Crazy, self-important dude plays vs. himself

And posts recording claiming to have some teachable aspects

The gods of gaming software have allowed the following recording (http://www50.zippyshare.com/v/31577325/file.html) of a self-study in a constricted frontliner game to be made and played successfully (I tested playback twice), so I'm posting it here because I think it illustrates some interesting points; roughly in the order of their occurrence:

1) In an otherwise balanced setting, the disadvantage of starting with the randomly spawned cluster of factories to the rear translates into one less extractor for considerable period of time (at least one constructor-spawn-under-siege cooldown of 5 minutes.) This outcome matched the theoretical calculation of having to cross almost one more grav well from the production center to the enemy taking a time almost equal to the build time of an extractor.

2) The fallacy of early defense. The blue player (which due to the disadvantage from point 1) meets the enemy in his own territory, but this is unfortified, and such an engagement is actually to the attacker's advantage. The two cap ships take practically equal damage but the Orange one is also glassing Blue's roid, while the Blue cap ship ain't doing that [so not putting to simultaneous use all its weapons]. The correct response here would have been for the Blue cap ship to counter-strike Orange's roid. The loss of the roid for the Blue player became effectively irreversible as taking a roid under enemy presence is just as hard if not harder as holding one early on, while Orange could fortify his at the expense of slightly less fleet for a while, despite the half-harted raiding attempts from Blue.

2.5) A repair platform capable of 30 hp per second will save a cap ship from a pursuing fleet of 10-15 frigates, even if the cap is down to 300-500 hp. The combination of armor and high shield mitigation makes that level of repair of on a cap outperform an early game fleet's dps.

3) Finally, the fairly significant resource difference (mostly stemming from point 2, but also a bit from 1) translates into the Orange being able to field more illums, which cost more resources, and these eventually sweep Blue's fleet away claiming what was initially blue's roid for Orange's dominion. (I didn't play the subsequent mop up phase.) Note that the difference in credit incomes was marginal because a roid contributes little in taxes. Had I used the DLC feature of social specialization, I could have probably transformed Orange's resource advantage in a faster credits advantage too, but I didn't want to go that way.

And if you're confused as to how this recording was made, the Orange player [despite its name] was also played by the same human [myself] as the Blue player, using the dev exe to switch the active player as needed (which is to say pretty often). No other dev commands were used. The recording doesn't start from the very beginning because I had a save game to [re]start from (an earlier attempted recording crapped out on playback.) I've also built more or less the same fleet for both sides [both were Advent Loyalists] as long as that was possible due to resource constraints. If you want the [rather trivial map] to use it yourselves it's posted at http://pastebin.com/CTixrG7C

Questions & comments welcome.

20,400 views 4 replies
Reply #1 Top

Definitely an interesting feature that I may toy around with some day.

As for social spec on roids, I don't believe it is worth it personally. The credit investment is 1000 plus metals and crystals for those 2 ranks and you only get 20 extra population. The extra 0.5 credits per sec takes over 30 minutes just to pay back that initial 1000 investment, without even factoring in the metal and crystal cost, and the fact that it takes a long time to reach that 20 extra population as well due to how slow pop. growth on asteroids is. Then if you ever research trade and want to use the roid in your chain, the social spec will reduce income from your port there. After an hour to an hour and a half it may begin to pay a small dividend, but IMO you are better off putting those resources to use on econ techs if you want to build up your income.

The Terran home planet is a different story though, that is a much more interesting prospect for social spec.

Reply #2 Top

Quoting WJC3688, reply 1

As for social spec on roids, I don't believe it is worth it personally.

I meant upgrading the social "slots" on the homeworld would have translated the resource advantage (grained from the roid[s]) in a credits advantage. But a soc upgrade on the homeworld needs at least 3 ranks to be ultimately worthwhile, so it costs a fair bit of everything, and thus has a fairly long  break even time (20-30 minutes to just pay for itself I'd guesstimate without a precise calculation.) And I was not planning to play a game long enough for that to matter... 

Quoting WJC3688, reply 1

Definitely an interesting feature that I may toy around with some day.

I've uncovered some bugs while trying to use the dev exe for extended play vs. self like this. Luckily they have workarounds. Briefly:

  • You cannot buy or sell resources on the Black Market while the dev menu is active (which is need to quickly switch players.) At least not from to top-right buy/sell buttons. Whenever you want to use the BM, you need to turn off the dev menu and turn it back on later.
  • After about 15-20 minutes of switching players, the ship production queues get a little bugged in that they always have some ships queued but these never start getting built. It got to as high as 5-6 of those never-getting-built ships. The workaround is to simply queue more. As a result of those phantom ship production orders, the econ display also gets a little confusing, showing negative credits/resources at times, so you no longer know exactly what you have. Interesting enough, the phantom ships queued don't show up in the playback/recording [the queue counters are less] nor do the credit/resource counters ever display a negative value during playback so I conclude that the game still keeps track of credits and resources correctly during the initial play, but just displays them wrong. (As an aside here, I really liked that in Sword of the Stars you could buy stuff on credit, but paid interest, and got [less] interest for savings as well. The only "meh" factor to that was that there was an arbitrary ceiling to debt after which you insta-lost the game.)
Reply #3 Top

How do I use the dev exe to switch active players in this manner? I want to test certain fleet comps, but the AI is non-cooperative.

Reply #4 Top

Quoting WJC3688, reply 3

How do I use the dev exe to switch active players in this manner? I want to test certain fleet comps, but the AI is non-cooperative.

The moment the new game starts pause it. Then enable the dev menu with ctrl+shift+. (that last key is "dot"). Then choose Change Galaxy -> Change Player -> Change Active Player. Right after you switched to the AI player for the first time, also turn off AI for it with Change Active Player IsAI; otherwise it will continue to give its own orders after you switch back to the 1st player. So the initial key sequence is [pause], ctrl+shift+., a, d, a, b. The dev menu remains at the last chosen submenu, so subsequent seat/player switches involve just pressing the key "a" again.

If you're used to giving regular commands with key shortcuts, beware that the letter-bound ones will do something else while the dev menu is active... and possibly other keys too. Most annoying of these is that the key "i", which is normally for "toggle stacked icons", will give all the research in that dev submenu, and there's no undo for that other than to reload from some save game. The BM key shortcuts (e.g. F6 "sell metal") also don't work while the dev menu is active, but at least don't do something else.

If you don't care about in-game build times of the initial force and/or reinforcements, but just want to test a set piece battle with a preset OOB (order of battle), then you can save yourself some time by using the dev Spawn Entity menu (bound to the key "f"), which is under Change Galaxy; it should be self-explanatory how the submenus of Spawn Entity work. If you want to make a [non-borked] recording of a fight involving spawned ships, you need to save right after you spawned the last ship, then reload from that save game before continuing with the actual fight; if you don't save+load, none of the spawned ships will appear in the recording. Beware however that Advent corvettes are presently [1.82] affected by a save+load bug, which disables their side and rear guns (and not just in the dev exe). Alas, there doesn't seem to be a way to insta-spawn structures/modules (rather than ships) from the dev menu. A workaround for that is to enable Instant Build Times; this is under Change Galaxy -> Overrrides [b]. Instant Build Times also applies to research times. Beware that any recording made while Instant Build Times is active will be majorly desync'd on playback, so turn it off and save+load before you start to fight (and record). Finally, to quickly give levels to capital ships beyond what can be bought, use Give Experience [g] from the Change Entity [c] menu (itself under Change Galaxy); the usual caveat about save+load being necessary before recording also applies to granting XP this way.