Mopes Mopes

9 vs 1, Hard AI, Locked teams attempt

9 vs 1, Hard AI, Locked teams attempt

(images, little storyboard and replays)

Greets,

Ok fingers crossed this doesn't wreck the forum...

So I decided it'd be fun to try a game against nine hard AI locked to the same team. No idea why. For fun? ;) Here's what happened:

Opponents: 9 random locked to the same team @ hard setting
Chosen race: Advent
Resources: Normal
Speed: Normal
Map: Random huge 102 planets
Mission: To outright squish the other races

And so the massochism begins:

After a fairly unevenful start, fighting off the odd cap ship here and there, I find myself in a nice little corner of one of the five star systems. My first order of the day was to fortify the two choke points bordering my territory. (a not so impressive four planets and two asteroids) Little did I know that in over four hours time, I'd still have those same 6 planetoids.



I knew it wasn't going to be a walk in park, but six hours later it was looking grim. I still had only managed to put together two fleets worthy of combat. One of them was busy defending choke point one, and one defending choke point 2. At this point, choke point 1 had taken such a beating it was getting difficult to keep the replacement ships coming, and choke point 2 had been all but decimated.

Several capital ships and scores of frigates were lost and then replaced to the detriment of my waning economy. Short term, survival was about selling over-priced metal on the black market for credits. With my metal drying up however, this wasn't going to be an option for long. With economic research completed by this stage, the only option that would give any hope of medium term survival was expansion from choke point 2 with a fleet that was far from combat ready.



Taking the chance while it was there, the meagre fleet at choke 2 was ordered out to expand to the west with no backup plan in place, Leaving its home behind and undefended was a risk that had to be taken. Meanwhile back at choke 1, scouts show that a large force from five factions are amassing, ready to attack from three directions. With the attacks getting stronger and larger over the past hour and a half, this is going to be the one that breaks the back of my defense fleet. A pre-emptive strike was launched from choke 1 with the intention of at least delaying an overwhelming attack.



The pre-emptive stike hit three out of five factions (approximately 35% of the gathering force) Meanwhile a large amount of credits and research time are pumped into the Deliverance project with some hope of easing the pressure of expansion.



An hour and a half later - choke 2 failed miserably at its task of expansion, even with the assistance of two Deliverance engines. With only one stable planet to show for all its efforts, its ships couldn't be replaced fast enough, and the planets it had left behind were being hammered.

A new, third fleet had to be ccommissioned to fend off the invaders, with the remains of fleet 2 being left on the new front line in the hopes that it could eliminate the first faction (the light blue Vasari) in a series of hit and runs, along with the two new Deliverance Engines. The Engines wouldn't last long. Rebels appearing in my home system will make sure of that. With no funds to fortify properly, metal stores now officially falling short of whats required to replace lost ships, the expansion plan entirely failed, it isn't looking good.



Meanwhile, back at choke 1, things were becoming desperate. With the attacks becoming so large now, stationed fleet one can't cope.



With Deliverance no longer an option, the fleet now split into 3, choke 1 being overwhelmed and choke 2 unable to withstand another attack, it's now or never. A plan is formed to remove the ability for enemy factions to move quickly between choke 1 and 2 using the wormholes pictured. The Deliverance engines had done their job, and so choke 2 should only have to deal with the attacks of one faction. Shredded fleet #2 can stay on station there.




(Note this is where the MopySruggle replay begins - download at the bottom)

Fleet 3 is ordered to take up offensive positions ready to support choke 1, removing a single TEC (yellow) colony in the process. Struggling fleet 2 stays on station with orders to stave off any attacks from the west for as long as possible. At this point, the multi-fleet, multi-faction attack I'd been dreading looked imminent on choke 1. The only chance of survival was to remove points marked with green X's and form new choke points, restricting enemy movement at the same time.



And so the hostiles arrive at choke 1, where first fleet prepares to make its brave stand. Its been defending this point for more than ten hours now. With expansion all but impossible, with no sign of new ships out of the dock due to a crippled economy, outnumbered and outgunned, surely there's no surviving this one. The only hope is forcing a retreat.



Mallice and Cleansing Brilliance their only hope..



Failure! With just a third of the hostile fleet decimated, the retreat doesn't happen. If choke 1 is lost, the enemy has free access to the whole of the empire with no possible retort.



Fleet 1 stays to fight to the last frigate. An intense firefight ensues, still outnumbered two to one, the chances of survival are slim.. but there's a chance.



With heavy losses taken, fighter swarms taking out the system defences, and the metal supply 'just' being able to fire out one or two more frigates, there's one chance left to force a retreat. With Cleansing Brilliance finally ready again, the failing Progenitor fires off its last Mallice before losing its hull integrity and exploding, priming the invading fleet to receive a full force assault from the Radiance super weapon...



Meanwhile, re-enforcements gather around the adjacent dead asteroid, ready to smash through choke point 1



Finally - Cleansing Brilliance and the final act of Mallice by the Progenitor at choke 1 did its job. The hostile forces retreat - only to be replace by the waiting re-enforcements. The defense fleet is failing, and with all suply exhausted, one capital ship down, and no new frigates rolling off the production line, its the end of the road



With the retreat of the TEC (purple) and the need for assistance at choke 1, the awaiting fleet 3 makes its move. Jumping to the adjacent gravity well, and the source of enemy re-enforcements, and the destination for retreating hostile fleets. Its objective is simple, to cut off enemy re-enforcements, and ensure choke 1 sees no more attacks.



Fleet 3 arrives to face four factions. Outgunned just two to one, this now experienced group of frigates and capital ships can be confident of success. Time is of the essence however. Choke 1 is falling fast and needs assistance.



An unexpected side effect of cutting off retreating hostiles - the TEC (purple fleet) have jumped away from fleet 3, back in to choke point 1. Now facing three factions, more heavy casualties cannot be avoided.



Fleet 3 is succeeding. This could become the first major success of this campaign. Two factions have been removed as a threat, with only a capital ship or two remaining, one faction retreated entirely (dark green TEC) and the other two.. it was just a matter of time. If the Unity survives this engagement, there will surely be another like it soon, and recovery will become a priority. As much of fleet 1 needs to be saved as possible



With the combined efforts of fleets 1 (at choke 1) and fleet 3 (assaulting re-enforcement points used by the enemy) the invaders are finally pushed back. It's over. But they'll be back, Fleet supply is going to take a long time to recover, and the economy needs a boost. Badly.



Choke 2 is lost, and fleet 2 is forced back to it's original position by a huge fleet. They didn't stand a chance and were decimated. It was a small price to pay however. They may be able to recover in time. Now is the chance to gain from this situation. Whats left of fleet 1 was moved from the old choke point 1 to take the TEC (dark green) planets to the North.

If the enemy wants re-enforcements now, they'll have to send them through the star. A minor economy boost, but a anything is welcome at this point. A new choke point is established by fleet 3. The geen crosses represent old enemy re-enforcement points that were taken out during the raid.



Some time later... After re-building and fortifying the new choke point 1, and having the time to re-enforce choke point 2 and carry out a successful expansion mission, wiping out half of the Advent (Dark blues) planets to the west of the star system (on the back of the new econimic boost) and establish a solid income for the first time, trouble hits the cursed fleet 1.



Outgunned 5 to 1 and with no re-enforcements or daring assists impossible, will they survive overwhelming odds for a second time?



---- End

Um.. well no is the short answer :P The purples smashed through that fleet and.. well that's another story.

I'm still trying to sort out the recordings, but here's a couple;

http://www.efraxis.com/recordings.zip

MopyStruggle.record is the actual recording from 7.jpg and onwards if you want to see it in real time (from where the yellow roid is taken by fleet 3).
MopyEnd.record is the end of the 9vs1 locked teams, hard AI game. I won't spoil what happened in the end.

Anyway, I haven't had that much fun since playing IG1 back in the late 90's. It resembled trying to hold off the Garthogs and their ridiculous non stop invasions. I don't remember very many games for long. IG1's epic campaign I do remember, and this I will remember in 10 years time. So that's my little tribute to the Devs for creating such a cool game, and congrats to anyone who read/watched this far without tl;dr.

Thanks for reading
Mopy

PS There will be typos, sowies. I'll fix them later if there's an edit button.
66,931 views 37 replies
Reply #26 Top
Only props for Mops...I NEVER read to the end "I did something cool..." but in this case.(edit: I read the whole post trying to figure out what I would have done...) Excellent work here. I am inspired to try more difficult than I've been playing...I think my brain would fry doing 9 vs 1. They should put this in their marketing campaign.

GJ/GW/KUTFUSMF!
Reply #27 Top
Epic stuff of legend! Awesome!
Reply #28 Top
In my first real game as Vasari (TEC-only player so far) I just started a 1vs9 Unfair locked teams (random races and personalities for the AIs) on a standard huge multisystem map. I've almost played three hours so far, and I'm certain of victory. It sounds like I'm bragging, but Returning Armada is so incredibly strong vs. the AI (since it doesn't know how to counter it), that only the first 30 minutes of pure survival were thrilling. When I reached the half hour mark, I had managed to get RA up and running at all my planets. Cue two more hours of slowly grinding my way towards the fleet cap while expanding at the expense of my nearby enemies at the same slow speed. As it stands now, I have 20 phase stabilizers safetely tucked away in the back of my - still - rather small empire and a 2000 supply fleet. My economy pretty much doesn't exist, mainly due to the fact that I simply don't need any resources with RA up and running. I'm bringing in 0.4 crystal per second...

So, nine Unfair AIs can be beat rather easily (but it'll still take you aeons) if only you use Vasari and Returning Armada, but there's no real achievement in that if you ask me. The synergy of Malice and Cleansing Brilliance might be powerful, but it just doesn't measure up to Returning Armada. Nothing does. If you want a real challenge, you have to leave RA out of the equation.

Edit: Actually, I've only played about 2 hours and my crystal income is only 0.3 per second. Man, playing with RA is boring. There's no real sense of achievement (it certainly doesn't compare to taking on 9 hard AIs as Advent).
Reply #29 Top
Anybody do this as TEC yet?

To be fair, once you get multiple Novaliths up, taking out AI's should get pretty easy.
Reply #30 Top
I self limit myself and never use Returning Armada.
Reply #31 Top
Amazing story my friend, makes me want to make a post like this as well.

BTW, i'm 49 hours into a 9 vs 1 unfair ai game, playing as advent aswell, been on defense for the past.....3 hours? any tips for breaking those massive ai fleets?
I tried a fleet composed of 20 destras,10 iconus, 15 drone hosts, 30 illuminators, 10 disciples, 10 subjugators, all research is done too.
Reply #32 Top
I self limit myself and never use Returning Armada.
End of quote


Well, it was my first game as Vasari, and I'm not going to finish it due the aforementioned reasons.

Amazing story my friend, makes me want to make a post like this as well.

BTW, i'm 49 hours into a 9 vs 1 unfair ai game, playing as advent aswell, been on defense for the past.....3 hours? any tips for breaking those massive ai fleets?I tried a fleet composed of 20 destras,10 iconus, 15 drone hosts, 30 illuminators, 10 disciples, 10 subjugators, all research is done too.
End of quote


If you're not already doing it, try exploiting the synergies of Malice and Cleansing Brilliance.

Reply #33 Top
Tried that, unfortunately the fleet i'm facing atm consists of....about 75 transporters,30 overseers, 30 subverters, 30 assailants, 20 skirmishers, about 10 caps, and about 100 enforcers.

So many ships, that my level 10 cap died about 20 seconds after the fleet phased into my planet. The only reason im even surviving these attacks is because i have 15 iconus constantly using repulsion and keeping his ships at bay. my world for a nuke,lol.
Reply #34 Top
Well, there's definetively a need for defense vessels. You could try to aggresively his caps in the hope that he'll retreat. Other than that, target his support cruisers and divide your fleet into groups that each focus fire on select targets. Otherwise, he'll be able to significantly increase the longitivity of his ships with his support cruisers. But really, it sounds like your best option is to retreat and rebuild. Still, you probably already know all of this since you've managed to survive this long in a locked 1vs9 Unfair as the Advent. Kudos.

If you were Vasari and had RA, you would be able to wear him/them down without a care in the world...
Reply #35 Top
Amazing story my friend, makes me want to make a post like this as well.

BTW, i'm 49 hours into a 9 vs 1 unfair ai game, playing as advent aswell, been on defense for the past.....3 hours? any tips for breaking those massive ai fleets?I tried a fleet composed of 20 destras,10 iconus, 15 drone hosts, 30 illuminators, 10 disciples, 10 subjugators, all research is done too.
End of quote


49 hours and surviving unfair AI :CONGRAT: Love to see a story about it when you're done. Lots of exciting moments in there no doubt - and I'm not aware of anyone doing that yet either.

As for breaking through the AI, for the first three weak factions I found myself attacking their planets, then being forced backwards, but that didn't matter much because one of the stronger AI's would re-take them. Wiping out an AI and allowing another to take it takes a whole capped fleet of pressure off of you. Minor downside is the stronger faction gets richer and builds back faster, but the fleet cap only goes so high, so the gain is better than the loss.

Its should be pretty much plain sailing once you take your home system entirely if you haven't already. One thing I do remember at that point is taking a deep breath and having to take the plunge, split the fleet up and expand, leaving home a little less defended than I'd like. It worked in the end, as three AI pulled back to try to fend off the attackers leaving the smaller defense force with enough firepower to cope.

The slowest bit for me at least was trying to fend off a large attack and then prepping an attack force before the next attack arrived and wiped out my fleet cap again.

Good luck with your game :) And your storyboard/replays/game report if you decide to create one.

Cheers,
Mopy
Reply #36 Top
Totally COOL!!! Mopes, you are the MAN. This story really inspired me. So epic.
I'm currently playing the scenarios on normal for my own enjoyment but 1vs9 Hard/Unfair game simply has to be done. I'm so looking forward to all that scrap metal left in space after the battle.
Which gave me an idea for the expansion - recyclers. After each battle scrap metal and crystal remain behind and can be collected by recyclers. This would make recovery from battles much faster and easier.
Reply #37 Top
Well, I can do a 1v6 Unfair as TEC without a Novalith. Time to take the plunge and see if I can bring that all the way up to 1v9. As long as I can survive that first critical hour I don't see why it'd be significantly more difficult.

Biggest thing that helped me out was my SimCity tendencies. Slap down 4 repair bays and a whole bunch of turrets as close to the hostile phase lanes as possible, add 1-2 more turrets back by the planet to pick off the odd siege frigate, and even the strikecraft fleets tend to jump straight into a whole mess of pain. Focus-fire from those turrets and even heavy cruisers pop like bubble wrap. Add PJI for even more fun and watch enemy fleets die en mass.

If it works, I'll post pics and a replay. If it doesn't, I'll detail my ignominious failure.