account for them and balance accordingly if your revised conventional unit costs threw things out of wack.
So is the PLANET combat bonus/penalty, for that matter.
Isles of the Deep are expensive for what they are and don't benefit from an innate psi attack bonus.
Locusts I would say are OP, but they come late enough where there's a lot of "OP" stuff flying around.
You should actually make a mind worm army and see what it's like before you decide the units you got for free are too expensive or powerful.
The stock AI does build them in my mod. Just not enough of them, or early enough. I'm way better than the AI. I can get all kinds of techs and cream it. This is not true of everyone who's playing my mod, based on field reports I've gotten back. So I'm not quick to judge whether the AI is "building enough Trance defenders". There's no doubt that it builds far less Trance, than it builds ECM or AAA. It builds plenty of 3-Res, but that's really not enough to slow down a mindworm.
No, sometimes they do and other times they don't. I build my own Formers and lay my own rails just fine, regardless of what the AI does. Long as Formers and rails are in the game, they can be used with impunity. And I'm not taking them out of the game, because the game is already tedious enough as is, pushing all the units around.
You don't generally see them in my recent AAR because I've generally destroyed them before taking a screenshot. I'm sure I've detailed such procedures in other AARs, but not every AAR I do is a basic tactical tutorial. My typical method is using a probe team to escort a Scout. Scout performs the destruction, probe team does some other task.
An Elite unit is Elite, a Demon Boil isEliteworse (see below). And I get to add +4 PLANET on top of it. I can cream Elite units no problem, on open ground at least. Just illustrated me doing that.
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Oh wow get this. I just actually looked at the details of my own screenshot. An Elite bonus is +50%. A Demon Boil bonus isn't equal to that, it's actually +75% !!! And the +40% PLANET bonus on top of that.
Getting assaulted by the AI, is not why I wrote this post. I'm talking about how easy it is for me to beat up the AI.
In my mod, the AI will build tons of mindworms in the late game. If the game goes to late game. Which sometimes it does, because of the map and my play style that game. The AI has clearly figured out that mindworms and spore launchers are a better deal than advanced weapons. It even uses them effectively for some things. Like preventing Conventional Missile hits, a Spore Launcher works amazingly well! Or if I do an orbital insertion and am lazy about reinforcement, mindworms can indeed swarm in and pick me off by sheer attrition.
To me, it's a given that the AI can't mount a competent offense, after midgame. In the early to midgame, it might get enough of a mass of stuff together to cause problems. But I'm too good a player for anything to ever be an issue once we're in midgame. This isn't true of everyone playing my mod, so I'm not quick to bias things towards what would challenge me.
Wat? I walk out into the fungus and pop pods. Mindworms pop out of those pods and I kill them with impunity. They don't even fight back! Except the spore launchers sometimes.
I didn't increase it. PLANET has to be worth choosing for some reason. I don't think our discussion changes if my mindworms are at +0% offense instead of +40%. I've only noticed mindworm combat being a problem, if I've got PLANET penalties. Like, -20% for Capitalist, kinda hurts. If I've got some mindworms popping pods and I change to Capitalist, I don't get in fights with other mindworms anymore. I'm probably gonna die.
You can get gazillions of the things with even a +1 PLANET rating, I've found, combing the oceans on a Huge map. The key is to make a few foils to start with. These go pop pods. Isles come out of pods. Some of those, you capture. It snowballs a lot after that. Your Isles will be pretty weak initially, so you do have issues with fattening them up. It's not anywhere near as easy as the land popping drill. But when your PLANET rating goes up later, they become more able to kill other Isles. So then you have stronger ones.
Still, they are not invincible. I tend to suffer a lot of attrition in midgame when various factions start patrolling the oceans more aggressively.
Lol, like in 2 decades of play and being one of the hardest core modders out there, I haven't done that. It's too easy! Now I finally figured out why it's too easy.
It's not just mind worms, and they don't even benefit as much as a rover or hovertank.
While I'd say that's exploiting the batty ZOC rules,
nevertheless this is not something you could do with only mind worms so no they're not the "One true unit" or whatever. You're already using combined arms.
Clearly the result of attacking from a base with a Brood Pit and a Children's Creche, not equal circumstances.
Demon Boil is actually inferior to Elite because mind worms don't get an additional movement point.
OK so how do you make mind worms both harder for the player to use but easier or the same for the AI?
Yeah, that's my point. You can't just churn out high lifecycle mind worms without significant investment or putting them through "training".
It can be harder because if you're running positive PLANET you will probably have captured a lot of mind worms already by the time you go to sea, so your capture chances are going to be innately lower. It depends.
Consider predefined Trance garrison units.
Wat? Brood Pits are extremely late in my mod, they don't even exist yet. I've said like 3 times already this is a "field mindworm", captured in the wild, leveled up by eating things to get to this stage. It's not at all hard to do. It's an Independent mindworm, no base.
A CC, are you clowning? Since when do CCs have anything to do with mindworms? You some kind of Cultist feeding the surplus children to them?
They aren't inferior at combat.
I'm not trying to solve the problem of making the AI play better with mindworms on offense. I'm trying to solve the problem of the human player having this huge exploit with mindworms against bases.
The problem with predefined anything units, is it often invites the AI to obsess about them. I've designed all kinds of units over the course of 2.5 years, and thrown out many of them. Either the AI wouldn't make them at all, or it would make way too many of them.
What I'll be doing for my next mod release, is making Trance available at Tier 2 instead of Tier 3. Moving it to Tier 3 was a fairly recent change and it was a wrong move. In my mod there can be huge time delays to get to Tier 3.
Actually changing the combat formulas and costs, will be some future endeavor, if at all. I'm still in shock that mindworms don't care about a Perimeter Defense. I will see what the AI does when Trance is easier to get.
As far as I can tell, it's in a base per the screenshot. Do you have a better explanation?
Exploiting ZOC inconsistencies is fine,
but using mind worms as intended is an exploit? I don't think we're going to agree on what an exploit means.
AI factions also need a chance to build The Neural Amplifier.
My mindworm did indeed attack from the base.
If base facilities give bonuses to mindworms attacking from the base, that's complete news to me. It's definitely not in the Datalinks. If a Children's Creche has any offensive capabilities at all, that's news to me. If it has anything to do with mindworms, ditto. There is also a Biology Lab in the base. That's standard issue in all my developed bases at this point in the game. If a Lifecycle bonus also awards this great offensive benefit, that's news to me.
There are no Brood Pits in this game currently, and there likely never will be. It's extremely late game tech in my mod, and I've all but won the game by the time such become available. The AI never makes it to Brood Pits, I'm too good. I don't even know if they build them if they're available. I do not give the Cult any free Brood Pits either, because they're a seriously overpowered facility. I jacked the cost of those things through the roof. I think I have them as expensive as a Quantum Converter, and those aren't cheap either.
I'm currently checking the game manual. This is all looking like totally undocumented "how it really works, or it's really bugged" stuff. I found one bit of official trivia that's not in the Datalinks. Not relevant to the current situation, but noted for future use:
"Units in a headquarters base automatically gain +1 Morale when defending."
QuoteExploiting ZOC inconsistencies is fine,
There is no ZOC inconsistency whatsoever in using a probe team to escort units. If I have movement, I can put a probe team there. If I didn't have any probe teams, or a Cloaked unit, or air cover, I couldn't. If there wasn't a rail available, then I'd have to expend movement points instead of riding them around for free. I can also escort units by bringing other units into squares from different directions, probably at the cost of their movement. I can build entire chains of units to "hold" squares for access. It's a good use of Scouts. I don't get how you claim there's any inconsistency at all.Quotebut using mind worms as intended is an exploit? I don't think we're going to agree on what an exploit means.
An exploit is anything that is seriously overpowered. So you seem to think that probe team escorts are seriously overpowered. Why? Do you want ZOC bypassing abilities to be removed from the game? And surely you've noticed that sea and air combat don't have any ZOC.
In my mod it requires E8 The Will To Power. That comes at the beginning of the late game, if someone climbed all the way up the Explore part of my tree. With the AI vs. me, they're never gonna get it. I'm too good. Against someone else, one of the Explore oriented factions could get it. But it's late game.
Children's Creches provide some complicated morale bonuses that are bugged AFAIK but the +1 morale bonus for any unit when attacking from base square is working as designed. ("parents will defend their home to the death"). Even mind worm units benefit from that and additionally get another +1 morale from the Brood Pit for thematically similar reasons. I'm not sure if mind worms were intended to receive both and will probably submit a bug report post and see if Scient wants to do anything about it.
I have no idea where your mind worm's additional +1 morale came from if that base doesn't have a Brood Pit.
I am also using Scient so it could be that you're encountering a stock bug that he fixed.
Overly broad and idiosyncratic definition of "exploit".
An exploit is the use of game rules or limitations to produce an unintended result.
If you want a conventional military unit to ignore ZOC rules, the game designers clearly intended to give you that option: use a Cloaking Device.
The AI certainly doesn't know how to abuse Probe ZOC like you the player does.
The idea of James Bond successfully shepherding a tank division through enemy lines is laughable,
But it's an exploit.
It's a bug. It's ridiculous on its face. They didn't do all this separation of MORALE facilities for conventional units, and Lifecyle facilities for indigenous life forms, just for the lolz. Nevermind obvious differences in the social engineering effects of MORALE and PLANET. Mindworms parent larvae. Yes there might be a human mindworm handler involved, but it's not a whole squad of them. You can't make a mindworm have higher Morale from a Command Center, and it's the Biology Lab that heals a mindworm in 1 turn, not a Command Center. I just read that in the .PDF of the game manual, not like I knew that off the top of my head. But it makes perfect sense and is rational. There are parallel facilities for humans and mindworms. Bioenhancement Center is what it is because it benefits both tracks instead of just one. The Children's Creche is not supposed to benefit mindworms. There is no simulation or narrative justification for this at all.
The point of psi combat is to be a "hole" in the combat system and be strong on the offense. Mind worms are still expensive and stacking lifecycle bonuses requires a lot of additional expense that doesn't help with a conventional military aside from one? exception.
Oh wow get this. I just actually looked at the details of my own screenshot. An Elite bonus is +50%. A Demon Boil bonus isn't equal to that, it's actually +75% !!!
Independent Demon Boil vs Elite, boil attacking from base tile, no facilities: https://i.imgur.com/t3wyoYB.png
The same, attacking from base with Children's Creche: https://i.imgur.com/GucCAl7.png
The same, attacking from base with Children's Creche and Brood Pit: https://i.imgur.com/071mVti.png
I would rephrase it to be an alternative combat system to increase combat variety and survivability of different factions. Like if one faction is quite behind in weaponry but has PLANET bonus (or crank it up) they can withstand massive conventional firepower turning it to psi combat. A very nice idea of different warfare types.
That is in theory, of course. Stupid AI and smart ass humans, as always, can screw up any brilliant game designers' idea. So it may need further balancing. However, I would not discard it right away. Native life is a cornerstone of the whole story! 🙂
Indeed. Both CC and BP add to morale bonus without limiting it. That's definitely a bug.