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The Day of Defence -- Large Compo Shot http://45.55.195.193/viewtopic.php?f=4&t=31174 |
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Author: | DDR [ Thu Jun 07, 2012 4:33 am ] |
Post subject: | The Day of Defence -- Large Compo Shot |
Today, I ----------------------------------- Again, but this time with points of interest marked in yellow. Original Setup: All units and weapons from Coalition stock. 1.0: Three light soldiers, armed with an array of conventional guns. (Assault rifle and co.) 1.1: Two light soldiers, more guns. Two medic drones. Draws men from 1.0 to heal, and from outside in the earlier stages of the assault. 1.2: One light soldier, one medic drone. 2.0: A metal plate, over top of solid (gold-bearing) earth. 3.0: Four light soldiers and conventional guns, and one gatling turret. 3.1: (3.5?) One gatling turret. 4.0: Teleporter (missing). One remote-grenade launching light soldier protecting it. 6.0: One light soldier, conventional weapons. The Story From Here: 1: This crossfire/healing combo proved to be effective against the AIs steady trickle of dummies that, after several hours of assault, I detonated my soldiers' grenades on them. This was too easy. However, the AI did mysteriously get the medic drone in area 1.2. 6: The single soldier here was very, very effective on the feet. None of the AI got a shot off before his automatic killed them. (They tended to get stuck on the ceiling.) I grenaded him to death too. 2: After my miners mined the gold out from under the metal platform, the attacking AI actually took out the rest of the platform. This proved to be a bit of a trap, but the AI did get out of it after some time. At any given time past this, there are between three and five dummies down here. 3: While not as rock-solid as the previous emplacements, this area did last a good hour or so. The AI got off some good grenades which decimated the lower deck, and eventually managed to shoot the gatling turret and light infantry on the upper deck to pieces. The gatling gun to the far right was, due to range and spin-up time, less than effective -- but, since it was meant as a 'sorry, your brain is in another castle' messenger anyway, that's OK. 4: The remote grenade launcher was silly-effective here. Due to the nature of the AI slowly sending units down, it was fairly trivial to plant grenades and then trigger them from safety. However, I did kill a couple dudes by mistake this way having fun. The AI has no clue how to use the remote GL, if it did two or three of these guys working in coordination would be a force due to their immense power in choke-points. There was suppose to be a teleporter here, but since the teleporter and rocket-dock pieces seem to work on a rental basis I hadn't gotten around to replacing them. If the teleporter did work, any AI unit falling into it would have been theoretically whisked back to the surface. That about covers it. During the running of the game, Cortex Command crashed twice and behaved bizarrely once, a new record. The game took probably between 9 and 12 hours to play out, not including the rest of the scenario that was played previously. The AI only attacked this base, and not the much simpler base at another site. (Some variety might be nice here.) I'm sure some of the members here can relate longer battles, but this is my record. If anyone could recommend a script that would give the AI many more units faster (especially on my command) I'd be grateful. It's so hard to get a decent battle going with vanilla AIs ordering rate. |
Author: | Miggles [ Mon Jun 11, 2012 10:00 pm ] |
Post subject: | Re: The Day of Defence -- Large Compo Shot |
Hot DAMN, son. The longest metagame I've played was only 4 hours, but you had 9-12? And only at this base? That's patience, bro. |
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