Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: ete on July 23, 2013, 09:09:10 PM

Title: ete's AAR: Powergaming - coming August 2013
Post by: ete on July 23, 2013, 09:09:10 PM
Everyone seems to be doing AARs these days, and today I was mulling over my next game, and decided I'd probably do an AAR for it.

I'll be playing on Transcend, and all of my opponents will be laughably overpowered factions. My faction will likely be powerful, but significantly weaker than that of my foes. I'll also use faction editor to make a nice map and give certain SPs to foes.

Current factions I'm considering including:
Roze - Techshare 1, so always at least equal top in tech, Empath Guild
I like the idea of having someone who'll always be able to match or beat my technology. If there's a coalition against me which she's on at any point, I'll be fighting an uphill battle.
Uni Sigma's Technocrat Foundation - Starting with VW, HSA, Supercollider, and maybe Longevity Vaccine
I wanted a hardcore researcher to power Roze. This should work well with some buffs.
Hive - Starting with the Cloning Vats. May be totally broken.
Heard it mentioned once as a potential challenge in SP and want to see how this goes.
Usurpers - Buffed attacking bonus, maybe 200%. Some other bonus?
Mostly for story purposes, also one of the more threatening normal factions.
Annihilators - Based on the AntiMind, but bent on annihilating all sentient life including Planet. Massive bonuses everywhere.
Basically the Big Bad of the game, head and shoulders above the others in at least direct combat.
JarlWolf' Crimson Comrades - Starting with The Command Nexus and The Cyborg Factory.
Partly because I like them, partly because they fit the story, and partly so there'd be one of Jarl's factions too.

And my faction. Originally I was thinking of playing the AntiMind, and making this game entirely filled with monsters, but I'm loathe to use a faction with such harsh builder penalties in a game against so many extremely powerful opponents, there's no way I can rush them all with worms and after the early game (nothing beats AntiMind early game) it becomes a whole lot less powerful. Perhaps that's a good thing, more of a challenge.

I'm open to suggestions here, but remember the weakest opposing faction is likely the Usurpers with their offensive bonus quadrupled, and the strongest will be a juggernaut as close to the Supah Newbs as a cannon faction in power (unless CV from the start Hive turns out to be totally insanely broken, which it may), so don't make me play it as the Cult or some faction without a significant advantage.

My general plan is to have Roze on a nice island by herself separated from the Annihilators by a thin stretch of water, maybe with a small land bridge.. actually, screw it, have a sketch:

Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on July 23, 2013, 09:17:16 PM
Now, as far as overkill factions go, I Have No Name did some playtesting, and claimed the ScotsN00bs put the SupaNewbs to shame.  He implied that the Scots just can't be beaten -  EarthMichael take note.

I'm looking forward to this.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: JarlWolf on July 23, 2013, 09:20:45 PM
Comrades are fine, but if you really want a militaristic challenge go for the Valhallans. They have 4+ Morale and probe bonuses and are murderous early game, or if they match tech with you.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Sigma on July 23, 2013, 09:22:52 PM
Wow this is gonna be awesome. Glad to see one of my factions show up in there. I better get cracking on the graphics for the Technocrats!

In addition to boosting their research you should also switch their Robust Efficiency back to an Immunity like I originally had it. That way they can run Planned without cutting into their research funding.

Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on July 23, 2013, 09:37:52 PM
Oh, and the prestory plan is basically:

All normal factions land, plus aliens. They devlop and war for some time, then Caretakers create AntiMind in captivity to try and give Planet a defender, then release it in a last ditch attempt to survive against Usurpers. It turns on everyone, but is fought back by Usurpers. Usurpers develop the technology used to make the AntiMind, and start killing off human factions. Comrades are tough so hand on, Roze runs away, Yang is captured, almost everyone else wiped out (other than the Techs, not figured that out yet, maybe they had previously surrendered to the Usurpers to develop tech for them?). Roze hacks into their systems and frees their experiment, which turns out to be absurdly deadly and summons a massive surge of Native activity overwhelming most bases and knocking the Usurpers almost back to the stone age. Yang escapes in the chaos and steals plans for cloning technology, which he uses to found a new colony off in the ruins of old human factions. The Annihilators (as the escaped experiment is now known) is fought back somewhat by the Planetmind and loses its near total control over natives, making it a slightly more manageable force, and prepares itself.

There will be some ready terraforming in relevant places to help the AI/fit the backstory.

Reasons why each faction is weak at the start of the game:
Roze - Fled as her faction was mostly destroyed by Usurpers.
Comrades - Fought a long and bitter gorilla war with the Usurpers at the height of their power.
Yang - Was beaten and captured, has to rebuild pretty much from scratch with only a few men, but has cloning tech.
Usurpers - Took the brunt of the Annihilator's initial attack, summoning most of the Native life on Planet. Only survived in scattered pockets due to the Native life scattering as Planet fought the Annihlator's control.
Annihilators - Lost control of almost all forces due to Planet's intervention.
AntiMind - Lost control of almost all forces to the Annihlator in the days after its released, killing off almost all human slaves.
Techs - Weakened by war with Usurpers, but partly recovered during the peace. Usurpers installed faildeadly systems in their bases, which were triggered as Usurper bases were destroyed, decimating their population and technology.

@BU: Unbeatable factions, maybe another time, or in a game I'm not AARing. I may well take that challenge, to beat the ScotsNewbs, but not yet and I'd use some other powerful but less crazy faction.

@JarlWolf: The Comrades I think fit the story better, and I like them more as a faction. I'll be giving the Comrades bonuses not far behind them to keep up with the competition (justification: Long war with Usurpers=lots of extra training).

@Sigma: Okay, looking forward to it. And yep, good idea.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on July 23, 2013, 09:39:21 PM
Oh, and I'll likely not be going into massive detail/using huge numbers of screenshots, I'll probably write about most events without pictures, and update the map every so often or report on major events.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on July 23, 2013, 09:50:29 PM
That would have the advantage of avoiding the wait for pictures to load as the reader gets towards the bottom of a page, which can get pretty hard to take.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on July 23, 2013, 10:05:27 PM
aaaand I may play with full map visible thanks to the AntiMind's connection with fungus around the Planet. This would let me report on the other wars before I get far in, and give a better idea of what I'm up against. It's also be an advantage, but probably not a huge one.

Thoughts?
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on July 23, 2013, 10:11:39 PM
From the perspective of what's most entertaining to read?  Being able to at least see bases come and go, and switch factions, may well be the way to go, at least early on.  It's not like that would eliminate all mystery, short of starting with infiltration on everyone.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on July 23, 2013, 10:20:51 PM
I'll need some graphics for the Annihlators too, something native looking and intimidating. Maybe more out and out evil than other native structures, since they're pretty much sentient life's worst nightmare. Worms are referred to as while blood cells of Planet by the game at one point, bent on eliminating all non-assimilated sentient life. These are a form of those, but directed towards all life, including Planet itself. A cancer empowered by progenitor technology, which would spread to other planets once this one is devoured.

Not urgent for the graphics mind, I won't start until August 3rd or later.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on July 23, 2013, 10:30:59 PM
Hmm.  You're the one who has the best idea of what you prefer.  Googling up some pictures that are at least in the direction you want might help get an artist inspired...
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on July 23, 2013, 10:51:07 PM
How about using the Locusts of Chrion picture (with some modifications) for diplomacy?
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Green1 on July 23, 2013, 11:00:39 PM
Comrades are fine, but if you really want a militaristic challenge go for the Valhallans. They have 4+ Morale and probe bonuses and are murderous early game, or if they match tech with you.

I agree. They will do well. In test games, the Comrades are worse (as far as good) than Sparta. they just made a mistake of starting next to a player who is a Miriam specialist :D
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Green1 on July 23, 2013, 11:02:35 PM
I'll need some graphics for the Annihlators too, something native looking and intimidating. Maybe more out and out evil than other native structures, since they're pretty much sentient life's worst nightmare. Worms are referred to as while blood cells of Planet by the game at one point, bent on eliminating all non-assimilated sentient life. These are a form of those, but directed towards all life, including Planet itself. A cancer empowered by progenitor technology, which would spread to other planets once this one is devoured.

Not urgent for the graphics mind, I won't start until August 3rd or later.

As you may have noticed, I am looking for Alien factions that are good. I will be watching...
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on July 23, 2013, 11:39:32 PM
How about using the Locusts of Chrion picture (with some modifications) for diplomacy?
I'll look into it - if that doesn't seem feasible, would some sort of creepy worm-prog mashup work?
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Sigma on July 23, 2013, 11:44:57 PM
Techs - Weakened by war with Usurpers, but partly recovered during the peace. Usurpers installed faildeadly systems in their bases, which were triggered as Usurper bases were destroyed, decimating their population and technology.

Going a bit further: Technocrats had successfully uploaded their entire population into the vir (virtual universe, cribbed from Hannu Rajaneimi), but the Usurper's faildeadly systems effectively caused the entire digital structure to go down in flames, dragging 98% of their population into cyberspace oblivion. Federov, himself one of the first uploaded minds, managed to escape the dying network and return to the physical world, a pitiful fraction of the omniscent digital god he once was.

The Technocrats still speak of this event as The Spike (Rajaneimi again).

This explains why they have access to the Virtual World project at the start, because it is the foundation of the vir.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: JarlWolf on July 23, 2013, 11:46:41 PM
Comrades are fine, but if you really want a militaristic challenge go for the Valhallans. They have 4+ Morale and probe bonuses and are murderous early game, or if they match tech with you.

I agree. They will do well. In test games, the Comrades are worse (as far as good) than Sparta. they just made a mistake of starting next to a player who is a Miriam specialist :D
You mean they are better then Spartans or worse then Spartans? I am confused.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on July 23, 2013, 11:58:45 PM
@Green1: The way I'm planning it, this new faction will be significantly more deadly than even the AntiMind, so I'd suggest if you're thinking of using it either use a toned down version (I'll make a balanced one) or use a very powerful faction yourself.

@BU: Okay.

@Sigma: I like it! I guess I should move the timeline for their surrender a bit earlier then, to give them time to develop/stabilize that kind of tech. Probably the Progs ran into a human faction or two really early on and rolled them, slammed into the Techs straight afterward, and the Techs offered to become the Usurper's research division in exchange for not becoming the Usurper's target practice/food supply. The Usurpers would have installed a way to take down the Tech's vir at the touch of a button, knowing that the only way to be sure the Techs would not use their technological mastery to rebel would be the certainty of death for their population if the Usurpers fell, and when their capital was overwhelmed it activated. Federov, not one to take death lightly, would have made sure there was a way out for him at least, though there was no time to save most of the others. So he's pretty furious at the Usurpers now for causing mass death, but still not keen to become their next target.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Green1 on July 24, 2013, 06:51:31 AM
Comrades are fine, but if you really want a militaristic challenge go for the Valhallans. They have 4+ Morale and probe bonuses and are murderous early game, or if they match tech with you.

I agree. They will do well. In test games, the Comrades are worse (as far as good) than Sparta. they just made a mistake of starting next to a player who is a Miriam specialist :D
You mean they are better then Spartans or worse then Spartans? I am confused.

Better...

@ ete...

NEVER let anyone tell you power gaming is inferior or "compensating" for something like I was told in the RP scene. Those guys just want themselves to power game and not you. I look forward to seeing your monstrosity. As long as it is beatable. There is a difference between power gaming and unfairness like a god  hitting a 9 year old girl. But god vs god is okay :D
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on July 24, 2013, 10:04:10 AM
I plan to make the foes much stronger than me, since normal Transcend games generally don't give me any actual trouble anymore (it took a really bad start and a foe faction which had constant pop boom, free +1 eng/square, and 50% Hurry cost with only minor drone problems (taken care of by facs/psych) and a Morale penalty to compensate and all the early/most of the mid game SPs, plus being backstabbed by a faction with +4 Morale and Air Power in the middle of a struggle to survive to give me a challenge last game, and I still won). And figure if I'm making them unreasonably strong... why not make them absolutely absurdly overpowered? And if I'm doing that, let's give me a mildly overpowered faction to give me a fighting chance :)

Not quite God v God, Legendary Hero vs six Gods.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on July 24, 2013, 11:07:50 AM
Also considering making this a challenge open to other players, would anyone else want to play through it and give their experiences if I post a turn 1 save?
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: sisko on July 24, 2013, 11:20:14 AM
your scenario should have all the ingredients for a nice GotM..
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: JarlWolf on July 24, 2013, 12:25:56 PM
Also considering making this a challenge open to other players, would anyone else want to play through it and give their experiences if I post a turn 1 save?

Yes: Maybe have comparative AAR's or something. I could easily do it on top of my current AAR as for this one I wouldn't focus on creating a story, just posting my gameplay.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Green1 on July 26, 2013, 02:38:25 AM
Also considering making this a challenge open to other players, would anyone else want to play through it and give their experiences if I post a turn 1 save?

I am down.

But you will need to provide more than just the turn 1 save. We will also need the faction files and your alphax for it to work.

I dare say, I like this Annihilator concept.  Do not worry about balance. I would stick this in WITH Antimind into my little toy box. I am sure you have ideas already, but I would just go with what you think a Prog race that wants to destroy EVERYTHING would have instead of out to make them a beast.

Here are my thoughts:

Starting techs: Applied Physics, Industrial Base, (forget the name of tech for 3-res)

-3 PLANET: Even Planet senses the dark intents.
+3 INDUSTRY: Motivated towards the machines of war.
+3 MORALE: Hardened for Battle
-3 GROWTH: Destroying things leaves little time for creation.

Impunity to Fundamentalism penalties.
Cannot use Knowledge or Democracy. Cannot use Future Society: Eudamania
Free Command Center with tech each base.
Free Recycle Tanks each base.
Alien defenses.
+50 percent attack.
Starts with a Battle Ogre Mk1




 
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Green1 on July 26, 2013, 11:21:42 AM
Actually, Ete.... you have me obsessed. i was at work thinking all night about an alien. If my co workers knew what was in my head, i am sure they would ask me to get professional help.

Having the Antimind only in my toy box is like having Darth Vader but no Luke Skywalker (the Return of the Jedi black figure, not the silly X-wing outfit, Hoth outfit, or original SW)

Antimind needs a playmate. An opposite. The Annihilators.

But, I am not a thief. I may actually have to -gasp- make a faction! you see, I want a 3rd set of 7 that fit storywise. I agree, Crimson Comrades makes the cut. I will find others. But, an over powering Alien.... Do not worry, I will find another appropriate name other than take yours.

Time to crank up Acedit....
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: JarlWolf on July 26, 2013, 11:32:07 AM
I have name for you:

The Liquidators, The Exterminatus, The Assimilators or The Scourge.

Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Sigma on July 26, 2013, 11:35:40 AM
The Exterminatus
That is a pretty good name.

Oh and I finished up the Technocrats' graphics. Enjoy!
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Green1 on July 26, 2013, 11:56:58 AM
The Exterminatus will be born...

I shall escape later to another thread... and watch patiently while ete decides on his madness....
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on July 26, 2013, 07:55:05 PM
Some cursory searching -I'm not done yet- turns up these two interesting shots, probably useful for adaption as leaderheads...
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on July 26, 2013, 08:09:16 PM
Also these:
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Sigma on July 26, 2013, 08:09:49 PM
That Prog drone picture is pretty intimidating.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on July 26, 2013, 08:10:45 PM
;D Yeah.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on August 02, 2013, 11:12:34 AM
Glad a few others are up for playing this :) I've been thinking, and will probably make it possible to play this AAR as multiple factions, giving most of the massive faction advantages via SPs rather than via faction bonuses, and creating turn 1 saves with the player set to each faction with that SP not given, so the human has to work hard from each side. The Usurpers and Annihilators will have just faction bonuses, and not be human playable.

Green1: Sounds like a good concept, though somewhat different from what I'm envisioning. My faction is not Prog, it's Planet's immune system gone mad due to the Usurpers messing with it in an attempt to control Planet, freed by Roze and on a rampage to clean all life off Planet. It's able to capture worms off the Planetmind, so needs a positive planet rating.

Thanks Sigma :)

@BU: Since these guys are not really Prog, the Locusts seem like the best choice.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on August 02, 2013, 02:38:22 PM
Okay; I'll need at least a concept for logos, bases, and diplomacy landscape...
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on August 02, 2013, 03:57:44 PM
Logo.. maybe a red ring with dot in the center, ideally with some form of damaged looking effect on the ring (dripping with blood or slightly tattered).
Bases, either something with minimal personality (think http://fields.eca.ac.uk/gis/wp-content/uploads/2010/02/nw-30.jpg (http://fields.eca.ac.uk/gis/wp-content/uploads/2010/02/nw-30.jpg) but worse) or something extremely falling apart/infested with fungal tower stuff. Probably the latter, but the former may be less work.
Diplomacy landscape, anything with lots of fungus is good.

Also I'm mostly done with the text files, so this is I think the last thing I need before doing a test run then working on the scenario.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on August 02, 2013, 04:01:42 PM
Okay, I've opened GIMP, and this goes to the top of my to do list for the day.  Let's see what I can slap together...
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on August 02, 2013, 05:30:33 PM
Excellent, I look forward to seeing what you come up with :)
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on August 02, 2013, 11:44:14 PM
Unexpectedly busy day, but I've finally commenced work for you; I don't think drawing a basic logo like you describe will be a big deal, I've got something I think will work nicely as a generic base, and while I don't have a DL yet, I doubt I'll have trouble finding SOMEthing with a locust to serve.  Stay tuned.

Leaderheads almost done already.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on August 03, 2013, 12:44:14 AM
This is what I've got so far.  I wanted to see what you thought before I got much further - you want standard shields, alien, or would you like to go look at the Shields file in Downloads and pick one of the non-standard ones I invented?

Will the red do as a faction color?  For the logo?  Tatter the logo more?  Think I should go to any trouble for the sea bases?

First thing I do while I wait is google locusts of chiron and look for screenies/landscapish shots...
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on August 03, 2013, 12:52:46 AM
Looks good :). I like the base, fits well with the logo. In the AAR they probably won't get many water bases, so no need to go to too much trouble on those.

Alien shields I think. Red is good, maybe a slightly darker red than wild natives if that's possible without making base names invisible on fungus.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on August 03, 2013, 12:57:14 AM
That's about as dark as it gets and still works - I'll darken about 10 more percent  for good measure, but they'll probably always look like the Drones on the minimap.

I've dropped in something I think will do for the landscape - bases will probably take about another half hour at most, then I'll have something for you to play with...
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on August 03, 2013, 01:28:36 AM
See how this works.

You're easy to work with, sir - that's good.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on August 03, 2013, 01:41:27 AM
Great! Thanks, I'll play a game or two with it tomorrow :)
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on August 03, 2013, 04:03:47 PM
So after doing a couple of quick tests (just start of the game, and handing over to AI a lot) I just spent about 4 hours adding detail to the map because it's unreasonably fun, despite AC crashing and me losing about an hour and a half of work due to not saving often enough. There's going to be a whole lot to explore, and a lot of the history is written into the map in landmarks. For example, there's a landmark+Monolith where each faction was destroyed.

I'm reconsidering wanting to play with map revealed, that can happen another time. This game I'd like to explore.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Green1 on August 03, 2013, 06:24:08 PM
So after doing a couple of quick tests (just start of the game, and handing over to AI a lot) I just spent about 4 hours adding detail to the map because it's unreasonably fun, despite AC crashing and me losing about an hour and a half of work due to not saving often enough. There's going to be a whole lot to explore, and a lot of the history is written into the map in landmarks. For example, there's a landmark+Monolith where each faction was destroyed.

I'm reconsidering wanting to play with map revealed, that can happen another time. This game I'd like to explore.

There is something to be said about exploring.

By the way, Ete, any chance you can link all the files for that monstrosity of a faction you have created? Do not worry about balance. Balance is overrated. I want to play with cool toys, too. :D
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on August 03, 2013, 09:51:26 PM
It's attached to the OP of this thread: http://alphacentauri2.info/index.php?topic=3981.0 (http://alphacentauri2.info/index.php?topic=3981.0)

Also.. it's significantly weaker than I want it to be. It keeps getting beaten by Marr with his best bonus (+25% attack) quadrupled. I'll probably give it some Psi bonus.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on August 20, 2013, 06:05:06 AM
Did a bit more on this today, ran another test with boosted Annihliators to turn ~2250. Usurpers got lucky and took their HQ with both the psi projects.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on August 20, 2013, 06:36:52 AM
Oh crap. Just played a game with the Annihiliators having their bonus fully. The constant pop boom hive held on for a little while, but when they fell the techsteal kicked in and the Annihliators just.. blew every other faction out of the water. The CC and Angels were last to go and the nukes were flying (Roze hit the Annihilator's main project base, but got hit by two nukes in return). By the end (2260), the Annihilators had control of everything and were pumping satellites. But seeing their air power against Roze scared me, lol. Maybe they don't need to start with the Manifold Harmonics and both Psi projects as well as being boosted a lot.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Green1 on August 20, 2013, 06:39:16 AM
Oh crap. Just played a game with the Annihiliators having their bonus fully. The constant pop boom hive held on for a little while, but when they fell the techsteal kicked in and the Annihliators just.. blew every other faction out of the water. The CC and Angels were last to go and the nukes were flying (Roze hit the Annihilator's main project base, but got hit by two nukes in return). By the end (2260), the Annihilators had control of everything and were pumping satellites. But seeing their air power against Roze scared me, lol. Maybe they don't need to start with the Manifold Harmonics and both Psi projects as well as being boosted a lot.

lol

sounds evil!
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: JarlWolf on August 20, 2013, 06:54:09 AM
The Comrades do me proud.

Also, are you in need of another faction for your AAR? I have an idea of who could go in, and a very story friendly one: I just need a bit of time to complete it.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Green1 on August 20, 2013, 07:02:26 AM
Give em all a nuke or two to start  :danc:
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: JarlWolf on August 20, 2013, 12:19:11 PM
Give em all a nuke or two to start  :danc:

The AAR would be over in just a few turns then.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on August 20, 2013, 02:52:09 PM
The Comrades do me proud.

Also, are you in need of another faction for your AAR? I have an idea of who could go in, and a very story friendly one: I just need a bit of time to complete it.
I'm kinda doubting my ability to win with a faction which is terrible at building like the AntiMind (-3 Industry and no min bonus, ewww) and the me slot is the only maybe available one. But on the other hand, if I don't have the earlygame power of the AntiMind I am just going to be killed right away by these monsters.

Interestingly, the Technos generally lead the powergraph for some time. That's what you get for starting with like 8 colony pods and a load of formers on a fully mag tubed large monsoon jungle with a builder faction.

Damn.

And yea, the Comrades have an excellent chokepoint with a good productive area behind it, plus I gave them all insta-elite.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Sigma on August 20, 2013, 02:57:26 PM
The Comrades do me proud.

Also, are you in need of another faction for your AAR? I have an idea of who could go in, and a very story friendly one: I just need a bit of time to complete it.
I'm kinda doubting my ability to win with a faction which is terrible at building like the AntiMind (-3 Industry and no min bonus, ewww) and the me slot is the only maybe available one. But on the other hand, if I don't have the earlygame power of the AntiMind I am just going to be killed right away by these monsters.

Interestingly, the Technos generally lead the powergraph for some time. That's what you get for starting with like 8 colony pods and a load of formers on a fully mag tubed large monsoon jungle with a builder faction.

Damn.

And yea, the Comrades have an excellent chokepoint with a good productive area behind it, plus I gave them all insta-elite.
I assume that when the fangs come out they fold without much resistance though?
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on August 20, 2013, 03:09:20 PM
They've taken bases from the Annihilators in some test runs, and reclaimed bases that the Annihilators took, and they seem to at least hold their own against +100% offense usurpers. They've not actually won a simulation yet, but they do provide a lot of tech for Roze and via her the other humans which is the plan, distract Marr from the CC for some time, and build an empire.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Sigma on August 20, 2013, 03:12:09 PM
Well then I'm pretty proud of my boys!
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on August 21, 2013, 03:32:36 AM
Okay, did another 5-6 runthrough tests today tweaking each time. I'm mostly happy with how terrifyingly scary my opponents are, and I've done some things like remove yang's CV and give him +6 Growth instead so I can't go rush him and steal the CV. The Annihilators still win every game, and every other faction is absurdly powerful in their own unique ways, with the strongest factions positioned so they are attacked from all sides. Yay.

In one game the Technos rushed the Annihilators and could have actually killed them if not for yang turning it into a three way battle.

Speaking of Yang, as well as the constant pop boom, I've given him one very well kitted out base (hab complex, punishment sphere, defenses) with a 13 nutrient square next to it. Weeeeee.

The Angels got more CPs and the CBA at the start (not useful right away, but they get air and need it to hold off the Annihilators), plus as before get any tech any other faction gets.

CC pretty much just have a nice starting location and more Morale.

Technos lost a few CPs to slow their insane initial burst, but improved their position.

Oh and the Usurpers start with one of each Battle Ogre (Elite of course). One of which has a string disruptor+stasis field+two good abilities. The last can't move it for the first 60 turns, but that's still a serious unit for turn 60. And the others come in on turns 10 and 30 with 6/12 weapons respectively.

All of them had their strategies tweaked. Looking forward to this.

Not sure when I'm going to have time to actually play this through though, I'm suddenly fairly busy for a while..
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: JarlWolf on August 21, 2013, 03:45:22 AM
As a person who is currently engaged in an AAR, I can tell you that is tough work keeping it updated at a consistent basis. The way I treat it now is every once in a bit I update it, and when I do update it, it's larger updates with lots of content for people to explore. Sort of like a "Weekly" episode style thing. No set dates but you can generally expect a new post once a week or so.

Though it also depends on what type of AAR you are thinking of: If you are just screencapping and describing the situation in strategical player thought, it shouldn't be as hard as screencapping and then writing a story out of it.
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on August 21, 2013, 03:47:46 AM
Keeping it fairly regular and not too far between installments really matters...
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: ete on August 21, 2013, 03:55:22 AM
I don't plan to go to anything like the detail you're doing for your AAR, and will try to focus mostly on strategy with some backstory told about the landscape as I come across it. If I make a post with a few screenshots every 5-20 turns (depending on how much happens), use the new trick I found to make multiple screenshots without exiting the game, and mostly let the screenshots do the talking.. I'd estimate making an AAR would double or triple my play time. I can normally finish a large Transcend game in a day to a day and a half, though this is an extreme game and may take considerably longer unless I get crushed. And.. I'd quite like to try and do this fast, especially considering I'll likely be leaving the internet for most of a year in October.

Basically, I'm planning to get it done in quite a short time compared to most AARs, either win or lose. The plan may not work at all.

@BU: Regular.. is not something I can offer. It's going to be bursts, I'm not able to be around my computer consistently. I could write a lot of posts in a day and someone else could post them over a week while I'm away?
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Buster's Uncle on August 21, 2013, 03:59:16 AM
That could work...
Title: Re: ete's AAR: Powergaming - coming August 2013
Post by: Green1 on August 21, 2013, 04:53:52 AM
I just take an entire day off when there is nothing to do and just churn away for hours till it is done. It is usually a game I will play anyways, so..
Templates: 1: Printpage (default).
Sub templates: 4: init, print_above, main, print_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 31 - 840KB. (show)
Queries used: 14.

[Show Queries]