Author Topic: Morgan Biochemical - SMACX AI Growth mod version 1.37  (Read 1657 times)

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Offline bvanevery

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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #30 on: November 26, 2019, 08:20:38 AM »
things that cause rage quits
things that cause rage quits

MY 2261.  You know, I had lots of money.  I think about 1600 credits.  I was trying to spend it.  I had also been trying to save it, maybe for buying out a base, since that's really expensive in my mod now.  These stupid random events are one of the things I really dislike about the game, and that I'd never put in my own game.  The penalties of the negative random events, grossly exceed the benefits of the few positive events.  One of the worst events, which I haven't seen for quite awhile, is when an asteroid summarily wipes out one of your cities.  I think it tends to happen in the endgame, and it must have something to do with how much better you're doing than everyone else.

I seem to be sticking to my original plan of going after the Cyborgs.  After all, they're clearly strongest.  Maybe all my little Green ships heading their way will add up to something?  The AI might not have a viable defense or understanding of my spam.  I haven't chosen Power.  There's a huge -2 GROWTH penalty in my mod for that, and I don't want it.



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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #31 on: November 26, 2019, 08:44:02 AM »
gimmie back my cash
gimmie back my cash

MY 2263.  I had the money to rush the Pholus Mutagen.  Jerk game.

the weakest
the weakest

The Data Angels have taken the Hive.  I could steal from that.

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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #32 on: November 26, 2019, 08:55:13 AM »
tedious!
tedious!

MY 2264.  I was just about to commit my 1st atrocity against the Cyborgs, possibly a suicide mission as they'd likely retaliate somehow.  When lo and behold, the Gaians white knight the cause and destroy my X unit and my probe team.  For the record, they are at war with the Cyborgs.  They should have jolly well let me do my job.  It's not proving easy to conduct useful chemical operations in this game.  It's 4 AM and I'm going to bed in disgust.

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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #33 on: November 27, 2019, 04:55:45 AM »
design hack
design hack

MY 2272.  I stole C5 Doctrine: Air Power from the Hive base that the Data Angels took over.  In my mod this makes the Cruiser Probe Team available.  I don't want anyone getting instantaneous designs and avoiding prototypes, so my policy has been to make predefined units available 1 tech after the capability is given.  I'm in the odd circumstance of not having learned C4 Doctrine: Initiative yet.  Thus I'm not supposed to know how to make a Cruiser chassis nor a Deep Radar.

derivative design
derivative design

By switching the chassis and the armament, I was able to make a Laser Needlejet.  Surprisingly, the prototype for this design was complete.  I don't know why and that feels like a bug, or a kind of abuse.  I'm not going to worry about it though, because some of the factions are getting a bit ahead of me in tech.  I'll think of it as a right of theft!

cannon fodder to the slaughter
cannon fodder to the slaughter

Enemies attacked my Foil Probe Teams with surgical precision, to the point that I think the AI totally cheats about where the units are.  My untrained X Impact Foils have performed poorly, especially against trained Cruisers that the Cyborgs are now fielding.  I have not made any chemical attacks because I simply can't bring enough forces into a region to prevail.  There's no point in permanently pissing off a faction, let alone one that's going to get nukes before you are, just for barely scratching a base.  I also learned in the distant past that wiping out a base or two is not forever.  The AI will simply rebuild bases.  You have to be confident that you're bringing enough force to wipe out the AI entirely, and I'm not confident about that yet.  When I was coming by 1s and 2s, I got picked off.  I've been trying to flank and encircle, and I've been trying to come en masse.

I completed the Pholus Mutagen.  That gives me the ability to use fungus as favorable terrain, as though my units were indigenous life forms.  This isn't all that helpful though, because my -2 PLANET tends to stir up actual indigenous life forms.  Which kill me, because I'll already have units parked in the region that haven't moved yet and can't get away.

This has basically been a really bad time and I'm questioning the wisdom of going after the most distant and most powerful enemy first.  It would be a lot easier to wipe out the Data Angels, because they are land contiguous to me.  Nevertheless I haven't quite given up on the original strategy idea.  I'm making a new fleet of X Impact Cruisers.  They move faster and have radar.  I've still made them unarmored, as it costs too much and they can't hold up defensively anyways.  I need to bring enough force to the region to start rapidly wiping out sea bases.  If the Cyborgs start deploying better armor in the meantime, this is basically not going to work.

I've decided my confidence in the current strategy is low.  I will build the X Impact Cruisers I've already committed to building, but otherwise I'm changing coastal city production to Hybrid Forests.  My inland cities are already doing that, because I'm well garrisoned and don't need offensive land units right now.  The Hybrid Forests will raise my productivity.  My long distance chemical spamming strategy might work if I can crank out a lot more units.  Fusion Power would be nice too.  Nobody's got that yet, but some of my enemies have some of the prereqs.

change of plan
change of plan

Shoot, I wasn't kidding that she's researching faster than I am.  She's gone nuclear!  That's the end of my plan for now.  I'm not taking a nuke in the face for a long distance sea battle I'm doing badly at.  Glad I didn't pull the chemical weapons trigger on her.

Who can I victimize?  More importantly, why would I bother to?  The Hive is getting killed by the Data Angels and no longer a threat.  The only other substantial sea civilization is the Pirates and they're my allies.  I guess I could sail home and disband these damn ships.  What a waste.

switch out
switch out

For some reason, I was allowed to switch all the X Impact Cruisers in progress, to Cruiser Probe Teams, without penalty.  Something to do with all the prototypes I came up with this turn, I suppose.  My existing X Impact Foils, I suppose I could use as high priced conventional units against something.  Not sure what.  Well I could screen my Cruiser Probe Team movements until I steal the techs I need.  They probably will die in short order, given how badly it went against the Cyborg fleet.
« Last Edit: November 27, 2019, 05:17:02 AM by bvanevery »

Offline bvanevery

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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #34 on: November 27, 2019, 05:29:16 AM »
my friend for now
my friend for now

MY 2273.  Someone called an election.  The Pirates have been growing and we were able to depose the Cyborgs.  This situation is peachy for now, and is going to suck when I finally start with the chemicals.  Well I said I was going to play this scenario, didn't I!  What have I gotten myself into.

I'm going to harass Deirdre's few sea bases for a bit.  They Cyborgs are regularly taking them over, and the Gaians regularly take them back.  So I should be able to steal techs from everyone, if I concentrate my screening forces.

surprised I could do it
surprised I could do it

Can't remember if I learned or stole D5 Digital Sentience a few turns ago.  I thought the Network Backbone had been built already, but it hasn't, so I've started it.  The Cyborgs will complete it "soon" so I have to hustle.  This might be my excuse to cash in all my old Former units.  My money per turn is pretty good, 233 credits, but it's a very expensive project in my mod.

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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #35 on: November 28, 2019, 03:21:48 AM »
perihelion increased my energy
perihelion increased my energy

MY 2277.  Somehow I got a massive energy boost last year.  I also did cash in a number of Formers.  I completed the Network Backbone rather easily.

rockin' the minerals abuse
rockin' the minerals abuse

I could now make pretty much any amount of minerals output I want.  Of course it does require actually building the Supply Crawlers, and in my mod, Fission Supply Crawlers are terribly expensive.  80 minerals!  It's high so that a Fusion Supply Crawler will cost 50 minerals, same as an Artifact.  This is to slow down everyone who wants to abuse Supply Crawlers to get minerals, whether human players or someone's AI binary patch.  So I guess this is not really instant productivity.  It's the start of serious productivity if I want to go that way though.

Now I'll need money for the Nano Factory.  Gotta stay ahead of the Joneses.

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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #36 on: November 28, 2019, 04:22:29 AM »
silly cyborg, Trix are for kids
silly cyborg, Trix are for kids

MY 2279.  I don't know what the Cyborgs were thinking.  She doesn't remotely have the allies or the votes.

MY 2282.  I steal Bio-Engineering from the Gaians.  With Genejack Factories I could certainly pile on the minerals.  However I need cash for the Longevity Vaccine.

forgot I could do this
forgot I could do this

MY 2284.  Belatedly I remember that completion of the Network Backbone removes the penalties for going Cybernetic.  Might as well!




Offline bvanevery

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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #37 on: November 28, 2019, 04:37:23 AM »
babies
babies

MY 2289.  I learn Eudaimonia.  I switch to Eudaimonic as I should be able to pop boom in many of my cities.  Pop booming is rather difficult in my mod.  I took all easy GROWTH bonuses away.  You have to have the +2 GROWTH from Eudaimonic, and you need cities to be in a Golden Age.  Unless you're the Hive, as they have a +1 GROWTH bonus and could do it without Golden Ages.  In many iterations of my mod, everyone could do it without Golden Ages.  I decided that was overpowered for the benefit of the human player only, as the AI really didn't know how to do it.

naval nothing
naval nothing

I can't hope to compete with Cyborg research.  They've got Fusion Power, Silksteel Armor, a bunch of stuff.  It's very hard to get to them to steal.  By rerouting my fleet, I was able to steal some techs from the Gaians, and that helps.  But the Cyborg territorial waters are uncannily well defended.  I've got one ship left from all that X spam earlier, and they just sunk one of my approaching Cruiser Probe Teams.  I suppose I could try to buy one of their ships, but given that Cyborgs in my mod have Polymorphic Encryption on all their units, I bet I can't afford it.  It's probably time to sound the retreat!

the power of capital
the power of capital

By disbanding some Rover Formers, I'm able to barely rush the Empath Guild.  I've got Genejack Factories being built in many cities.  I may not have the tech, but I can probably outproduce everybody.  If I can just lay my hands on some Fusion Power.

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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #38 on: November 28, 2019, 05:04:03 AM »
allies aren't useless
allies aren't useless

MY 2290.  I buy Fusion Power from Svensgaard for a reasonable price, ending one of my problems.  Although I've completed the Empath Guild, it doesn't quite give me the votes to topple my buddy Svensgaard as Governor.

fairly probe proof
fairly probe proof

I thought I was going to steal from the Pirate city the Data Angels took over, but they've stocked it pretty well with probe teams.  It's vulnerable to conventional attack but I haven't built any new navy.  Maybe the Pirates will do something about that?  I think I have to hold my Cruiser Probe Team in port for the time being, lest I lose it.  Actually the Pirates did just give me 1 old Impact Needlejet, which might be enough to knock out those defenders.

less lousy fighters
less lousy fighters

All sorts of choices will make me about the same amount of money right now.  I think it's really difficult to benefit from a +5 ECONOMY without more Treaties.  I've been unwilling to suggest a Global Trade Pact because I believe it would accelerate the already fearsome rate of Cyborg research.  I think I could put up with -3 POLICE because I don't actually have any combat units out fighting anywhere.  Just a home guard now.  Heh, just remembered that Knowledge will tick Svensgaard off, but soon I won't care.  The minute I start using chemical weapons, the friendlies are over.



Offline bvanevery

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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #39 on: November 28, 2019, 05:29:14 AM »
minor invasion
minor invasion

MY 2291.  I complete a Fusion Gatling Hovertank.  I've known how to make hovertanks for awhile, but I never got around to prototyping one.  Unfortunately the Cyborgs are about to land a boatload of 8 units on my shore.  You'd think the Pirates could have done a better job of defending the coast.  Fortunately they're almost all old units, and none of them have 3-Pulse or ECM, so my new hovertank should make short work of them.  I bring up some surplus garrison units that I've had sitting around since forever.

I hit you
I hit you

It was a poor time for the Cyborgs to go on the offensive.  I blew up the defending probe teams while their great protector was away.  Actually if they had been in base, I might have killed everything.

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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #40 on: November 28, 2019, 05:59:05 AM »
death from above
death from above

MY 2294.  I just gained the ability to drop right on Aki's head.  Now I think I can take her out.  Depending on her air defenses.  Yeah, she doesn't have much of a screen.  It's doable!  She hasn't finished her nuke either.  Not even close.  Her research is great but her productivity is poor.

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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #41 on: November 28, 2019, 06:19:31 AM »
lucky!
lucky!

MY 2296.  Look at all this fighting!  Yet I'm going to sail right through them.  Better yet, the Cyborgs recently took over 2 nearby Pirate bases.  I can steal from them, and with luck I won't get sunk.

I stole it
I stole it

MY 2297.   Of course Svensgaard liberates his sea base.  And of course the Cyborgs sink my approaching Cruiser Probe Team.  And yet... a mere Foil Probe Team slips past the Cyborg front line, and finally steals from a sea base where I was getting sunk left, right, and center, not so long ago.  Maybe that's because the Gaians and the Cyborgs are allied now.  I'm gonna kick some Supply Crawlers out and make me a nuke in short order!

different denominations
different denominations

One of my supply crawler tricks is to make different ones that cost 60, 70, and 80 minerals etc.  Various bases can take the same number of turns to complete a more expensive unit.  In this way I waste less of a base's productive output.

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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #42 on: November 28, 2019, 06:41:29 AM »
I'm awesome like that
I'm awesome like that

MY 2298.  That was an expensive project.  I'm just filthy rich, 740 credits / turn!  It's 1:45 AM.  I will figure out how to take advantage of this tomorrow.  Well unless I'm busy with turkey all day, lol.

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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #43 on: November 29, 2019, 04:04:08 AM »
annoyance unit
annoyance unit

MY 2299.  This is how I'm planning to take out the enemy's Sensor Arrays and prepare for general invasion.  I've built 2 of them; we'll see how they hold up.  I believe I can drop them onto a Sensor Array directly and immediately pillage it.  I should also be able to move onto them from a distance if air defenses are in the way.  Also they can slip past any intervening obstacles as though they were a probe team.  This is a more expensive version of the basic Fission Drop Scout concept.  Those only cost 20 minerals.  These cost 40, which is something pretty much all my interior cities can chuck out in 1 turn by now.  Might as well use my extra productivity to buy a more expensive unit.  I can't make a Fusion unit that cheap though, so it's Fission.  It could also pick off Formers and Colony Pods.  I could probably also completely pillage someone's empire into oblivion if they didn't understand the need to go after these things.

can it probe immediately
can it probe immediately

I'm also building an experimental probe team unit that I hope is effective.  Ordinary probe teams are non-combat units and have to end their turn once they drop.  But if I add armor to it, does the game think it's a combat unit?  There's a good chance that it does, and that I'll be able to move immediately.  The other possibility is that probes might be treated as a special case and I won't get to.  Thus, I'm only building 1, and it's a bit expensive.  We'll see next year if it works.

successful drop
successful drop

I was able to drop straight onto a Sensor Array, and I can move.  I'm not sure if combat units can usually land within an enemy's zone of control?  Maybe this one can because it's cloaked.  I could attack, but there's a pretty hefty penalty for attacking just after an orbital insertion.  I just checked the odds and actually they say I'd die, 7 to 12.  So pillage it is, as per the original mission.

MY 2300.  The armored probe team didn't get to move after it dropped.  It's better to establish defensible landing zones and then move out to do tech theft.  Cloaked units do get to land next to enemy units though, which can be useful.

« Last Edit: November 29, 2019, 05:29:45 AM by bvanevery »

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Re: Morgan Biochemical - SMACX AI Growth mod version 1.37
« Reply #44 on: November 29, 2019, 06:05:09 AM »
drop probe team tactics
drop probe team tactics

MY 2302.  I've used cheap units to tear up almost all of the Cyborgs' sensor arrays.  Sometimes they thought it necessary to attack my units with their own Gun peons in cities.  They often died before killing my units, a surprising misjudgment on the part of the AI.  I've found that fission infantry probe team units can be made into cheap drop units, so I'm starting to whack them with those.  My plan is to keep the cities with Secret Projects in them and eventually liquidate the rest.  I think I'll take over all the Secret Project cities belonging to all the various enemy factions first, because it's just too dangerous to do chemical weapons attacks without total commitment.  It's 1 AM and time for bed.  Happy Thanksgiving!

MY 2303.  I stole everything!  The AI isn't that bright about defending its home territory.  It had the troops to kick me to the curb but didn't use them.  The next step is to start a rampage of destroying Perimeter Defenses in bases that I will eventually raze to the ground.
« Last Edit: November 29, 2019, 04:09:13 PM by bvanevery »

 

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