Alpha Blue Community: Game Strategies - Alpha Blue Community

Jump to content

Welcome to Alpha Blue Community

Welcome to Alpha Blue Community, like most online communities you must register to view or post in our community, but don't worry this is a simple free process that requires minimal information. Take advantage of it immediately, Register Now or Sign In.

  • Start new topics and reply to others
  • Subscribe to topics and forums to get automatic updates
  • See less Adverts when you join Alpha blue's Alliance Modding group
  • Get your own Alpha Blue profile and become recognised for your skills
  • Join the Alliance and you will be able to access hidden area's of the site.
  • This enable's you to have access to resources from the group while in return you can contribute back
  • Got a Mod ? we can host a thread for your mod. Dedicated forums and private staff area's that are password protected.
Guest Message © 2010 DevFuse
  • (2 Pages) +
  • 1
  • 2
  • You cannot start a new topic
  • You cannot reply to this topic

Game Strategies Your favourite ways of winning ? Rate Topic: -----

#1 User is offline   Jedi_Consular Icon

  • Council Member
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • View gallery
  • Group: Root Admin
  • Posts: 1,046
  • Joined: 09-November 08
  • Gender:Male
  • Location:U.K mars the world.

Posted 07 March 2010 - 07:39 AM

How do you guys play Forces of Corruption ? - do you have strategies to help you gain victory ? - what is your favourite way of beating the AI ? - plus what do you think about the AI and how you think it would be better and harder to beat ?

Let me know in this thread what your thoughts are on this.. and we will look at tweaking the mod SOTE further, so its molded more to your tastes.

Cheers.
0

#2 User is offline   ShadowCrow Icon

  • Jedi Master
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Group: Alpha Blue Knights
  • Posts: 380
  • Joined: 27-November 09
  • Gender:Male
  • Location:USA
  • Interests:Time

Posted 07 March 2010 - 02:33 PM

I've only played as the empire and I use the strike cruisers. They are reinforcement units for space stations and when you warp them out one by one, they become new units that are part of your fleet instead of garrison units from the space station. Though they have somewhat weak shields and armor compared to moncal cruisers, if you have 8 strike cruisers and concentrate their fire on a single target, the strike cruisers are deadly. So I use the hit and run method to keep the strike cruisers alive.

To combat the large swarms of fighters, I use bayonets which are extremely effective against enemy fighters (although bayonets can be wiped out by fighters pretty easily, so it requires user management to snipe enemy fighters without drawing too much attention).

----

If it weren't for those strike cruisers, I'd probably lose to the AI pretty quickly lol. Honestly I think that there should be a variant units for all garrison reinforcements without the warp ability, that way you're not getting free units.


As for playing as the rebels/hutts, I haven't played as them yet so I can't give an answer. :P
Shadows of the Empire

Sidious Invader: "Soon I'll be ready to immerse myself in the dark side of modding, and rule the modding community with an iron fist. I leave now cackling with hate soaked delight..... "

"I am wrought with such hearty guffaws that, in addition to rolling to and fro on the floor, my posterior has separated itself from my body." ~ Ye olde ROFLMAO.
0

#3 User is offline   vadereclipse Icon

  • Newbie
  • Pip
  • Group: Members
  • Posts: 2
  • Joined: 16-December 08

Posted 07 March 2010 - 06:32 PM

hey, long time no post.
anyway, i'd want to see the AI build space stations past level 1 or 2, if possible. that's what i find especially frustrating in-game. there's virtually no challenge once you have a decent fleet and high-level defences on bases. you're being attacked by ships which are of techs 1-3, never star destroyers or the likes of which.
0

#4 User is offline   ShadowCrow Icon

  • Jedi Master
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Group: Alpha Blue Knights
  • Posts: 380
  • Joined: 27-November 09
  • Gender:Male
  • Location:USA
  • Interests:Time

Posted 07 March 2010 - 06:45 PM

View Postvadereclipse, on 07 March 2010 - 05:32 PM, said:

hey, long time no post.
anyway, i'd want to see the AI build space stations past level 1 or 2, if possible. that's what i find especially frustrating in-game. there's virtually no challenge once you have a decent fleet and high-level defences on bases. you're being attacked by ships which are of techs 1-3, never star destroyers or the likes of which.


Now that I think about, I played SOTE with tech levels starting at lvl 5. I played as the empire so I don't know for sure about them, but the rebels didn't seem to have any problem building past lvl 2 spacestations or building massive moncal fleets (or perhaps they were all escort units for the heroes?).

Anyways, there could be a possibility that the AI isn't researching the tech levels thereby preventing them from building bigger spacestations.
Shadows of the Empire

Sidious Invader: "Soon I'll be ready to immerse myself in the dark side of modding, and rule the modding community with an iron fist. I leave now cackling with hate soaked delight..... "

"I am wrought with such hearty guffaws that, in addition to rolling to and fro on the floor, my posterior has separated itself from my body." ~ Ye olde ROFLMAO.
0

#5 User is offline   Lord of the Sith Icon

  • SOTE Mod Team
  • PipPipPipPipPip
  • Group: Beta tester
  • Posts: 55
  • Joined: 13-November 08
  • Gender:Male

Posted 07 March 2010 - 06:53 PM

Well I have been playing SOTE since the beginning. JC has made an excellent work on all aspects of the mod.

Well I always play Empire and I base my tactics on ISDs. I am a great fan of those ships and have elaborated tactics that have ISDs on base. I usually support them with carriers to bring in more TIEs and to repair the ships when needed. For early games (in GC) I prefer to use VSDs and Nebulon Frigates.

The Ai is pretty good in the mod however what I don't like in GC mode is the way the AI cheat or is helped with alot of ships poping up too often especially big ones. I would instead like an AI which has no help and has to build structures and economy just like the human player. About the Cartel Ai I don't like the rushing tactic it always uses to corrupt planets.

In skirmish games the AI playes pretty good even if it relys too much on heroes ships. It should uses all the types of units or use some specific types.
Posted Image
0

#6 User is offline   Imperial_Guard Icon

  • Newbie
  • Pip
  • Group: Members
  • Posts: 7
  • Joined: 24-February 10
  • Gender:Male
  • Location:Hawaii
  • Interests:I do a bit of modding, texturing, mainly for my own personal use because I lack the skill to really stand on my own. Hopefully i can learn here.

Posted 09 March 2010 - 12:06 AM

Im not sure if this is just to the beta testers of the mod (i dont think so).
Anyways, Generally, I hunker down my core planets, where I have a decent income and then procceed to hold fort untill level 5 tech (empire)
Usually I max out all starbases, and all ground bases. I keep a few ISD's on each planet (usually 1 or 2) with level 5 stations and level 4 stations, and up to four on all others. When I expand, I make sure my borders have all bases with up to level 4 starbases. I usually split up two or three fleets. My sith fleet is vader, with palp for ground battles, then piet and thrawn, and if Im playing a mod game with extra ISD heroes, a third fleet. Usually my build goes Acclmators as my main hard hitters at tech 1, to 2, victorys for about 3 to 4 and ISDs up to 5.

For my offense, I charge creep to the capital ship building planets, mon calamari being my main target. I usually take care of Rebels over Zann because rebels attack me more often in AI.
What I would like to see is a AI that is more defensive in a mod, Usually I will cut through three or four planets in a row without having to rebuild my fleet, if i even do. So just more garrisoned units in space. Usually AI wont breach my borders, if they do manage to take down my space station, by that time I've decimated their fleets and bring in one of my main fleets to mop them up, then patrol the planet untill I have my defenses back up. Sometimes if I notice a planet is a favored target, Ill keep one of my fleets over it.

TL;DR
Defensive AI and AI that is better, or smarter offensivley.
0

#7 User is offline   Admiral Jamoking Icon

  • Jedi Knight
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Alpha Blue Knights
  • Posts: 147
  • Joined: 17-November 08
  • Gender:Male
  • Interests:Modding, playing video games, creating stories, watching movies

Posted 09 March 2010 - 12:50 AM

When I play Empire immediately after starting a new GC, I'll move all my ships from the core planets and move them to the outer most controlled regions. I'll usually keep Coruscant well protected though. I usually build one or two larger fleets filled with ISDs, VSDs, etc. and take over key planets nearby. I always build one large company/legion of land troops/vehicles (AT-ATs, AT-STs, SPMAs, AT-AAs, Stormtroopers, Phase 2 & 3 Darktroopers, Darth Vader or Palpatine, etc.) that serves as my only land attacking force, I just move it to and fro after I capture the space part of a planet. For all planets I have each planet occupied by at least two stormtroopers, one AT-ST, and two speeder bikes. For more important planets I'll have 2-M repulsor tanks and for the most important planets I'll have one or two AT-ATs.
Petrolution EAW Mod News Poster

Posted Image
Leader of the Demise of the Empire Mod
0

#8 User is offline   Nomada_Firefox Icon

  • Jedi Knight
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Alpha Blue Masters
  • Posts: 182
  • Joined: 20-November 08

Posted 09 March 2010 - 06:32 AM

A good strategy for IA would be build a complete fleet but with a few limitations, first the number of different type of units and second the number of all them. It would be the most important for IA.

Next we can see two things, usually for limit the type of units, you limit the number of some units that you can build, if they would be unlimited only for the IA, it would be better.

Second for limit the number of all them you make the same but it is not too perfect because IA always can build a lot of units.

What is the problem from build thousands of units, specially with IA? there are two very important, the first is the lag and the second is the realism, I would not see with good eyes a IA with four planets building thousands of units. So less planets IA has, so less units it should have.
0

#9 User is offline   Imperial_Guard Icon

  • Newbie
  • Pip
  • Group: Members
  • Posts: 7
  • Joined: 24-February 10
  • Gender:Male
  • Location:Hawaii
  • Interests:I do a bit of modding, texturing, mainly for my own personal use because I lack the skill to really stand on my own. Hopefully i can learn here.

Posted 09 March 2010 - 03:49 PM

View PostNomada_Firefox, on 09 March 2010 - 01:32 AM, said:

A good strategy for IA would be build a complete fleet but with a few limitations, first the number of different type of units and second the number of all them. It would be the most important for IA.

Next we can see two things, usually for limit the type of units, you limit the number of some units that you can build, if they would be unlimited only for the IA, it would be better.

Second for limit the number of all them you make the same but it is not too perfect because IA always can build a lot of units.

What is the problem from build thousands of units, specially with IA? there are two very important, the first is the lag and the second is the realism, I would not see with good eyes a IA with four planets building thousands of units. So less planets IA has, so less units it should have.


To add one that, it should be limited for certain factions. Like, I find it odd that the game describes on of the main strategies of the EMpire as "outnumbering with massive numberts of tie fighters" or something like that, and yet because of the rebellion and zanns ability to build their own fighters my own fighters are always outnumbered at least 2-1 (and the lag, my god the lag when they just start flooding on screen).
0

#10 User is offline   Nomada_Firefox Icon

  • Jedi Knight
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Alpha Blue Masters
  • Posts: 182
  • Joined: 20-November 08

Posted 09 March 2010 - 10:10 PM

IA building fighters is a very bad idea and if JC has not deleted the changes made by me on mod, IA will not build more fighters on skirmiss and I would like recomend that IA can not build them on GC.
0

#11 User is offline   Jedi_Consular Icon

  • Council Member
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • View gallery
  • Group: Root Admin
  • Posts: 1,046
  • Joined: 09-November 08
  • Gender:Male
  • Location:U.K mars the world.

Posted 10 March 2010 - 04:36 AM

please note - that Imperial Guard is probably referring to the vanilla FOC - not this mod. I don't recognise them as a tester. I have done a lot on the fighters problem in the mod - that I was aware of being a problem. I increased the spawn times of fighter squadrons, and now added Firefox's squadrons sizes to my own mod - being in 12 not in flight groups of 6 making up full complements - from ISD and calimari ship capacity's.

on GC there is a fighter button - filter button - used for fighters that are buildable in GC. However they are the same as what you would get from the vanilla game. (Rebels) and for Empire, only the rare units hard to find. We can of course also put restrictions on how many do get built. Since the further testing in the mod the AI does NOT spam fighters any more.
0

#12 User is offline   Admiral_Stephen Icon

  • Member
  • PipPip
  • Group: Project Team
  • Posts: 15
  • Joined: 15-December 08

Posted 11 March 2010 - 02:12 PM

I know I haven't been active on here for awhile, but I have been playing the mod yet. When I play with Empire or Rebels, I usually foritfy key planets (like Corellia, Kuat, or Corucsant,) very early on. Once I have built up a formidable fleet, I start to attack the weaker enemy planets. My fleets are usually made up of ISDs or Calimari cruisers. The enemy usually gives me some good battles. Anyway, after I start attacking the weaker planets, I usually will take a key planet from the enemy. I use this strategy until I beat them.
0

#13 User is offline   JAS Icon

  • Member
  • PipPip
  • Group: Project Team
  • Posts: 14
  • Joined: 17-November 08
  • Gender:Male
  • Location:California,USA

Posted 14 March 2010 - 07:22 PM

While I haven't played SotE yet, typically my strategy in GC is to amass two fleets (I generally play Empire). One fleet stays in the core worlds, usually above Coruscant or another central planet, like a guard. The other fleet is my main assault fleet, I use exclusively for capturing other planets. Towards the end of the game when there are only a few planets left, I may deem it safe to join both fleets for a massive invasion.

I also do the same with ground forces, I leave one group to defend my key planets, and one group to capture planets.
I'm sure this tactic is pretty universal, it should work with any mod.

I would like to see an aggressively defensive AI, one that focuses on defending it's space stations at all cost, being smart about countering the different unit types I throw at them. I've always been a fan of Siege style gameplay where you search for a weakness in the defense and exploit it. There's nothing more satisfying than noticing a small gap in the defense and hurl an entire fleet through it, and see how upset the opponent gets xD

So in short I would like to see AI that focus a lot of a smart defense.
JerichoAirsoftSniper
United We Fall.
Coder/Beta Tester.
0

#14 User is offline   Arcesious Icon

  • Member
  • PipPip
  • Group: Members
  • Posts: 16
  • Joined: 24-June 10

Posted 26 June 2010 - 02:06 PM

In skirmish mode I usually SSD rush the enemy. I defend by base frantically, building a dozen corvettes to use as 'defense satellites' as they constantly attack, and once I have enough money I build an SSD, kill their attacking forces, build another SSD, and drop it right on top of their starbase.

This post has been edited by Arcesious: 26 June 2010 - 02:07 PM

"There's always a bigger fish..." ~ Qui-Gon Jinn
0

#15 User is offline   ShadowCrow Icon

  • Jedi Master
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Group: Alpha Blue Knights
  • Posts: 380
  • Joined: 27-November 09
  • Gender:Male
  • Location:USA
  • Interests:Time

Posted 26 June 2010 - 04:38 PM

I don't think that'll work in this mod. :P Your vettes won't last long enough for you to bring out an SSD.
Shadows of the Empire

Sidious Invader: "Soon I'll be ready to immerse myself in the dark side of modding, and rule the modding community with an iron fist. I leave now cackling with hate soaked delight..... "

"I am wrought with such hearty guffaws that, in addition to rolling to and fro on the floor, my posterior has separated itself from my body." ~ Ye olde ROFLMAO.
0

  • (2 Pages) +
  • 1
  • 2
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users